diff options
| author | petrie911 <69443847+petrie911@users.noreply.github.com> | 2021-09-13 14:29:11 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-09-13 15:29:11 -0400 |
| commit | 30939ccd28063726368e4caa455f94cd63c474bc (patch) | |
| tree | 784f6e9d73132b809c7c65bb1b3248f93f803dba /src | |
| parent | baceca73b8a9395bab282dd80e0572594ce59179 (diff) | |
code_800BB040 matched (#959)
* getting closer
* match!
* functions unnamed
* Update include/functions.h
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* small changes
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Diffstat (limited to 'src')
| -rw-r--r-- | src/code/code_800BB0A0.c | 70 | ||||
| -rw-r--r-- | src/code/code_800EC960.c | 15 | ||||
| -rw-r--r-- | src/code/fault_drawer.c | 2 | ||||
| -rw-r--r-- | src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c | 2 | ||||
| -rw-r--r-- | src/overlays/actors/ovl_En_Horse/z_en_horse.c | 2 |
5 files changed, 81 insertions, 10 deletions
diff --git a/src/code/code_800BB0A0.c b/src/code/code_800BB0A0.c index 8d9f37b4a..1c9223107 100644 --- a/src/code/code_800BB0A0.c +++ b/src/code/code_800BB0A0.c @@ -1,5 +1,71 @@ #include "global.h" -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800BB0A0/func_800BB0A0.s") +// The code in this file is very similar to a spline system used in Super Mario 64 for cutscene camera movement -#pragma GLOBAL_ASM("asm/non_matchings/code/code_800BB0A0/func_800BB2B4.s") +void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3) { + f32 coeff[4]; + + u = CLAMP_MAX(u, 1.0f); + + coeff[0] = (1.0f - u) * (1.0f - u) * (1.0f - u) / 6.0f; + coeff[1] = u * u * u / 2.0f - u * u + 2.0f / 3.0f; + coeff[2] = -u * u * u / 2.0f + u * u / 2.0f + u / 2.0f + 1.0f / 6.0f; + coeff[3] = u * u * u / 6.0f; + + pos->x = (coeff[0] * point0[0]) + (coeff[1] * point1[0]) + (coeff[2] * point2[0]) + (coeff[3] * point3[0]); + pos->y = (coeff[0] * point0[1]) + (coeff[1] * point1[1]) + (coeff[2] * point2[1]) + (coeff[3] * point3[1]); + pos->z = (coeff[0] * point0[2]) + (coeff[1] * point1[2]) + (coeff[2] * point2[2]) + (coeff[3] * point3[2]); + *roll = (coeff[0] * point0[3]) + (coeff[1] * point1[3]) + (coeff[2] * point2[3]) + (coeff[3] * point3[3]); + *viewAngle = (coeff[0] * point0[4]) + (coeff[1] * point1[4]) + (coeff[2] * point2[4]) + (coeff[3] * point3[4]); +} + +s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame) { + s32 ret = false; + f32 pointData[4][5]; + s32 i; + f32 progress = *curFrame; + s32 key = *keyFrame; + f32 speed1 = 0.0f; + f32 speed2 = 0.0f; + f32 advance; + + if (key < 0) { + progress = 0.0f; + } + + if ((point[key].continueFlag == -1) || (point[key + 1].continueFlag == -1) || (point[key + 2].continueFlag == -1)) { + return true; + } + + for (i = 0; i < 4; i++) { + pointData[i][0] = point[key + i].pos.x; + pointData[i][1] = point[key + i].pos.y; + pointData[i][2] = point[key + i].pos.z; + pointData[i][3] = point[key + i].cameraRoll; + pointData[i][4] = point[key + i].viewAngle; + } + + func_800BB0A0(progress, pos, roll, fov, &pointData[0], &pointData[1], &pointData[2], &pointData[3]); + + if (point[*keyFrame + 1].nextPointFrame != 0) { + speed1 = 1.0f / point[*keyFrame + 1].nextPointFrame; + } + + if (point[*keyFrame + 2].nextPointFrame != 0) { + speed2 = 1.0f / point[*keyFrame + 2].nextPointFrame; + } + advance = (*curFrame * (speed2 - speed1)) + speed1; + if (advance < 0.0f) { + advance = 0; + } + *curFrame += advance; + if (*curFrame >= 1) { + if (point[++*keyFrame + 3].continueFlag == -1) { + *keyFrame = 0; + ret = true; + } + *curFrame -= 1; + } + + return ret; +} diff --git a/src/code/code_800EC960.c b/src/code/code_800EC960.c index 5d928b539..d3ab8cda4 100644 --- a/src/code/code_800EC960.c +++ b/src/code/code_800EC960.c @@ -4,17 +4,22 @@ // TODO: can these macros be shared between files? code_800F9280 seems to use // versions without any casts... #define Audio_DisableSeq(seqIdx, fadeOut) Audio_QueueCmdS32(0x83000000 | ((u8)seqIdx << 16), fadeOut) -#define Audio_StartSeq(seqIdx, fadeTimer, seqId) Audio_QueueSeqCmd(0x00000000 | ((u8)seqIdx << 24) | ((u8)(fadeTimer) << 0x10) | (u16)seqId) +#define Audio_StartSeq(seqIdx, fadeTimer, seqId) \ + Audio_QueueSeqCmd(0x00000000 | ((u8)seqIdx << 24) | ((u8)(fadeTimer) << 0x10) | (u16)seqId) #define Audio_SeqCmd7(seqIdx, a, b) Audio_QueueSeqCmd(0x70000000 | ((u8)seqIdx << 0x18) | ((u8)a << 0x10) | (u8)(b)) -#define Audio_SeqCmdC(seqIdx, a, b, c) Audio_QueueSeqCmd(0xC0000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)(c))) +#define Audio_SeqCmdC(seqIdx, a, b, c) \ + Audio_QueueSeqCmd(0xC0000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)(c))) #define Audio_SeqCmdA(seqIdx, a) Audio_QueueSeqCmd(0xA0000000 | ((u8)seqIdx << 24) | ((u16)(a))) #define Audio_SeqCmd1(seqIdx, a) Audio_QueueSeqCmd(0x100000FF | ((u8)seqIdx << 24) | ((u8)(a) << 16)) -#define Audio_SeqCmdB(seqIdx, a, b, c) Audio_QueueSeqCmd(0xB0000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)c)) +#define Audio_SeqCmdB(seqIdx, a, b, c) \ + Audio_QueueSeqCmd(0xB0000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)c)) #define Audio_SeqCmdB40(seqIdx, a, b) Audio_QueueSeqCmd(0xB0004000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b)) -#define Audio_SeqCmd6(seqIdx, a, b, c) Audio_QueueSeqCmd(0x60000000 | ((u8)seqIdx << 24) | ((u8)(a) << 16) | ((u8)b << 8) | ((u8)c)) +#define Audio_SeqCmd6(seqIdx, a, b, c) \ + Audio_QueueSeqCmd(0x60000000 | ((u8)seqIdx << 24) | ((u8)(a) << 16) | ((u8)b << 8) | ((u8)c)) #define Audio_SeqCmdE0(seqIdx, a) Audio_QueueSeqCmd(0xE0000000 | ((u8)seqIdx << 24) | ((u8)a)) #define Audio_SeqCmdE01(seqIdx, a) Audio_QueueSeqCmd(0xE0000100 | ((u8)seqIdx << 24) | ((u16)a)) -#define Audio_SeqCmd8(seqIdx, a, b, c) Audio_QueueSeqCmd(0x80000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)c)) +#define Audio_SeqCmd8(seqIdx, a, b, c) \ + Audio_QueueSeqCmd(0x80000000 | ((u8)seqIdx << 24) | ((u8)a << 16) | ((u8)b << 8) | ((u8)c)) #define Audio_SeqCmdF(seqIdx, a) Audio_QueueSeqCmd(0xF0000000 | ((u8)seqIdx << 24) | ((u8)a)) typedef struct { diff --git a/src/code/fault_drawer.c b/src/code/fault_drawer.c index 0885cacbd..036247d8a 100644 --- a/src/code/fault_drawer.c +++ b/src/code/fault_drawer.c @@ -282,7 +282,7 @@ void FaultDrawer_DrawText(s32 x, s32 y, const char* fmt, ...) { FaultDrawer_SetCursor(x, y); FaultDrawer_VPrintf(fmt, args); - + va_end(args); } diff --git a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c index 4d248e10c..74ae488e3 100644 --- a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c +++ b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c @@ -102,7 +102,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) { // "(head) maximum turning angle speed" osSyncPrintf(VT_FGCOL(PURPLE) " (頭)反転アングルスピード最大☆ %f\n" VT_RST, this->headTurnSpeedMax); osSyncPrintf(VT_FGCOL(GREEN) " 今時間 %d\n" VT_RST, ((void)0, gSaveContext.dayTime)); // "current time" - osSyncPrintf(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, 0xBAAA); // "check time" + osSyncPrintf(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, 0xBAAA); // "check time" osSyncPrintf("\n\n"); if (this->path == 3) { diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index 27facad22..5228f964e 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -3784,7 +3784,7 @@ void EnHorse_SkinCallback1(Actor* thisx, GlobalContext* globalCtx, PSkinAwb* ski } //! @bug Setting colliders in a draw function allows for duplicate entries to be added to their respective lists - //! under certain conditions, like when pausing and unpausing the game. + //! under certain conditions, like when pausing and unpausing the game. //! Actors will draw for a couple of frames between the pauses, but some important logic updates will not occur. //! In the case of OC, this can cause unwanted effects such as a very large amount of displacement being applied to //! a colliding actor. |
