Zelda64Recomp/patches/patches.h

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#ifndef __PATCHES_H__
#define __PATCHES_H__
// TODO fix renaming symbols in patch recompilation
#define osCreateMesgQueue osCreateMesgQueue_recomp
#define osRecvMesg osRecvMesg_recomp
#define osSendMesg osSendMesg_recomp
#define osViGetCurrentFramebuffer osViGetCurrentFramebuffer_recomp
#define osFlashWriteArray osFlashWriteArray_recomp
#define osFlashWriteBuffer osFlashWriteBuffer_recomp
#define osWritebackDCache osWritebackDCache_recomp
#define sinf __sinf_recomp
#define cosf __cosf_recomp
#define bzero bzero_recomp
#define gRandFloat sRandFloat
#include "global.h"
#include "rt64_extended_gbi.h"
#define gEXMatrixGroupNoInterpolation(cmd, push, proj, edit) \
gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupInterpolateOnlyTiles(cmd, push, proj, edit) \
gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedNormal(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipRot(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipPosRot(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipAll(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedVerts(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedVertsOrderAuto(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_AUTO, edit)
int recomp_printf(const char* fmt, ...);
float recomp_powf(float, float);
static inline void* actor_relocate(Actor* actor, void* addr) {
return (void*)((uintptr_t)addr -
(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
}
typedef enum {
/* 0 */ PICTO_BOX_STATE_OFF, // Not using the pictograph
/* 1 */ PICTO_BOX_STATE_LENS, // Looking through the lens of the pictograph
/* 2 */ PICTO_BOX_STATE_SETUP_PHOTO, // Looking at the photo currently taken
/* 3 */ PICTO_BOX_STATE_PHOTO
} PictoBoxState;
#define INCBIN(identifier, filename) \
asm(".pushsection .rodata\n" \
"\t.local " #identifier "\n" \
"\t.type " #identifier ", @object\n" \
"\t.balign 8\n" \
#identifier ":\n" \
"\t.incbin \"" filename "\"\n\n" \
\
"\t.balign 8\n" \
"\t.popsection\n"); \
extern u8 identifier[]
void draw_dpad(PlayState* play);
void draw_dpad_icons(PlayState* play);
void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state);
void set_camera_skipped(bool skipped);
void clear_camera_skipped();
void edit_billboard_groups(PlayState* play);
bool camera_was_skipped();
void room_load_hook(PlayState* play, Room* room);
void recomp_crash(const char* err);
#endif