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https://github.com/izzy2lost/2ship2harkinian-Android.git
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Fix the other things that used sunTex (#38)
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@@ -1408,12 +1408,12 @@
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<!-- #region 2S2H [Port] Treat these properly as 64x64 on extraction-->
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<Texture Name="gSun1Tex" OutName="sun_1" Format="i4" Width="64" Height="64" Offset="0x79B10" />
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<!-- <Texture Name="gSun1Tex" OutName="sun_1" Format="i4" Width="64" Height="31" Offset="0x79B10" /> -->
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<!-- <Texture Name="gSun2Tex" OutName="sun_2" Format="i4" Width="64" Height="16" Offset="0x79EF0" /> -->
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<!-- <Texture Name="gSun3Tex" OutName="sun_3" Format="i4" Width="64" Height="17" Offset="0x7A0F0" /> -->
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<Texture Name="gSun2Tex" OutName="sun_2" Format="i4" Width="64" Height="16" Offset="0x79EF0" />
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<Texture Name="gSun3Tex" OutName="sun_3" Format="i4" Width="64" Height="17" Offset="0x7A0F0" />
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<Texture Name="gSunEvening1Tex" OutName="sun_evening_1" Format="i4" Width="64" Height="64" Offset="0x7A310" />
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<!-- <Texture Name="gSunEvening1Tex" OutName="sun_evening_1" Format="i4" Width="64" Height="31" Offset="0x7A310" /> -->
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<!-- <Texture Name="gSunEvening2Tex" OutName="sun_evening_2" Format="i4" Width="64" Height="16" Offset="0x7A6F0" /> -->
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<!-- <Texture Name="gSunEvening3Tex" OutName="sun_evening_3" Format="i4" Width="64" Height="17" Offset="0x7A8F0" /> -->
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<Texture Name="gSunEvening2Tex" OutName="sun_evening_2" Format="i4" Width="64" Height="16" Offset="0x7A6F0" />
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<Texture Name="gSunEvening3Tex" OutName="sun_evening_3" Format="i4" Width="64" Height="17" Offset="0x7A8F0" />
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<DList Name="gSunSparkleMaterialDL" Offset="0x7AB10" /> <!-- sun (sparkles when small) displaylist -->
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<DList Name="gSunSparkleModelDL" Offset="0x7AB58" />
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+23
-1
@@ -1763,7 +1763,29 @@ void Environment_DrawSun(PlayState* play) {
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Matrix_Scale(sSunScale, sSunScale, sSunScale, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
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Gfx_SetupDL54_Opa(play->state.gfxCtx);
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gSPDisplayList(POLY_OPA_DISP++, gSunDL);
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// #region 2S2H [Port] The sun texture was originally broken up into 3 pieces, but this causes
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// issues with extraction, so we've combined them into a single 64x64 texture, and this requires
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// that we render it ourself instead of using gSunDL.
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// gSPDisplayList(POLY_OPA_DISP++, gSunDL);
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static Vtx vertices[] = {
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VTX(-31, -31, 0, 0, 0, 255, 255, 255, 255),
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VTX(32, -31, 0, 2016, 0, 255, 255, 255, 255),
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VTX(-31, 32, 0, 0, 2016, 255, 255, 255, 255),
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VTX(32, 32, 0, 2016, 2016, 255, 255, 255, 255),
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};
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gSPMatrix(POLY_OPA_DISP++, D_01000000_TO_SEGMENTED, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPLoadTextureBlock_4b(POLY_OPA_DISP++, gSun1Tex, G_IM_FMT_I, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_CLAMP,
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6, 6, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadMultiBlock_4b(POLY_OPA_DISP++, gSunEvening1Tex, 0x0100, 1, G_IM_FMT_I, 64, 64, 0,
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G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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gSPVertex(POLY_OPA_DISP++, vertices, 4, 0);
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gSP2Triangles(POLY_OPA_DISP++, 0, 1, 2, 0, 2, 1, 3, 0);
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// #endregion
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}
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CLOSE_DISPS(play->state.gfxCtx);
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