Tag all patches with the RECOMP_PATCH attribute in preparation for the recompiler's strict mode (#441)

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Wiseguy 2024-07-25 22:17:00 -04:00 committed by GitHub
parent 97912578e9
commit a8a5e216fe
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29 changed files with 190 additions and 184 deletions

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@ -8,7 +8,7 @@ extern FaultClient sActorFaultClient;
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void ZeldaArena_Free(void* ptr);
void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
RECOMP_PATCH void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
s32 i;
Fault_RemoveClient(&sActorFaultClient);
@ -47,7 +47,7 @@ u32 create_actor_transform_id() {
return ret;
}
void Actor_Init(Actor* actor, PlayState* play) {
RECOMP_PATCH void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
@ -135,7 +135,7 @@ Gfx* pop_post_limb_matrix_group(Gfx* dlist, Actor* actor) {
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
*/
void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* limb;
Gfx* dList;
@ -197,7 +197,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
* Draw all limbs of type `LodLimb` in a given skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
RECOMP_PATCH void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* rootLimb;
s32 pad;
@ -261,7 +261,7 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, Over
* Draw a limb of type `LodLimb` contained within a flexible skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod, Mtx** mtx) {
LodLimb* limb;
@ -332,7 +332,7 @@ void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton,
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod) {
LodLimb* rootLimb;
@ -403,7 +403,7 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
/*
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
*/
void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* limb;
Gfx* dList;
@ -463,7 +463,7 @@ void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3
/**
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
RECOMP_PATCH void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
@ -521,7 +521,7 @@ void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, Over
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor,
Mtx** limbMatricies) {
StandardLimb* limb;
@ -591,7 +591,7 @@ void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton,
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
@ -661,7 +661,7 @@ void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx) {
StandardLimb* limb;
@ -744,7 +744,7 @@ void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** s
* coordinates.
* Note that the `TransformLimbDraw` does not have a NULL check, so must be provided even if empty.
*/
void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
@ -825,7 +825,7 @@ void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* joi
* Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to
* `gfx`. Returns a pointer to the next gfx to be appended to.
*/
Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* limb;
Gfx* dList;
@ -884,7 +884,7 @@ Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s*
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
* next gfx to be appended to.
*/
Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
RECOMP_PATCH Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
@ -944,7 +944,7 @@ Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, Overrid
/**
* Draw a limb of type `StandardLimb` contained within a flexible skeleton to the specified display buffer
*/
Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Mtx** mtx,
Gfx* gfx) {
StandardLimb* limb;
@ -1014,7 +1014,7 @@ Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
@ -1085,7 +1085,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
extern MtxF gSkinLimbMatrices[];
void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
RECOMP_PATCH void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
s32 i;
SkinLimb** skeleton;
@ -1145,7 +1145,7 @@ close_disps:;
CLOSE_DISPS(gfxCtx);
}
__attribute__((noinline)) s32 scan_for_matrices(Gfx* start, Gfx* end) {
s32 scan_for_matrices(Gfx* start, Gfx* end) {
s32 matrix_count = 0;
Gfx* cur = start;
// Count any G_MTX commands between the start and end commands.
@ -1201,7 +1201,7 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
}
// @recomp Patched to automatically add transform tagging to actor matrices based on what DL commands they write in their draw function
void Actor_Draw(PlayState* play, Actor* actor) {
RECOMP_PATCH void Actor_Draw(PlayState* play, Actor* actor) {
Lights* light;
OPEN_DISPS(play->state.gfxCtx);

