mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2024-12-29 09:23:53 +00:00
260 lines
11 KiB
C
260 lines
11 KiB
C
#include "patches.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
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#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
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#define RECOMP_PAGE_ROW_HEIGHT 14
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#define RECOMP_PAGE_ROW_COUNT ((PAGE_BG_HEIGHT + RECOMP_PAGE_ROW_HEIGHT - 1) / RECOMP_PAGE_ROW_HEIGHT)
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extern s16* sVtxPageQuadsX[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsWidth[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsY[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsHeight[VTX_PAGE_MAX];
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s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = {
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14, // promptPageVtx[60] QUAD_PROMPT_MESSAGE
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-2, // promptPageVtx[64] QUAD_PROMPT_CURSOR_LEFT
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-2, // promptPageVtx[68] QUAD_PROMPT_CURSOR_RIGHT
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-18, // promptPageVtx[72] QUAD_PROMPT_CHOICE_YES
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-18, // promptPageVtx[76] QUAD_PROMPT_CHOICE_NO
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};
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// @recomp patched to draw as strips with bilerp compensation instead of tiles.
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s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
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PauseContext* pauseCtx = &play->pauseCtx;
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GameOverContext* gameOverCtx = &play->gameOverCtx;
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s16* quadsX;
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s16* quadsWidth;
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s16* quadsY;
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s16* quadsHeight;
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s32 cur_y;
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u32 row;
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cur_y = PAGE_BG_HEIGHT / 2;
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// 2 verts per row plus 2 extra verts at the start and the end.
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for (row = 0; row < RECOMP_PAGE_ROW_COUNT + 2; row++) {
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s32 next_y = MAX(cur_y - RECOMP_PAGE_ROW_HEIGHT, -PAGE_BG_HEIGHT / 2);
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vtx[4 * row + 0].v.ob[0] = -PAGE_BG_WIDTH / 2;
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vtx[4 * row + 1].v.ob[0] = PAGE_BG_WIDTH / 2;
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vtx[4 * row + 2].v.ob[0] = -PAGE_BG_WIDTH / 2;
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vtx[4 * row + 3].v.ob[0] = PAGE_BG_WIDTH / 2;
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vtx[4 * row + 0].v.ob[1] = cur_y + pauseCtx->offsetY;
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vtx[4 * row + 1].v.ob[1] = cur_y + pauseCtx->offsetY;
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vtx[4 * row + 2].v.ob[1] = next_y + pauseCtx->offsetY;
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vtx[4 * row + 3].v.ob[1] = next_y + pauseCtx->offsetY;
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vtx[4 * row + 0].v.ob[2] = vtx[4 * row + 1].v.ob[2] = vtx[4 * row + 2].v.ob[2] = vtx[4 * row + 3].v.ob[2] = 0;
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vtx[4 * row + 0].v.flag = vtx[4 * row + 1].v.flag = vtx[4 * row + 2].v.flag = vtx[4 * row + 3].v.flag = 0;
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#define PIXEL_OFFSET ((1 << 4))
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vtx[4 * row + 0].v.tc[0] = PIXEL_OFFSET;
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vtx[4 * row + 0].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 1].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 1].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 2].v.tc[0] = PIXEL_OFFSET;
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vtx[4 * row + 2].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 3].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 3].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 0].v.cn[0] = vtx[4 * row + 1].v.cn[0] = vtx[4 * row + 2].v.cn[0] = vtx[4 * row + 3].v.cn[0] = 0;
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vtx[4 * row + 0].v.cn[1] = vtx[4 * row + 1].v.cn[1] = vtx[4 * row + 2].v.cn[1] = vtx[4 * row + 3].v.cn[1] = 0;
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vtx[4 * row + 0].v.cn[2] = vtx[4 * row + 1].v.cn[2] = vtx[4 * row + 2].v.cn[2] = vtx[4 * row + 3].v.cn[2] = 0;
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vtx[4 * row + 0].v.cn[3] = vtx[4 * row + 1].v.cn[3] = vtx[4 * row + 2].v.cn[3] = vtx[4 * row + 3].v.cn[3] = pauseCtx->alpha;
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cur_y = next_y;
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}
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// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.
