diff options
| author | Tharo <17233964+Thar0@users.noreply.github.com> | 2021-08-04 04:21:31 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-08-03 23:21:31 -0400 |
| commit | 7743e5a2c4b6d01c847dea8929c707e65e5e18b3 (patch) | |
| tree | 344b481b7f247b8718db059cac0042e921115714 /src/code/z_effect_soft_sprite_old_init.c | |
| parent | 60ff2079829021dcc80f40171ca2652f3ab1f9ae (diff) | |
Overhaul the build system (#234)
* wip
* fix
* add disassembler
* Disasm builds OK
* Variable addends
* More wip
* Rodata migration implemented
* Cleanup old tools
* Try fix submodule -> subrepo merge
* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "602e609"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "602e609"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Builds again but assets are totally broken
* git subrepo pull --force tools/asm-processor
subrepo:
subdir: "tools/asm-processor"
merged: "1ffdb08a"
upstream:
origin: "https://github.com/simonlindholm/asm-processor.git"
branch: "master"
commit: "1ffdb08a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables
* rm z64compress in preparation for subrepo
* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "eb11085c"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "eb11085c"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Fix asset extraction
* Fix diff-init make rule
* Split code bss
* Split assumed linker bug padding from assembly files
* add filelists for mm.us.rev1
* Maybe working, but I'm not sure
* add overlays to spec
* Add rodata to actos
* Everything compiles
* Make a lot of C files for code
* Add almost every file in code to spec
* whoops
* 3 code files left
* add scenes to spec
* More progress on progress.py
* Fix skelanime in spec
* audio files!
* Fix merge issues
* Fix some C files in code
* Fix remaining code files
* Use existing O1 C files in spec
* reorder boot order in spec
* update spec
* fault.c
* Convert relocs on completed actors, fixbaserom uses current rom name
* more boot files
* Add VT macros and script
* finish already existing boot files
* most of libultra
* fix 64bits libultra files
* Use C files for libultra, wrap some functions in NON_MATCHING
* Remove duplicate of OS_CLOCK_RATE from fault.c
* C files for fbdemos
* delete dumb files
* bootstrap C files, still need to add them to the spec
* update fixbaserom
* boot OK?
* I forgot to commit the spec
* C for gamestates
* C for kaleido
* Change all includes to ""
* copy actor sizes script from oot
* I forgot to delete those files
* Basic C files for effects
* Add effects initvars names
* Remove mislabelled boot functions from header/txt
* Begin porting bootstrap_fx, some sizes
* Fix <>
* Fix enum
* Fix diff.py
* fix libultra stuff
* update regconvert
* update setup warnings
* add some missing ;
* Fix some makefile stuff and other fixes on some non_matching functions
* add executable flag in extract_baserom and fixbaserom
* fix relative path
* copy assist from oot
* fix map path
* another assist path fix
* Delete C files for handwritten files
* add code_801A51F0 to spec
* add gfxbuffers to spec
* Move rodata to top of each file when possible
* UNK_TYPEs for func_801A51F0
* Remove kaleido rodata from spec
* Update spec and undefined_syms for recent merge
* GCC warnings and fix errors in nonmatchings,
* round percentage numbers
* progress script: format changes
* progress: error on non-existing files
* fix warning in z_scene_table
* Match 2 nonmatchings in z_actor
* Warnings in lightswitch and invadepoh
* Fix warning in z_actor_dlftbls
* I though I fixed this one
* whoops
* Comment out CC_CHECK
* Removed redundant ultra64.h includes
* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms
* Completed gamestates bootstrap
* Split kaleido_scope
* Remove section.h and segment.h, move keep object externs to a common location in variables.h
* Completed effects bootstrap
* Segmented address externs for effects, fbdemos, gamestates and kaleido
* Move actor data externs out of the if 0
* Segmented address externs for actors
* Prepare actionfunc detection
* fix script, how did it even work before
* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler
* Automated actionFunc detection in actors
* Segmented addresses from player .text
* rm old segment addrs script and fix build
* Move sizes folder to tools
* Make build.py executable
* New Jenkinsfile Prayge
* Remove numpy dependencies
* Add warnings_disasm_current.txt
* my bad
* Update spec and undefined_syms
* Add z_eff_ss_hahen to pametfrog
* git subrepo pull (merge) --force tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "163ca2af"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "163ca2af"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Make z64compress print to stdout
* sneeky commit to update warnings tooling
* test
* Another test
* Mark fixing overlay reloc generating as a TODO
* Update warnings stuff
* Communicate the return code from running z64compress back to the Makefile through the wrapper
* Run formatter, remove extra commented copy of function
* Re-fix some includes
* Convert atan to hex to conform to decided style
* Some tidying up, remove c for fp and the other two handwritten code files
* BSS in z_collision_check & z_scene_proc
* add static back in
* Fix timerintr bss, add file to spec, some cleanup
* Remove externs
* Newline
* Readd enums
* Typo
* Colours
* Comments for hitmark enum values
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Improvements and suggestions
* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Diffstat (limited to 'src/code/z_effect_soft_sprite_old_init.c')
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 55 |
