diff options
| author | fig02 <fig02srl@gmail.com> | 2022-12-24 13:55:17 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-12-24 13:55:17 -0500 |
| commit | 7927e7b33007eee68375ca2b940b8d2aa4063406 (patch) | |
| tree | 66c1c67b8c056b2abf00fb0fc4af138b84825e8b /src/code/z_play.c | |
| parent | 92e03cf747933ea8dbdea0dd996c5d6ef7635ffe (diff) | |
z_demo documentation (#1327)
* commit old stuff
* progress
* progress
* progress
* progress
* more progress, renaming cues next
* small changes
* enum values added for all actions
* hardcoded values removed when possible
* commands renamed
* first pass of action -> cue
* fix some matches
* some more cleanup
* scriptPtr
* forgot one
* remove cue rot union
* more changes
* some more stuff
* more stuff
* fix matching issues
* some more things
* progress, starting to rename destinations
* small changes
* name some destinations
* more names
* need to switch branch
* progress
* first pass of destination names
* usages fixed
* use destination enum
* fix csdis
* format
* command descriptions
* revert accidental zap changes
* forgot some things
* use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner)
* typo
* review1
* clarify ruby/sapphire comment
* remove endframe for commands that dont use it
* some more review
* most review, but not all
* scriptPtr -> script, and another small change
* ocarina action
* remove +1 from light settings command, change comment
* actionIndex -> cueIdTemp (i guess)
* _SetCueX -> _SetXFromCue
* format
* tweak fade out seq arg names
* use spline terminology
* more dragorn and engineer review
* misc start/end frame note
* cleanup StartPosRotFromCue vs PosRotFromCue
* cleanup spline terminology
* sPrevCamId -> sReturnToCamId
* comment on debug cs data address
* Cutscene_Init -> Cutscene_InitContext
* single point types are not a list
* remove todo comment
* some more review
* rumble struct names
* some review
* more review
* missed one
* reword pointer comment
* even more review
* match transition terminology with z_play
* change condition and format
* frame count
* command specific structs with alignment
* anon review
* remove unneeded arg from time macro
* yeet `CsCmdGeneric`
* remove unused from single point types
* typo
* compromise attempt -- name endFrame everywhere
* fixes
* fix again
* copied the wrong note
* cutscene data note
* review, format
* compat defines
* idk whats going on man
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Diffstat (limited to 'src/code/z_play.c')
| -rw-r--r-- | src/code/z_play.c | 35 |
1 files changed, 19 insertions, 16 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c index 8e0552497..cf2690c1f 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -2,17 +2,17 @@ #include "quake.h" #include "terminal.h" -void* D_8012D1F0 = NULL; +void* gDebugCutsceneScript = NULL; UNK_TYPE D_8012D1F4 = 0; // unused Input* D_8012D1F8 = NULL; TransitionUnk sTrnsnUnk; s32 gTrnsnUnkState; VisMono D_80161498; -Color_RGBA8_u32 D_801614B0; +Color_RGBA8_u32 gVisMonoColor; FaultClient D_801614B8; s16 sTransitionFillTimer; -u64 D_801614D0[0xA00]; +u64 sDebugCutsceneScriptBuf[0xA00]; void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn); @@ -266,7 +266,7 @@ void Play_Init(GameState* thisx) { EffectSs_InitInfo(this, 0x55); CollisionCheck_InitContext(this, &this->colChkCtx); AnimationContext_Reset(&this->animationCtx); - func_8006450C(this, &this->csCtx); + Cutscene_InitContext(this, &this->csCtx); if (gSaveContext.nextCutsceneIndex != 0xFFEF) { gSaveContext.cutsceneIndex = gSaveContext.nextCutsceneIndex; @@ -371,7 +371,7 @@ void Play_Init(GameState* thisx) { this->transitionTrigger = TRANS_TRIGGER_END; this->unk_11E16 = 0xFF; this->unk_11E18 = 0; - this->unk_11DE9 = false; + this->haltAllActors = false; if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) { if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) { @@ -391,8 +391,8 @@ void Play_Init(GameState* thisx) { TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255)); TransitionFade_Start(&this->transitionFadeFlash); VisMono_Init(&D_80161498); - D_801614B0.a = 0; - Flags_UnsetAllEnv(this); + gVisMonoColor.a = 0; + CutsceneFlags_UnsetAll(this); osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetRemaining(&this->state.tha)); zAllocSize = THA_GetRemaining(&this->state.tha); @@ -436,10 +436,13 @@ void Play_Init(GameState* thisx) { AnimationContext_Update(this, &this->animationCtx); gSaveContext.respawnFlag = 0; - if (dREG(95) != 0) { - D_8012D1F0 = D_801614D0; - osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0); - DmaMgr_DmaRomToRam(0x03FEB000, D_8012D1F0, sizeof(D_801614D0)); + if (R_USE_DEBUG_CUTSCENE) { + gDebugCutsceneScript = sDebugCutsceneScriptBuf; + osSyncPrintf("\nkawauso_data=[%x]", gDebugCutsceneScript); + + // This hardcoded ROM address extends past the end of the ROM file. + // Presumably the ROM was larger at a previous point in development when this debug feature was used. + DmaMgr_DmaRomToRam(0x03FEB000, gDebugCutsceneScript, sizeof(sDebugCutsceneScriptBuf)); } } @@ -888,15 +891,15 @@ void Play_Update(PlayState* this) { PLAY_LOG(3637); - if (!this->unk_11DE9) { + if (!this->haltAllActors) { Actor_UpdateAll(this, &this->actorCtx); } PLAY_LOG(3643); - func_80064558(this, &this->csCtx); + Cutscene_UpdateManual(this, &this->csCtx); PLAY_LOG(3648); - func_800645A0(this, &this->csCtx); + Cutscene_UpdateScripted(this, &this->csCtx); PLAY_LOG(3651); Effect_UpdateAll(this); @@ -1096,8 +1099,8 @@ void Play_Draw(PlayState* this) { TransitionFade_Draw(&this->transitionFadeFlash, &gfxP); - if (D_801614B0.a > 0) { - D_80161498.primColor.rgba = D_801614B0.rgba; + if (gVisMonoColor.a > 0) { + D_80161498.primColor.rgba = gVisMonoColor.rgba; VisMono_Draw(&D_80161498, &gfxP); } |
