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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>
210 lines
8.7 KiB
C
210 lines
8.7 KiB
C
// Tree
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// 0x0302DE10
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// 0x0302DE28
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ALIGNED8 static const Texture tree_seg3_texture_bubbly_left_side[] = {
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#include "actors/tree/tree_left_side.rgba16.inc.c"
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};
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// 0x0302EE28
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ALIGNED8 static const Texture tree_seg3_texture_bubbly_right_side[] = {
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#include "actors/tree/tree_right_side.rgba16.inc.c"
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};
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// 0x0302FE28
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static const Vtx tree_seg3_vertex_bubbly_left_side[] = {
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{{{ -356, -9, 0}, 0, { -796, 2012}, {0xff, 0xff, 0xff, 0xff}}},
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{{{ 0, -9, 0}, 0, { 990, 2012}, {0xff, 0xff, 0xff, 0xff}}},
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{{{ 0, 800, 0}, 0, { 990, -712}, {0xff, 0xff, 0xff, 0xff}}},
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};
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// 0x0302FE58
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static const Vtx tree_seg3_vertex_bubbly_right_side[] = {
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{{{ 0, -9, 0}, 0, { 0, 2012}, {0xff, 0xff, 0xff, 0xff}}},
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{{{ 358, -9, 0}, 0, { 1756, 2012}, {0xff, 0xff, 0xff, 0xff}}},
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{{{ 0, 800, 0}, 0, { 0, -712}, {0xff, 0xff, 0xff, 0xff}}},
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};
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// 0x0302FE88 - 0x0302FEB8
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const Gfx tree_seg3_sub_dl_bubbly_left_side[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_left_side),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPVertex(tree_seg3_vertex_bubbly_left_side, 3, 0),
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gsSP1Triangle( 0, 1, 2, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x0302FEB8 - 0x0302FEE8
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const Gfx tree_seg3_sub_dl_bubbly_right_side[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_right_side),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPVertex(tree_seg3_vertex_bubbly_right_side, 3, 0),
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gsSP1Triangle( 0, 1, 2, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x0302FEE8 - 0x0302FF60
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const Gfx tree_seg3_sub_dl_bubbly[] = {
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gsSPClearGeometryMode(G_LIGHTING),
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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_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPDisplayList(tree_seg3_sub_dl_bubbly_left_side),
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gsSPDisplayList(tree_seg3_sub_dl_bubbly_right_side),
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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_LIGHTING),
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gsSPEndDisplayList(),
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};
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const Gfx tree_seg3_dl_bubbly[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
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gsSPBranchList(tree_seg3_sub_dl_bubbly),
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};
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//! These shouldn't need to be separate. However, silhouette moment.
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const Gfx tree_seg3_dl_bubbly_transparent[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
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gsSPBranchList(tree_seg3_sub_dl_bubbly),
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};
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// 0x0302FF60
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ALIGNED8 static const Texture tree_seg3_texture_pine[] = {
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#include "actors/tree/pine_tree.rgba16.inc.c"
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};
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// 0x03030F60
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static const Vtx tree_seg3_vertex_spiky[] = {
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{{{ 128, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ -127, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ -127, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ 128, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
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};
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// 0x03030FA0 - 0x03031048
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const Gfx tree_seg3_sub_dl_spiky[] = {
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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_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_pine),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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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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const Gfx tree_seg3_dl_spiky[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
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gsSPBranchList(tree_seg3_sub_dl_spiky),
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};
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//! These shouldn't need to be separate. However, silhouette moment.
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const Gfx tree_seg3_dl_spiky_transparent[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
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gsSPBranchList(tree_seg3_sub_dl_spiky),
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};
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// 0x03031048
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ALIGNED8 static const Texture tree_seg3_texture_snowy_pine[] = {
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#include "actors/tree/snowy_pine_tree.rgba16.inc.c"
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};
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// 0x03032088 - 0x03032130
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const Gfx tree_seg3_sub_dl_snowy_pine[] = {
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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_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_snowy_pine),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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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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const Gfx tree_seg3_dl_snowy_pine[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
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gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
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};
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//! These shouldn't need to be separate. However, silhouette moment.
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const Gfx tree_seg3_dl_snowy_pine_transparent[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
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gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
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};
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// 0x03032218
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ALIGNED8 static const Texture tree_seg3_texture_palm[] = {
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#include "actors/tree/palm_tree.rgba16.inc.c"
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};
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// 0x03033218
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static const Vtx tree_seg3_vertex_palm[] = {
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{{{ 170, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ -169, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ -169, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
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{{{ 170, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
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};
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// 0x03033258 - 0x03033300
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const Gfx tree_seg3_sub_dl_palm[] = {
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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_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_palm),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_palm, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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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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const Gfx tree_seg3_dl_palm[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
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gsSPBranchList(tree_seg3_sub_dl_palm),
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};
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//! These shouldn't need to be separate. However, silhouette moment.
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const Gfx tree_seg3_dl_palm_transparent[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
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gsSPBranchList(tree_seg3_sub_dl_palm),
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};
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