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@ -14,7 +14,7 @@ s32 ShrinkWindow_Letterbox_GetSizeTarget(void);
void ShrinkWindow_Letterbox_SetSizeTarget(s32 target);
// @recomp Patched function to set a global variable if the player can pause
void KaleidoSetup_Update(PlayState* play) {
RECOMP_PATCH void KaleidoSetup_Update(PlayState* play) {
Input* input = CONTROLLER1(&play->state);
MessageContext* msgCtx = &play->msgCtx;
Player* player = GET_PLAYER(play);
@ -100,7 +100,7 @@ void do_autosave(PlayState* play) {
}
// @recomp Do not clear the save if the save was an autosave.
void func_80147314(SramContext* sramCtx, s32 fileNum) {
RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) {
s32 save_type = gSaveContext.save.isOwlSave;
gSaveContext.save.isOwlSave = false;
@ -156,7 +156,7 @@ void delete_owl_save(SramContext* sramCtx, s32 fileNum) {
}
// @recomp Patched to delete owl saves when making regular saves.
void func_8014546C(SramContext* sramCtx) {
RECOMP_PATCH void func_8014546C(SramContext* sramCtx) {
s32 i;
if (gSaveContext.save.isOwlSave) {
@ -199,7 +199,7 @@ extern u16 D_801F6AF0;
extern u8 D_801F6AF2;
// @recomp Patched to call the new owl save deletion function.
void Sram_EraseSave(FileSelectState* fileSelect2, SramContext* sramCtx, s32 fileNum) {
RECOMP_PATCH void Sram_EraseSave(FileSelectState* fileSelect2, SramContext* sramCtx, s32 fileNum) {
FileSelectState* fileSelect = fileSelect2;
s32 pad;
@ -468,7 +468,7 @@ extern s16 sSceneCutsceneCount;
bool skip_entry_cutscene = false;
// @recomp Patched to skip the entrance cutscene if the flag is enabled.
s16 CutsceneManager_FindEntranceCsId(void) {
RECOMP_PATCH s16 CutsceneManager_FindEntranceCsId(void) {
PlayState* play;
s32 csId;
@ -523,7 +523,7 @@ s32 spawn_entrance_from_autosave_entrance(s16 autosave_entrance) {
}
// @recomp Patched to change the entrance for autosaves and initialize autosaves.
void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
s32 i;
s32 pad;
s32 phi_t1 = 0;
@ -658,7 +658,7 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
// @recomp Reset the autosave timer when the moon crashes.
void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
s32 i;
s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
@ -710,7 +710,7 @@ void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
// @recomp If autosave is enabled, skip the part of the owl statue dialog that talks about the file being deleted on load, since it's not true.
void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
ObjWarpstone* this = (ObjWarpstone*)thisx;
s32 pad;

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@ -61,7 +61,7 @@ void edit_billboard_groups(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
RECOMP_PATCH Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
Mtx* ret = Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
if (*current_billboard_state) {
@ -77,7 +77,7 @@ Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
return ret;
}
void Matrix_Init(GameState* gameState) {
RECOMP_PATCH void Matrix_Init(GameState* gameState) {
sMatrixStack = THA_AllocTailAlign16(&gameState->tha, MATRIX_STACK_SIZE * sizeof(MtxF));
sCurrentMatrix = sMatrixStack;
@ -94,7 +94,7 @@ void matrix_play_update(PlayState* play) {
play_billboard_matrix = &play->billboardMtxF;
}
void Matrix_Push(void) {
RECOMP_PATCH void Matrix_Push(void) {
MtxF* prev = sCurrentMatrix;
sCurrentMatrix++;
@ -106,20 +106,20 @@ void Matrix_Push(void) {
*current_billboard_state = *prev_billboard;
}
void Matrix_Pop(void) {
RECOMP_PATCH void Matrix_Pop(void) {
sCurrentMatrix--;
// @recomp Pop the matrix stack billboard state.
current_billboard_state--;
}
void Matrix_Put(MtxF* src) {
RECOMP_PATCH void Matrix_Put(MtxF* src) {
Matrix_MtxFCopy(sCurrentMatrix, src);
// @recomp Update the current billboard state.
*current_billboard_state = (src == play_billboard_matrix);
}
void Matrix_ReplaceRotation(MtxF* mf) {
RECOMP_PATCH void Matrix_ReplaceRotation(MtxF* mf) {
MtxF* cmf = sCurrentMatrix;
f32 acc;
f32 component;
@ -168,7 +168,7 @@ void Matrix_ReplaceRotation(MtxF* mf) {
*current_billboard_state = (mf == play_billboard_matrix);
}
void Matrix_Mult(MtxF* mf, MatrixMode mode) {
RECOMP_PATCH void Matrix_Mult(MtxF* mf, MatrixMode mode) {
MtxF* cmf = Matrix_GetCurrent();
if (mode == MTXMODE_APPLY) {
@ -183,7 +183,7 @@ void Matrix_Mult(MtxF* mf, MatrixMode mode) {
}
}
void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
f32 tempX;
f32 tempY;
@ -209,7 +209,7 @@ void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
}
}
void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
if (mode == MTXMODE_APPLY) {
@ -233,7 +233,7 @@ void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
}
}
void Matrix_RotateXS(s16 x, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateXS(s16 x, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -300,7 +300,7 @@ void Matrix_RotateXS(s16 x, MatrixMode mode) {
}
}
void Matrix_RotateXF(f32 x, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateXF(f32 x, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -369,7 +369,7 @@ void Matrix_RotateXF(f32 x, MatrixMode mode) {
}
}
void Matrix_RotateXFNew(f32 x) {
RECOMP_PATCH void Matrix_RotateXFNew(f32 x) {
MtxF* cmf = sCurrentMatrix;
s32 pad[2];
f32 sin;
@ -406,7 +406,7 @@ void Matrix_RotateXFNew(f32 x) {
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
void Matrix_RotateYS(s16 y, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateYS(s16 y, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -473,7 +473,7 @@ void Matrix_RotateYS(s16 y, MatrixMode mode) {
}
}
void Matrix_RotateYF(f32 y, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateYF(f32 y, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -542,7 +542,7 @@ void Matrix_RotateYF(f32 y, MatrixMode mode) {
}
}
void Matrix_RotateZS(s16 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZS(s16 z, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -611,7 +611,7 @@ void Matrix_RotateZS(s16 z, MatrixMode mode) {
}
}
void Matrix_RotateZF(f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZF(f32 z, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -678,7 +678,7 @@ void Matrix_RotateZF(f32 z, MatrixMode mode) {
}
}
void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
f32 temp1;
f32 temp2;
@ -768,7 +768,7 @@ void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
}
}
void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
RECOMP_PATCH void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
MtxF* cmf = sCurrentMatrix;
f32 sinY = Math_SinS(rot->y);
f32 cosY = Math_CosS(rot->y);
@ -829,7 +829,7 @@ void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
*current_billboard_state = false;
}
void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -926,7 +926,7 @@ void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
}
}
void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) {
MtxF* cmf;
f32 cos;
f32 sin;

