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added ia8 coins
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@@ -50,12 +50,14 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- Tree particle fix (Whether a tree uses snow particles or not is decided via the model IDs instead of the course number)
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- Coordinate overflow fix by falcobuster. Your levels will render correctly on console and LLE emulators even when using 2x or 4x bounds, while not hurting anything on HLE plugins. *This is automatic now, you don't have to set WORLD_SCALE manually.*
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- A couple vanilla texture fixes
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- Smoke fix (the smoke texture uses the correct texture format)
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**Neat Misc. Changes:**
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- Instant Input patch by Wiseguy (Removes all input lag caused by plugins supporting framebuffer)
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- This means that you'll have to do your framebuffer effects on buffer 0 for emulator, but NOT for console. You can use the `gIsConsole` variable to check for console when doing your framebuffer effects.
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- Widescreen (16:9) support toggleable by pressing `L` in the pause menu. *
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- S2DEX engine by someone2639! To use it, compile with `make TEXT_ENGINE=s2dex_text_engine` or just set `TEXT_ENGINE` to `s2dex_text_engine` in the makefile.
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- ia8 coins (64x64), the vanilla coin texture is upgraded to accomodate.
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# UltraSM64
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@@ -2,46 +2,46 @@
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// 0x030056C0
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static const Vtx coin_seg3_vertex_030056C0[] = {
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{{{ -32, 0, 0}, 0, { 0, 1984}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ 32, 0, 0}, 0, { 1984, 1984}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ 32, 64, 0}, 0, { 1984, 0}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ -32, 0, 0}, 0, { 0, 4032}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ 32, 0, 0}, 0, { 4032, 4032}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ 32, 64, 0}, 0, { 4032, 0}, {0xff, 0xff, 0x00, 0xff}}},
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{{{ -32, 64, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
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};
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// 0x03005700
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static const Vtx coin_seg3_vertex_03005700[] = {
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{{{ -50, 0, 0}, 0, { 0, 1984}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ 50, 0, 0}, 0, { 1984, 1984}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ 50, 100, 0}, 0, { 1984, 0}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ -50, 0, 0}, 0, { 0, 4032}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ 50, 0, 0}, 0, { 4032, 4032}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ 50, 100, 0}, 0, { 4032, 0}, {0x78, 0x78, 0xff, 0xff}}},
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{{{ -50, 100, 0}, 0, { 0, 0}, {0x78, 0x78, 0xff, 0xff}}},
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};
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// 0x03005740
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static const Vtx coin_seg3_vertex_03005740[] = {
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{{{ -35, 0, 0}, 0, { 0, 1984}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ 35, 0, 0}, 0, { 1984, 1984}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ 35, 70, 0}, 0, { 1984, 0}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ -35, 0, 0}, 0, { 0, 4032}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ 35, 0, 0}, 0, { 4032, 4032}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ 35, 70, 0}, 0, { 4032, 0}, {0xff, 0x00, 0x00, 0xff}}},
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{{{ -35, 70, 0}, 0, { 0, 0}, {0xff, 0x00, 0x00, 0xff}}},
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};
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// 0x03005780
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ALIGNED8 static const Texture coin_seg3_texture_03005780[] = {
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#include "actors/coin/coin_front.ia16.inc.c"
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#include "actors/coin/coin_front.ia8.inc.c"
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};
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// 0x03005F80
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ALIGNED8 static const Texture coin_seg3_texture_03005F80[] = {
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#include "actors/coin/coin_tilt_right.ia16.inc.c"
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#include "actors/coin/coin_tilt_right.ia8.inc.c"
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};
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// 0x03006780
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ALIGNED8 static const Texture coin_seg3_texture_03006780[] = {
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#include "actors/coin/coin_side.ia16.inc.c"
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#include "actors/coin/coin_side.ia8.inc.c"
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};
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// 0x03006F80
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ALIGNED8 static const Texture coin_seg3_texture_03006F80[] = {
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#include "actors/coin/coin_tilt_left.ia16.inc.c"
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#include "actors/coin/coin_tilt_left.ia8.inc.c"
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};
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// 0x03007780 - 0x030077D0
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@@ -50,11 +50,11 @@ const Gfx coin_seg3_dl_03007780[] = {
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gsSPClearGeometryMode(G_LIGHTING),
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gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
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gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 6, G_TX_NOLOD),
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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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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 64/2 * 64 - 1, CALC_DXT(64/2, G_IM_SIZ_16b_BYTES)),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_8b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 6, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (64 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPEndDisplayList(),
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};
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