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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>
50 lines
2.2 KiB
C
50 lines
2.2 KiB
C
// Transparent Star
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// 0x0302C488
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// 0x0302C4A0
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static const Vtx transparent_star_seg3_vertex_body[] = {
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{{{ 0, 8, -89}, 0, { 0, 0}, {0x00, 0x07, 0x82, 0xff}}},
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{{{ 190, -201, 0}, 0, { 0, 0}, {0x55, 0xa3, 0x00, 0xff}}},
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{{{ 0, -129, 0}, 0, { 0, 0}, {0x00, 0x82, 0x00, 0xff}}},
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{{{ 146, -42, 0}, 0, { 0, 0}, {0x7c, 0xe7, 0x00, 0xff}}},
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{{{ 0, 8, 90}, 0, { 0, 0}, {0x00, 0x07, 0x7e, 0xff}}},
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{{{ 257, 84, 0}, 0, { 0, 0}, {0x68, 0x47, 0x00, 0xff}}},
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{{{ -145, -42, 0}, 0, { 0, 0}, {0x84, 0xe7, 0x00, 0xff}}},
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{{{ -189, -201, 0}, 0, { 0, 0}, {0xaa, 0xa3, 0x00, 0xff}}},
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{{{ -256, 84, 0}, 0, { 0, 0}, {0x97, 0x47, 0x00, 0xff}}},
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{{{ 0, 246, 0}, 0, { 0, 0}, {0x00, 0x7e, 0x00, 0xff}}},
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{{{ 96, 99, 0}, 0, { 0, 0}, {0x3d, 0x6f, 0x00, 0xff}}},
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{{{ -95, 99, 0}, 0, { 0, 0}, {0xc3, 0x6f, 0x00, 0xff}}},
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};
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// 0x0302C560 - 0x0302C620
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const Gfx transparent_star_seg3_sub_dl_body[] = {
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gsSPLightColor(LIGHT_1, 0x1e32e6ff),
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gsSPLightColor(LIGHT_2, 0x30517ff),
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gsSPVertex(transparent_star_seg3_vertex_body, 12, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
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gsSP2Triangles( 2, 1, 4, 0x0, 1, 3, 4, 0x0),
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gsSP2Triangles( 5, 3, 0, 0x0, 4, 3, 5, 0x0),
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gsSP2Triangles( 6, 7, 4, 0x0, 7, 2, 4, 0x0),
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gsSP2Triangles( 8, 6, 4, 0x0, 9, 4, 10, 0x0),
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gsSP2Triangles( 9, 11, 4, 0x0, 4, 5, 10, 0x0),
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gsSP2Triangles(11, 8, 4, 0x0, 0, 2, 7, 0x0),
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gsSP2Triangles( 0, 7, 6, 0x0, 0, 6, 8, 0x0),
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gsSP2Triangles( 0, 8, 11, 0x0, 0, 11, 9, 0x0),
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gsSP2Triangles(10, 5, 0, 0x0, 10, 0, 9, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x0302C620 - 0x0302C658
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const Gfx transparent_star_seg3_dl_body[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_SHADEFADEA, G_CC_SHADEFADEA),
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gsDPSetEnvColor(255, 255, 255, 120),
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gsSPDisplayList(transparent_star_seg3_sub_dl_body),
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gsDPPipeSync(),
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gsDPSetEnvColor(255, 255, 255, 255),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPEndDisplayList(),
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};
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