View File

@ -176,7 +176,7 @@ void Camera_UpdateInterface(s32 interfaceFlags);
s32 func_800CB7CC(Camera* camera);
s32 func_800CB854(Camera* camera);
Vec3s Camera_Update(Camera* camera) {
RECOMP_PATCH Vec3s Camera_Update(Camera* camera) {
Vec3f viewAt;
Vec3f viewEye;
Vec3f viewUp;
@ -461,7 +461,7 @@ s32 func_800CBA7C(Camera* camera);
#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
// @recomp Patched for analog cam.
s32 Camera_Normal1(Camera* camera) {
RECOMP_PATCH s32 Camera_Normal1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -870,7 +870,7 @@ s32 Camera_Normal1(Camera* camera) {
* Camera for climbing structures
*/
// @recomp Patched for analog cam.
s32 Camera_Jump2(Camera* camera) {
RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -1063,7 +1063,7 @@ s32 Camera_Jump2(Camera* camera) {
* Used for targeting
*/
// @recomp Patched for analog cam.
s32 Camera_Parallel1(Camera* camera) {
RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -1421,7 +1421,7 @@ s32 Camera_Parallel1(Camera* camera) {
* Riding Epona and Zora
*/
// @recomp Patched for analog cam.
s32 Camera_Normal3(Camera* camera) {
RECOMP_PATCH s32 Camera_Normal3(Camera* camera) {
Normal3ReadOnlyData* roData = &camera->paramData.norm3.roData;
Normal3ReadWriteData* rwData = &camera->paramData.norm3.rwData;
f32 sp8C;
@ -1620,7 +1620,7 @@ s32 Camera_Normal3(Camera* camera) {
* e.g. Gyorg, Pinnacle Rock, whirlpool, water
*/
// @recomp Patched for analog cam.
s32 Camera_Jump3(Camera* camera) {
RECOMP_PATCH s32 Camera_Jump3(Camera* camera) {
Vec3f* sp48 = &camera->eye;
Vec3f* sp44 = &camera->at;
Vec3f* sp40 = &camera->eyeNext;
@ -1905,7 +1905,7 @@ extern u8 D_809EE4D0;
// @recomp Patch the Wart boss fight in the Great Bay temple so that the fight starts if you look at it with the right stick analog camera,
// instead of requiring entering first person mode mode.
void func_809EC568(Boss04* this, PlayState* play) {
RECOMP_PATCH void func_809EC568(Boss04* this, PlayState* play) {
Player* player = GET_PLAYER(play);
f32 x;
f32 y;

