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synced 2026-01-21 10:17:19 -08:00
Added support for bigger skybox sizes
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@@ -1722,6 +1722,10 @@ void func_sh_8025574C(void) {
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s32 execute_mario_action(UNUSED struct Object *o) {
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s32 inLoop = TRUE;
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if (gPlayer1Controller->buttonPressed & L_TRIG) {
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gMarioState->pos[0] += 65536.0f;
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}
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if (gMarioState->action) {
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gMarioState->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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mario_reset_bodystate(gMarioState);
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@@ -60,7 +60,7 @@ struct Skybox {
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struct Skybox sSkyBoxInfo[2];
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typedef const u8 *const SkyboxTexture[80];
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typedef const u8 *const SkyboxTexture[80 * SKYBOX_SIZE];
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extern SkyboxTexture bbh_skybox_ptrlist;
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extern SkyboxTexture bidw_skybox_ptrlist;
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@@ -108,21 +108,21 @@ u8 sSkyboxColors[][3] = {
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* The tile's width in world space.
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* By default, two full tiles can fit in the screen.
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*/
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#define SKYBOX_TILE_WIDTH (SCREEN_WIDTH / 2)
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#define SKYBOX_TILE_WIDTH (SCREEN_WIDTH / (2 * SKYBOX_SIZE))
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/**
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* The tile's height in world space.
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* By default, two full tiles can fit in the screen.
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*/
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#define SKYBOX_TILE_HEIGHT (SCREEN_HEIGHT / 2)
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#define SKYBOX_TILE_HEIGHT (SCREEN_HEIGHT / (2 * SKYBOX_SIZE))
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/**
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* The horizontal length of the skybox tilemap in tiles.
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*/
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#define SKYBOX_COLS (10)
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#define SKYBOX_COLS (10 * SKYBOX_SIZE)
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/**
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* The vertical length of the skybox tilemap in tiles.
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*/
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#define SKYBOX_ROWS (8)
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#define SKYBOX_ROWS (8 * SKYBOX_SIZE)
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/**
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@@ -165,7 +165,7 @@ s32 calculate_skybox_scaled_y(s8 player, UNUSED f32 fov) {
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// Since pitch can be negative, and the tile grid starts 1 octant above the camera's focus, add
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// 5 octants to the y position
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s32 scaledY = roundedY + 5 * SKYBOX_TILE_HEIGHT;
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s32 scaledY = roundedY + (5 * SKYBOX_SIZE) * SKYBOX_TILE_HEIGHT;
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if (scaledY > SKYBOX_HEIGHT) {
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scaledY = SKYBOX_HEIGHT;
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@@ -221,8 +221,8 @@ void draw_skybox_tile_grid(Gfx **dlist, s8 background, s8 player, s8 colorIndex)
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s32 row;
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s32 col;
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for (row = 0; row < 3; row++) {
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for (col = 0; col < 3; col++) {
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for (row = 0; row < (3 * SKYBOX_SIZE); row++) {
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for (col = 0; col < (3 * SKYBOX_SIZE); col++) {
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s32 tileIndex = sSkyBoxInfo[player].upperLeftTile + row * SKYBOX_COLS + col;
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const u8 *const texture =
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(*(SkyboxTexture *) segmented_to_virtual(sSkyboxTextures[background]))[tileIndex];
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@@ -265,7 +265,7 @@ void *create_skybox_ortho_matrix(s8 player) {
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*/
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Gfx *init_skybox_display_list(s8 player, s8 background, s8 colorIndex) {
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s32 dlCommandCount = 5 + (3 * 3) * 7; // 5 for the start and end, plus 9 skybox tiles
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void *skybox = alloc_display_list(dlCommandCount * sizeof(Gfx));
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void *skybox = alloc_display_list(dlCommandCount * sizeof(Gfx) * sqr(SKYBOX_SIZE));
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Gfx *dlist = skybox;
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if (skybox == NULL) {
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