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* 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>
59 lines
2.6 KiB
C
59 lines
2.6 KiB
C
// 0x0700EA28 - 0x0700EA40
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// 0x0700EA40 - 0x0700EA80
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static const Vtx wf_seg7_vertex_0700EA40[] = {
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{{{ 256, 0, 256}, 0, { 0, -236}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 256, -50, 256}, 0, { 0, 0}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 256, -50, -255}, 0, { 2012, 0}, {0x7f, 0x00, 0x00, 0xff}}},
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{{{ 256, 0, -255}, 0, { 2012, -236}, {0x7f, 0x00, 0x00, 0xff}}},
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};
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// 0x0700EA80 - 0x0700EAC0
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static const Vtx wf_seg7_vertex_0700EA80[] = {
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{{{ 256, 0, 256}, 0, { 0, 990}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ -255, 0, -255}, 0, { 2012, -1054}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ -255, 0, 256}, 0, { 0, -1054}, {0x00, 0x7f, 0x00, 0xff}}},
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{{{ 256, 0, -255}, 0, { 2012, 990}, {0x00, 0x7f, 0x00, 0xff}}},
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};
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// 0x0700EAC0 - 0x0700EB08
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static const Gfx wf_seg7_dl_0700EAC0[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, grass_09000800),
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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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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x666666ff),
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gsSPVertex(wf_seg7_vertex_0700EA40, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x0700EB08 - 0x0700EB40
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static const Gfx wf_seg7_dl_0700EB08[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, grass_09001000),
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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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gsSPVertex(wf_seg7_vertex_0700EA80, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x0700EB40 - 0x0700EBB8
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const Gfx wf_seg7_dl_0700EB40[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
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gsSPClearGeometryMode(G_SHADING_SMOOTH),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsDPTileSync(),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 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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gsSPDisplayList(wf_seg7_dl_0700EAC0),
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gsSPDisplayList(wf_seg7_dl_0700EB08),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_SHADING_SMOOTH),
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gsSPEndDisplayList(),
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};
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