View File

@ -95,7 +95,7 @@ void force_camera_ignore_tracking() {
camera_ignore_tracking = true;
}
void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ) {
RECOMP_PATCH void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ) {
Vec3f eye;
Vec3f at;
Vec3f up;
@ -117,7 +117,7 @@ void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ)
}
void FileSelect_SetView(FileSelectState* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
RECOMP_PATCH void FileSelect_SetView(FileSelectState* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
Vec3f eye;
Vec3f lookAt;
Vec3f up;
@ -197,7 +197,7 @@ bool should_interpolate_perspective(Vec3f* eye, Vec3f* at) {
/**
* Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho)
*/
void View_Apply(View* view, s32 mask) {
RECOMP_PATCH void View_Apply(View* view, s32 mask) {
mask = (view->flags & mask) | (mask >> 4);
// @recomp Determine if the camera should be interpolated this frame.
@ -292,7 +292,7 @@ Vec3f Camera_Vec3sToVec3f(Vec3s* src);
* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
*/
// @recomp Modified to not force interpolation while panning.
s32 Camera_Fixed1(Camera* camera) {
RECOMP_PATCH s32 Camera_Fixed1(Camera* camera) {
s32 pad[2];
s32 yawDiff;
VecGeo eyeOffset;

View File

@ -1,7 +1,7 @@
#include "patches.h"
// Disable frustum culling for actors, but leave distance culling intact
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
RECOMP_PATCH s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
if ((-actor->uncullZoneScale < projectedPos->z) &&
(projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
// f32 phi_f12;
@ -30,7 +30,7 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
}
// Disable frustum culling for bush spawning
// s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
// RECOMP_PATCH s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
// f32 phi_f12;
// SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg2, &this->actor.projectedPos, &this->actor.projectedW);
@ -52,7 +52,7 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
// }
// Disable frustum culling for grass
s32 func_809A9110(PlayState* play, Vec3f* pos) {
RECOMP_PATCH s32 func_809A9110(PlayState* play, Vec3f* pos) {
f32 w;
Vec3f projectedPos;
@ -73,7 +73,7 @@ s32 func_809A9110(PlayState* play, Vec3f* pos) {
// Replace point light glow effect with RT64 point Z test so it works in widescreen
void Lights_GlowCheck(PlayState* play) {
RECOMP_PATCH void Lights_GlowCheck(PlayState* play) {
LightNode* light = play->lightCtx.listHead;
while (light != NULL) {
@ -107,7 +107,7 @@ extern Gfx gameplay_keep_DL_029CF0[];
Vtx light_test_vert = VTX(0, 0, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF);
void Lights_DrawGlow(PlayState* play) {
RECOMP_PATCH void Lights_DrawGlow(PlayState* play) {
Gfx* dl;
LightPoint* params;
LightNode* light = play->lightCtx.listHead;

View File

@ -6,7 +6,7 @@
CsCmdActorCue* prev_cues_checked[ARRAY_COUNT(((CutsceneContext*)0)->actorCues)] = {0};
void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
RECOMP_PATCH void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
Vec3f startPos;
Vec3f endPos;
CsCmdActorCue* cue = play->csCtx.actorCues[cueChannel];
@ -39,7 +39,7 @@ extern EnHorseCsFunc D_808890F0[];
extern EnHorseCsFunc D_8088911C[];
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
void func_80884718(EnHorse* this, PlayState* play) {
RECOMP_PATCH void func_80884718(EnHorse* this, PlayState* play) {
CsCmdActorCue* cue;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_112)) {
@ -75,7 +75,7 @@ void func_80884718(EnHorse* this, PlayState* play) {
}
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
RECOMP_PATCH void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
// @recomp Being teleported by a new cue, so skip interpolation.
actor_set_interpolation_skipped(&this->actor);
@ -90,7 +90,7 @@ void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
}
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
RECOMP_PATCH void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
// @recomp Being teleported by a new cue, so skip interpolation.
actor_set_interpolation_skipped(&this->actor);
@ -104,7 +104,7 @@ void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
CsCmdActorCue* prev_link_cue = NULL;
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
RECOMP_PATCH void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
f32 startX = cue->startPos.x;
f32 startY = cue->startPos.y;
f32 startZ = cue->startPos.z;

