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Make burn smoke texture fix optional
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@@ -8,9 +8,9 @@ static const Vtx burn_smoke_seg4_vertex_040217C0[] = {
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{{{ -50, 50, 0}, 0, { 0, 0}, {0x14, 0x0a, 0x0a, 0xff}}},
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};
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// //! Wrong texture format. Called as rgba16, which makes the burn smoke appear
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// as a transparent black burn smoke. Probably meant to show up as white-ish
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// burn smoke, but mistakened for being intended as black smoke.
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// Wrong texture format. Called as rgba16, which makes the burn smoke appear
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// as a transparent black burn smoke. Probably meant to show up as white-ish
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// burn smoke, but mistakened for being intended as black smoke.
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// 0x04021800
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ALIGNED8 static const Texture burn_smoke_seg4_texture_04021800[] = {
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#include "actors/burn_smoke/burn_smoke.ia16.inc.c"
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@@ -19,7 +19,11 @@ ALIGNED8 static const Texture burn_smoke_seg4_texture_04021800[] = {
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// 0x04022000 - 0x04022028
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const Gfx burn_smoke_seg4_dl_04022000[] = {
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gsDPPipeSync(),
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#ifdef BURN_SMOKE_FIX
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gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
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#else
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gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
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#endif
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gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsSPEndDisplayList(),
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@@ -44,7 +48,11 @@ const Gfx burn_smoke_seg4_dl_04022048[] = {
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// 0x04022070 - 0x040220C8
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const Gfx burn_smoke_seg4_dl_04022070[] = {
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gsSPDisplayList(burn_smoke_seg4_dl_04022000),
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#ifdef BURN_SMOKE_FIX
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gsDPLoadTextureBlock(burn_smoke_seg4_texture_04021800, G_IM_FMT_IA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
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#else
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gsDPLoadTextureBlock(burn_smoke_seg4_texture_04021800, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
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#endif
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gsSPDisplayList(burn_smoke_seg4_dl_04022028),
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gsSPDisplayList(burn_smoke_seg4_dl_04022048),
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gsSPEndDisplayList(),
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@@ -108,6 +108,8 @@
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//#define PUPPYCAM
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// Allows Mario's shadow to be transparent on top of transparent surfaces, such as water, lava, and ice
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#define FIX_SHADOW_TRANSPARENCY
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// Fixes the game reading the ia8 burn smoke texture as an rgba16
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#define BURN_SMOKE_FIX
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// Automatically calculate the optimal collision distance for an object based on its vertices.
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#define AUTO_COLLISION_DISTANCE
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