1 files changed, 43 insertions, 12 deletions
diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index af81dad41..f9abd023b 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -1,5 +1,36 @@ -#include <ultra64.h> -#include <global.h> +#include "global.h" +#include "overlays/effects/ovl_Effect_En_Ice_Block/z_eff_en_ice_block.h" +#include "overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.h" +#include "overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.h" +#include "overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.h" +#include "overlays/effects/ovl_Effect_Ss_Dead_Db/z_eff_ss_dead_db.h" +#include "overlays/effects/ovl_Effect_Ss_Dead_Dd/z_eff_ss_dead_dd.h" +#include "overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.h" +#include "overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.h" +#include "overlays/effects/ovl_Effect_Ss_Dust/z_eff_ss_dust.h" +#include "overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.h" +#include "overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.h" +#include "overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.h" +#include "overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.h" +#include "overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.h" +#include "overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.h" +#include "overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.h" +#include "overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.h" +#include "overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.h" +#include "overlays/effects/ovl_Effect_Ss_G_Splash/z_eff_ss_g_splash.h" +#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" +#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" +#include "overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.h" +#include "overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.h" +#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h" +#include "overlays/effects/ovl_Effect_Ss_Kirakira/z_eff_ss_kirakira.h" +#include "overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.h" +#include "overlays/effects/ovl_Effect_Ss_Lightning/z_eff_ss_lightning.h" +#include "overlays/effects/ovl_Effect_Ss_Sbn/z_eff_ss_sbn.h" +#include "overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.h" +#include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h" +#include "overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.h" +#include "overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.h" void EffectSs_DrawGEffect(GlobalContext* globalCtx, EffectSs* this, void* texture) { GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; @@ -14,7 +45,7 @@ void EffectSs_DrawGEffect(GlobalContext* globalCtx, EffectSs* this, void* textur OPEN_DISPS(gfxCtx); - scale = this->rgScale * D_801DC100; + scale = this->rgScale * 0.0025f; SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z); SkinMatrix_SetScale(&mfScale, scale, scale, scale); SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->mf_187FC, &mfTrans11DA0); @@ -381,14 +412,14 @@ void EffectSsDFire_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; - initParams.a = alpha; + initParams.alpha = alpha; initParams.fadeDelay = fadeDelay; initParams.life = life; EffectSs_Spawn(globalCtx, EFFECT_SS_D_FIRE, 128, &initParams); } #else -#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsDFire_Spawn.asm") +#pragma GLOBAL_ASM("asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsDFire_Spawn.s") #endif // EffectSsBubble Spawn Functions @@ -545,7 +576,7 @@ void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstSca Vec3f velocity; Vec3f accel; - accel.y = D_801DC104 * burstScale; + accel.y = -0.07f * burstScale; accel.x = accel.z = 0.0f; for (i = 0; i < count; i++) { @@ -558,7 +589,7 @@ void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstSca } } #else -#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsHahen_SpawnBurst.asm") +#pragma GLOBAL_ASM("asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsHahen_SpawnBurst.s") #endif extern Vec3f D_801AE3E0; @@ -606,7 +637,7 @@ extern Vec3f D_801AE3F8; void EffectSsSibuki_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos) { s16 i; Vec3f zeroVec = D_801AE3EC; - s16 randDirection = Rand_ZeroOne() * D_801DC108; + s16 randDirection = Rand_ZeroOne() * 1.99f; for (i = 0; i < KREG(19) + 30; i++) { EffectSsSibuki_Spawn(globalCtx, pos, &zeroVec, &zeroVec, i / (KREG(27) + 6), randDirection, KREG(18) + 40); @@ -776,7 +807,7 @@ void EffectSsIcePiece_SpawnBurst(GlobalContext* globalCtx, Vec3f* refPos, f32 sc } } #else -#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsIcePiece_SpawnBurst.asm") +#pragma GLOBAL_ASM("asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsIcePiece_SpawnBurst.s") #endif // EffectSsEnIce Spawn Functions @@ -871,7 +902,7 @@ void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f* #else void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity); -#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsFireTail_SpawnFlame.asm") +#pragma GLOBAL_ASM("asm/non_matchings/code/z_effect_soft_sprite_old_init/EffectSsFireTail_SpawnFlame.s") #endif void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) { @@ -1026,12 +1057,12 @@ void EffectSsIceSmoke_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocit // EffectSsIceBlock Spawn Functions void EffectSsIceBlock_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale) { - EffectSsIceBlockInitParams initParams; + EffectEnIceBlockInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; - EffectSs_Spawn(globalCtx, EFFECT_SS_ICE_BLOCK, 128, &initParams); + EffectSs_Spawn(globalCtx, EFFECT_EN_ICE_BLOCK, 128, &initParams); } |
