diff --git a/src/game/area.c b/src/game/area.c index 0113030d..d2f8f6a0 100644 --- a/src/game/area.c +++ b/src/game/area.c @@ -298,6 +298,7 @@ void area_update_objects(void) { * transition type, time in frames, and the RGB color that will fill the screen. */ void play_transition(s16 transType, s16 time, u8 red, u8 green, u8 blue) { +#ifndef L3DEX2_ALONE gWarpTransition.isActive = TRUE; gWarpTransition.type = transType; gWarpTransition.time = time; @@ -348,6 +349,7 @@ void play_transition(s16 transType, s16 time, u8 red, u8 green, u8 blue) { gWarpTransition.data.endTexRadius = GFX_DIMENSIONS_FULL_RADIUS; } } +#endif } /* diff --git a/src/game/game_init.c b/src/game/game_init.c index f693158d..4337d051 100644 --- a/src/game/game_init.c +++ b/src/game/game_init.c @@ -269,7 +269,10 @@ void create_gfx_task_structure(void) { gGfxSPTask->task.t.ucode_boot = rspbootTextStart; gGfxSPTask->task.t.ucode_boot_size = ((u8 *) rspbootTextEnd - (u8 *) rspbootTextStart); gGfxSPTask->task.t.flags = 0; -#ifdef F3DZEX_GBI_2 +#ifdef L3DEX2_ALONE + gGfxSPTask->task.t.ucode = gspL3DEX2_fifoTextStart; + gGfxSPTask->task.t.ucode_data = gspL3DEX2_fifoDataStart; +#elif F3DZEX_GBI_2 gGfxSPTask->task.t.ucode = gspF3DZEX2_PosLight_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspF3DZEX2_PosLight_fifoDataStart; #elif F3DEX2PL_GBI diff --git a/src/game/level_geo.c b/src/game/level_geo.c index 1fc4b88e..86be4b87 100644 --- a/src/game/level_geo.c +++ b/src/game/level_geo.c @@ -70,9 +70,11 @@ Gfx *geo_skybox_main(s32 callContext, struct GraphNode *node, UNUSED Mat4 *mtx) struct GraphNodePerspective *camFrustum = (struct GraphNodePerspective *) camNode->fnNode.node.parent; +#ifndef L3DEX2_ALONE gfx = create_skybox_facing_camera(0, backgroundNode->background, camFrustum->fov, gLakituState.pos[0], gLakituState.pos[1], gLakituState.pos[2], gLakituState.focus[0], gLakituState.focus[1], gLakituState.focus[2]); +#endif } return gfx; diff --git a/src/game/screen_transition.c b/src/game/screen_transition.c index b9fa99b5..89b0d8b6 100644 --- a/src/game/screen_transition.c +++ b/src/game/screen_transition.c @@ -298,7 +298,9 @@ Gfx *geo_cannon_circle_base(s32 callContext, struct GraphNode *node, UNUSED Mat4 if (callContext == GEO_CONTEXT_RENDER && gCurrentArea != NULL && gCurrentArea->camera->mode == CAMERA_MODE_INSIDE_CANNON) { graphNode->fnNode.node.flags = (graphNode->fnNode.node.flags & 0xFF) | 0x500; +#ifndef L3DEX2_ALONE dlist = render_cannon_circle_base(); +#endif } return dlist; }