View File

@ -9,7 +9,7 @@ extern Gfx sTransWipe3DL[];
#define THIS ((TransitionWipe3*)thisx)
// @recomp patched to scale the transition based on aspect ratio
void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
RECOMP_PATCH void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
Gfx* gfx = *gfxP;
Mtx* modelView = &THIS->modelView[THIS->frame];
f32 scale = 14.8f;
@ -53,7 +53,7 @@ extern s32 gFramerateDivisor;
// @recomp Motion blur works fine normally, but when running at a higher framerate the effect is much less pronounced
// as the previous frames decay quicker due to there being more frames drawn in the same period of time.
void Play_DrawMotionBlur(PlayState* this) {
RECOMP_PATCH void Play_DrawMotionBlur(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 alpha;
Gfx* gfx;
@ -126,7 +126,7 @@ void Play_DrawMotionBlur(PlayState* this) {
}
// @recomp Patched to increase the scale based on the aspect ratio.
void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
RECOMP_PATCH void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
// @recomp Calculate the increase in aspect ratio.
f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT;
f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
@ -139,7 +139,7 @@ void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
// @recomp Patched to use ortho tris for interpolation and to prevent the telescope and lens effects from getting stretched wide.
void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
RECOMP_PATCH void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
f32 arg6) {
Gfx* gfx = *gfxp;
s32 xh = gCfbWidth;

View File

@ -13,7 +13,7 @@ extern Gfx gEffDustDL[];
((&(particle).unk_1C)[1])
// @recomp Patched to record when a particle is moved to skip interpolation.
void func_808DC454(ObjectKankyo* this, PlayState* play) {
RECOMP_PATCH void func_808DC454(ObjectKankyo* this, PlayState* play) {
s16 i;
s32 pad1;
f32 phi_f20;
@ -155,7 +155,7 @@ void func_808DC454(ObjectKankyo* this, PlayState* play) {
}
}
void func_808DD3C8(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_808DD3C8(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
Vec3f worldPos;
@ -331,7 +331,7 @@ static inline void pop_effect_tag(GraphicsContext* gfxCtx) {
}
// @recomp Patched to tag effects.
void Effect_DrawAll(GraphicsContext* gfxCtx) {
RECOMP_PATCH void Effect_DrawAll(GraphicsContext* gfxCtx) {
s32 i;
@ -442,7 +442,7 @@ static TexturePtr sWaterSplashTextures[] = {
* applies to all effects of that type while drawing the first effect of that type.
*/
// @recomp Patched to tag matrices.
void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
u8 isMaterialApplied = false;
s16 i;
s16 j;
@ -694,7 +694,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
}
// @recomp Patched to tag the two custom lens flares (used by the Igos du Ikana curtains).
void Environment_DrawCustomLensFlare(PlayState* play) {
RECOMP_PATCH void Environment_DrawCustomLensFlare(PlayState* play) {
Vec3f pos;
// @recomp Set up the graphics context.
@ -739,7 +739,7 @@ void Environment_DrawCustomLensFlare(PlayState* play) {
}
// @recomp Patched to tag the sun lens flare.
void Environment_DrawSunLensFlare(PlayState* play, EnvironmentContext* envCtx, View* view, GraphicsContext* gfxCtx,
RECOMP_PATCH void Environment_DrawSunLensFlare(PlayState* play, EnvironmentContext* envCtx, View* view, GraphicsContext* gfxCtx,
Vec3f vec) {
if ((play->envCtx.precipitation[PRECIP_RAIN_CUR] == 0) &&
!(GET_ACTIVE_CAM(play)->stateFlags & CAM_STATE_UNDERWATER) && (play->skyboxId == SKYBOX_NORMAL_SKY)) {

