summaryrefslogtreecommitdiff
path: root/soh/src/code
diff options
context:
space:
mode:
authorAdam Bird <Archez@users.noreply.github.com>2023-04-27 23:30:14 -0400
committerGitHub <noreply@github.com>2023-04-27 23:30:14 -0400
commitdac90bb9eb63561fba7364a6f1c8b0be48c41633 (patch)
treecaf8673a5a44d99980b8151f84362060a9ff374a /soh/src/code
parent3f896f126ff7f36dff8afc2459104ff1adab548b (diff)
fix mq dungeons crashing by not using mq textures (#2764)
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_scene_table.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/soh/src/code/z_scene_table.c b/soh/src/code/z_scene_table.c
index 33e58dbd0..c9df5f30a 100644
--- a/soh/src/code/z_scene_table.c
+++ b/soh/src/code/z_scene_table.c
@@ -1006,7 +1006,7 @@ void func_800995DC(PlayState* play) {
{ s32 pad; }
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
CLOSE_DISPS(play->state.gfxCtx);
}
@@ -1046,8 +1046,8 @@ void func_80099878(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames;
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
- gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
+ gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 1) % 128, 64, 32));
@@ -1323,7 +1323,7 @@ void func_8009B0FC(PlayState* play) {
spAC = play->roomCtx.unk_74[1] & 0xFF;
gameplayFrames = play->gameplayFrames;
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
if (spB0 == 1) {
gSPSegment(POLY_OPA_DISP++, 0x08,
@@ -1548,7 +1548,7 @@ void func_8009C3EC(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames;
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@@ -1650,7 +1650,7 @@ void func_8009CC00(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames;
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@@ -1823,7 +1823,7 @@ void func_8009D758(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames;
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@@ -1853,7 +1853,7 @@ void func_8009D974(PlayState* play) {
{ s32 pad[2]; }
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
+ gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
CLOSE_DISPS(play->state.gfxCtx);
}