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// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
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s16** sVtxPageQuadsXRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsX);
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s16** sVtxPageQuadsWidthRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsWidth);
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s16** sVtxPageQuadsYRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsY);
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s16** sVtxPageQuadsHeightRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsHeight);
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s16 k = 60;
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if (numQuads != 0) {
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quadsX = sVtxPageQuadsXRelocated[vtxPage];
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quadsWidth = sVtxPageQuadsWidthRelocated[vtxPage];
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quadsY = sVtxPageQuadsYRelocated[vtxPage];
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quadsHeight = sVtxPageQuadsHeightRelocated[vtxPage];
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s16 i;
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for (i = 0; i < numQuads; i++, k += 4) {
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vtx[k + 2].v.ob[0] = vtx[k + 0].v.ob[0] = quadsX[i];
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vtx[k + 1].v.ob[0] = vtx[k + 3].v.ob[0] = vtx[k + 0].v.ob[0] + quadsWidth[i];
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if (!IS_PAUSE_STATE_GAMEOVER) {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
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} else if (gameOverCtx->state == GAMEOVER_INACTIVE) {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
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} else {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = sVtxPageGameOverSaveQuadsY[i] + pauseCtx->offsetY;
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}
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vtx[k + 2].v.ob[1] = vtx[k + 3].v.ob[1] = vtx[k + 0].v.ob[1] - quadsHeight[i];
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vtx[k + 0].v.ob[2] = vtx[k + 1].v.ob[2] = vtx[k + 2].v.ob[2] = vtx[k + 3].v.ob[2] = 0;
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vtx[k + 0].v.flag = vtx[k + 1].v.flag = vtx[k + 2].v.flag = vtx[k + 3].v.flag = 0;
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vtx[k + 0].v.tc[0] = vtx[k + 0].v.tc[1] = vtx[k + 1].v.tc[1] = vtx[k + 2].v.tc[0] = 0;
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vtx[k + 1].v.tc[0] = vtx[k + 3].v.tc[0] = quadsWidth[i] << 5;
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vtx[k + 2].v.tc[1] = vtx[k + 3].v.tc[1] = quadsHeight[i] << 5;
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vtx[k + 0].v.cn[0] = vtx[k + 2].v.cn[0] = vtx[k + 0].v.cn[1] = vtx[k + 2].v.cn[1] = vtx[k + 0].v.cn[2] =
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vtx[k + 2].v.cn[2] = 255;
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vtx[k + 1].v.cn[0] = vtx[k + 3].v.cn[0] = vtx[k + 1].v.cn[1] = vtx[k + 3].v.cn[1] = vtx[k + 1].v.cn[2] =
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vtx[k + 3].v.cn[2] = 255;
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vtx[k + 0].v.cn[3] = vtx[k + 2].v.cn[3] = vtx[k + 1].v.cn[3] = vtx[k + 3].v.cn[3] = pauseCtx->alpha;
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}
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}
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return k;
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}
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// There's one extra row and column of padding on each side, so the size is +2 in each dimension.
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typedef u8 bg_image_t[(2 + PAGE_BG_WIDTH) * (2 + PAGE_BG_HEIGHT)];
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#define BG_IMAGE_COUNT 4
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TexturePtr* bg_pointers[BG_IMAGE_COUNT];
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bg_image_t bg_images[BG_IMAGE_COUNT] __attribute__((aligned(8)));
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void assemble_image(TexturePtr* textures, bg_image_t* image_out) {
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u8* pixels_out_start = *image_out;
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// Skip a row, it'll be filled in later.
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u8* pixels_out = pixels_out_start + PAGE_BG_WIDTH + 2;
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for (u32 row = 0; row < PAGE_BG_ROWS; row++) {
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u8* texture0 = Lib_SegmentedToVirtual(textures[row + 0]);
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u8* texture1 = Lib_SegmentedToVirtual(textures[row + 5]);
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u8* texture2 = Lib_SegmentedToVirtual(textures[row + 10]);
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for (u32 tile_row = 0; tile_row < PAGE_BG_QUAD_HEIGHT; tile_row++) {
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// Write the first column, setting alpha to 0.
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*pixels_out = (*texture0) & 0xF0;
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pixels_out++;
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// Copy a row from each of the tiles into the output texture.
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Lib_MemCpy(pixels_out, texture0, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture0 += PAGE_BG_QUAD_WIDTH;
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Lib_MemCpy(pixels_out, texture1, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture1 += PAGE_BG_QUAD_WIDTH;
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Lib_MemCpy(pixels_out, texture2, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture2 += PAGE_BG_QUAD_WIDTH;
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// Write the last column, setting alpha to 0.
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*pixels_out = (*(texture2 - 1)) & 0xF0;
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pixels_out++;
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}
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}
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// Fill in the padding rows with duplicates of the first and last row but with zero alpha.
