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Mat Stack Fix
* Implemented new lightweight CPU/RDP profiler * Added RSP profiling to the lightweight profiler * Added CPU audio to lightweight profiler * Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts * Ran script to convert all light commands to lightcolor commands * Added define guards for the profiler * Wrote function for setting up global light direction in the frame * Moved camera matrix into projection stack * Corrected cameraToObject for the new matrix stack (fixes culling and sound) * Fixed billboarding with new matrix stack * Fixed shadows with new matrix stack * Fixed some areas where the game was previously extracting the camera matrix from various matrices * Restored vanilla light and env map directions under new matrix stack * Fix goddard crash * Fix geo_process_level_of_detail * Remove 'construct_float' from 'geo_process_level_of_detail' * Removed some accidentally added files * Removed unnecessary matrix multiplications in geo_process_object * Added fixlights script to build system for fixing custom assets and added option to disable it if needed * Fixed visual debug with new matstack and cleaned up visual debug code * Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out * Fixed clip planes not scaling based on WORLD_SCALE Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: Arceveti <arceveti@gmail.com> Co-authored-by: thecozies <collinpferguson@gmail.com>
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@@ -1,16 +1,8 @@
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// Bub
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// 0x0600E278
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static const Lights1 bub_seg6_lights_0600E280 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x0600E290
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static const Lights1 bub_seg6_lights_0600E290 = gdSPDefLights1(
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0x3f, 0x1d, 0x25,
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0xff, 0x75, 0x94, 0x28, 0x28, 0x28
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);
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// 0x0600E2A8
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ALIGNED8 static const Texture bub_seg6_texture_0600E2A8[] = {
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@@ -163,8 +155,8 @@ const Gfx bub_seg6_dl_06011848[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bub_seg6_texture_0600E2A8),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bub_seg6_lights_0600E280.l, 1),
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gsSPLight(&bub_seg6_lights_0600E280.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(bub_seg6_vertex_060112A8, 14, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 5, 7, 6, 0x0),
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@@ -222,8 +214,8 @@ const Gfx bub_seg6_dl_06011968[] = {
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// 0x06011A50 - 0x06011B28
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const Gfx bub_seg6_dl_06011A50[] = {
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gsSPLight(&bub_seg6_lights_0600E290.l, 1),
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gsSPLight(&bub_seg6_lights_0600E290.a, 2),
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gsSPLightColor(LIGHT_1, 0xff7594ff),
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gsSPLightColor(LIGHT_2, 0x3f1d25ff),
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gsSPVertex(bub_seg6_vertex_06011718, 12, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
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gsSP2Triangles( 1, 4, 2, 0x0, 1, 3, 4, 0x0),
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@@ -232,8 +224,8 @@ const Gfx bub_seg6_dl_06011A50[] = {
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 5, 0, 0x0),
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gsSP2Triangles( 0, 11, 8, 0x0, 8, 10, 5, 0x0),
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gsSP2Triangles( 5, 10, 6, 0x0, 10, 9, 6, 0x0),
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gsSPLight(&bub_seg6_lights_0600E280.l, 1),
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gsSPLight(&bub_seg6_lights_0600E280.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(bub_seg6_vertex_060117D8, 7, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 2, 3, 4, 0x0),
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gsSP2Triangles( 2, 1, 5, 0x0, 2, 5, 6, 0x0),
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@@ -284,8 +276,8 @@ const Gfx bub_seg6_dl_06011C58[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bub_seg6_texture_0600EAA8),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bub_seg6_lights_0600E280.l, 1),
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gsSPLight(&bub_seg6_lights_0600E280.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(bub_seg6_vertex_06011BD8, 8, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 2, 0x0),
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gsSP2Triangles( 4, 5, 0, 0x0, 0, 5, 6, 0x0),
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@@ -328,8 +320,8 @@ const Gfx bub_seg6_dl_06011DC0[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bub_seg6_texture_0600EAA8),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bub_seg6_lights_0600E280.l, 1),
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gsSPLight(&bub_seg6_lights_0600E280.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(bub_seg6_vertex_06011D50, 7, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 2, 0x0),
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gsSP2Triangles( 2, 4, 0, 0x0, 3, 2, 1, 0x0),
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@@ -371,8 +363,8 @@ const Gfx bub_seg6_dl_06011F18[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bub_seg6_texture_0600EAA8),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bub_seg6_lights_0600E280.l, 1),
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gsSPLight(&bub_seg6_lights_0600E280.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(bub_seg6_vertex_06011EA8, 7, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
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gsSP2Triangles( 4, 3, 0, 0x0, 0, 5, 6, 0x0),
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