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for (u32 col = 0; col < PAGE_BG_WIDTH + 2; col++) {
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pixels_out_start[col] = pixels_out_start[col + PAGE_BG_WIDTH + 2] & 0xF0;
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pixels_out[col] = pixels_out[col - PAGE_BG_WIDTH - 2] & 0xF0;
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}
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}
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static bool assembled_kaleido_images = false;
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extern TexturePtr sMaskPageBgTextures[];
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extern TexturePtr sItemPageBgTextures[];
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extern TexturePtr sMapPageBgTextures[];
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extern TexturePtr sQuestPageBgTextures[];
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extern void (*sKaleidoScopeUpdateFunc)(PlayState* play);
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extern void (*sKaleidoScopeDrawFunc)(PlayState* play);
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extern void KaleidoScope_Update(PlayState* play);
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extern void KaleidoScope_Draw(PlayState* play);
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void KaleidoUpdateWrapper(PlayState* play) {
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KaleidoScope_Update(play);
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}
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void KaleidoDrawWrapper(PlayState* play) {
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// @recomp Update the background image pointers to reflect the overlay's load address.
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bg_pointers[0] = KaleidoManager_GetRamAddr(sMaskPageBgTextures);
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bg_pointers[1] = KaleidoManager_GetRamAddr(sItemPageBgTextures);
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bg_pointers[2] = KaleidoManager_GetRamAddr(sMapPageBgTextures);
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bg_pointers[3] = KaleidoManager_GetRamAddr(sQuestPageBgTextures);
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KaleidoScope_Draw(play);
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// @recomp Check if this is the first time kaleido has been drawn. If so, assemble the background textures
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// into the full seamless image.
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if (!assembled_kaleido_images) {
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assembled_kaleido_images = true;
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// Record the old value for segments 0x08 and 0x0D, then update them with the correct values so that segmented addresses
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// can be converted in assemble_image.
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uintptr_t old_segment_08 = gSegments[0x08];
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uintptr_t old_segment_0D = gSegments[0x0D];
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gSegments[0x08] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemSegment);
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gSegments[0x0D] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemLangSegment);
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assemble_image(KaleidoManager_GetRamAddr(sMaskPageBgTextures), &bg_images[0]);
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assemble_image(KaleidoManager_GetRamAddr(sItemPageBgTextures), &bg_images[1]);
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assemble_image(KaleidoManager_GetRamAddr(sMapPageBgTextures), &bg_images[2]);
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assemble_image(KaleidoManager_GetRamAddr(sQuestPageBgTextures), &bg_images[3]);
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gSegments[0x08] = old_segment_08;
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gSegments[0x0D] = old_segment_0D;
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}
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}
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void KaleidoScopeCall_Init(PlayState* play) {
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// @recomp Set the update and draw func pointers to the wrappers instead of the actual functions.
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sKaleidoScopeUpdateFunc = KaleidoUpdateWrapper;
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sKaleidoScopeDrawFunc = KaleidoDrawWrapper;
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KaleidoSetup_Init(play);
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}
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// @recomp patched to fix bilerp seams.
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Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
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s32 i;
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s32 j;
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bg_image_t* cur_image = NULL;
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// Check if this texture set has been assembled into a full image.
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u32 image_index;
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for (image_index = 0; image_index < BG_IMAGE_COUNT; image_index++) {
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if (bg_pointers[image_index] == textures) {
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cur_image = &bg_images[image_index];
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break;
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}
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}
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if (cur_image == NULL) {
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// No image was found.
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return gfx;
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}
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// Draw the rows.
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for (u32 bg_row = 0; bg_row < RECOMP_PAGE_ROW_COUNT; bg_row++) {
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gDPLoadTextureTile(gfx++, *cur_image,
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G_IM_FMT_IA, G_IM_SIZ_8b, // fmt, siz
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PAGE_BG_WIDTH + 2, PAGE_BG_HEIGHT + 2, // width, height
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0, (bg_row + 0) * RECOMP_PAGE_ROW_HEIGHT, // uls, ult
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PAGE_BG_WIDTH + 2, (bg_row + 1) * RECOMP_PAGE_ROW_HEIGHT + 2, // lrs, lrt
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0, // pal
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gDPSetTileSize(gfx++, G_TX_RENDERTILE,
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0 << G_TEXTURE_IMAGE_FRAC,
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0 << G_TEXTURE_IMAGE_FRAC,
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(PAGE_BG_WIDTH + 2) <<G_TEXTURE_IMAGE_FRAC,
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(RECOMP_PAGE_ROW_HEIGHT + 2) << G_TEXTURE_IMAGE_FRAC);
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gSPVertex(gfx++, vertices + 4 * bg_row, 4, 0);
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gSP2Triangles(gfx++, 0, 3, 1, 0x0, 3, 0, 2, 0x0);
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}
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return gfx;
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}
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