View File

@ -25,7 +25,7 @@ s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = {
};
// @recomp patched to draw as strips with bilerp compensation instead of tiles.
s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
RECOMP_PATCH s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
PauseContext* pauseCtx = &play->pauseCtx;
GameOverContext* gameOverCtx = &play->gameOverCtx;
s16* quadsX;
@ -204,7 +204,7 @@ void KaleidoDrawWrapper(PlayState* play) {
}
}
void KaleidoScopeCall_Init(PlayState* play) {
RECOMP_PATCH void KaleidoScopeCall_Init(PlayState* play) {
// @recomp Set the update and draw func pointers to the wrappers instead of the actual functions.
sKaleidoScopeUpdateFunc = KaleidoUpdateWrapper;
sKaleidoScopeDrawFunc = KaleidoDrawWrapper;
@ -212,7 +212,7 @@ void KaleidoScopeCall_Init(PlayState* play) {
}
// @recomp patched to fix bilerp seams.
Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
RECOMP_PATCH Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
s32 i;
s32 j;
@ -264,7 +264,7 @@ int extra_vis = 0;
// @recomp Patch the giants cutscene to make certain frames take longer to mimic performance on console.
// This prevents the music from desyncing from the cutscene as it was designed around the console's frame times.
void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
RECOMP_PATCH void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
gSaveContext.cutsceneTrigger = 0;
}
@ -297,7 +297,7 @@ void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
}
// @recomp Fix a texture scroll using an incorrect tile size, which resulted in the scroll jumping during the animation.
s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s32 limbIndex, Actor* thisx) {
RECOMP_PATCH s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s32 limbIndex, Actor* thisx) {
s32 pad;
DemoEffect* this = (DemoEffect*)thisx;
u32 frames = play->gameplayFrames;
@ -333,7 +333,7 @@ void DayTelop_Noop(DayTelopState* this);
void DayTelop_LoadGraphics(DayTelopState* this);
// @recomp Increase the length of the "Dawn of the X Day" screen to account for faster loading.
void DayTelop_Init(GameState* thisx) {
RECOMP_PATCH void DayTelop_Init(GameState* thisx) {
DayTelopState* this = (DayTelopState*)thisx;
GameState_SetFramerateDivisor(&this->state, 1);
@ -371,7 +371,7 @@ void func_80836A5C(Player* this, PlayState* play);
s32 func_8082DA90(PlayState* play);
// @recomp Patched to fix the issue where ocarina inputs are discarded for the first 3 frames (150ms).
void Player_Action_63(Player* this, PlayState* play) {
RECOMP_PATCH void Player_Action_63(Player* this, PlayState* play) {
if ((this->unk_AA5 != PLAYER_UNKAA5_4) && ((PlayerAnimation_Update(play, &this->skelAnime) &&
(this->skelAnime.animation == D_8085D17C[this->transformation])) ||
((this->skelAnime.mode == 0) && (this->av2.actionVar2 == 0)))) {

View File

@ -11,7 +11,7 @@ s16 func_80832754(Player* this, s32 arg1);
s32 func_8082EF20(Player* this);
// @recomp Patched to add gyro and mouse aiming.
s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
s32 pad;
s16 var_s0;
// @recomp Get the aiming camera inversion state.
@ -147,7 +147,7 @@ extern Input* sPlayerControlInput;
* - B exits, using the RESPAWN_MODE_DOWN entrance
*/
// @recomp Patched for aiming inversion and supporting the right stick in dual analog.
void func_8083A98C(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_8083A98C(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Player* this = (Player*)thisx;
s32 camMode;
@ -351,7 +351,7 @@ u8* get_button_item_equip_ptr(u32 form, u32 button) {
}
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
EquipSlot func_8082FDC4(void) {
RECOMP_PATCH EquipSlot func_8082FDC4(void) {
EquipSlot i;
for (int extra_slot_index = 0; extra_slot_index < ARRAY_COUNT(buttons_to_extra_slot); extra_slot_index++) {
@ -369,7 +369,7 @@ EquipSlot func_8082FDC4(void) {
return i;
}
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
RECOMP_PATCH ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
@ -444,7 +444,7 @@ bool func_808323C0(Player *this, s16 csId);
void func_80855218(PlayState *play, Player *this, struct_8085D910 **arg2);
void func_808550D0(PlayState *play, Player *this, f32 arg2, f32 arg3, s32 arg4);
void Player_Action_86(Player *this, PlayState *play) {
RECOMP_PATCH void Player_Action_86(Player *this, PlayState *play) {
struct_8085D910 *sp4C = D_8085D910;
s32 sp48 = false;
@ -540,7 +540,7 @@ extern void* gWorkBuffer;
u16 func_801A5100(void);
// @recomp Patched to update status of extra buttons via set_extra_item_slot_status.
void Interface_UpdateButtonsPart1(PlayState* play) {
RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
s32 pad;
@ -807,7 +807,7 @@ void Interface_UpdateButtonsPart1(PlayState* play) {
* Also used directly when opening the pause menu i.e. skips part 1
*/
// @recomp Patched in the same way as Interface_UpdateButtonsPart1
void Interface_UpdateButtonsPart2(PlayState* play) {
RECOMP_PATCH void Interface_UpdateButtonsPart2(PlayState* play) {
MessageContext* msgCtx = &play->msgCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
@ -1300,7 +1300,7 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
* Sets the button alphas to be dimmed for disabled buttons, or to the requested alpha for non-disabled buttons
*/
// @recomp Patched to also set extra slot alpha values.
void Interface_UpdateButtonAlphasByStatus(PlayState* play, s16 risingAlpha) {
RECOMP_PATCH void Interface_UpdateButtonAlphasByStatus(PlayState* play, s16 risingAlpha) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if ((gSaveContext.buttonStatus[EQUIP_SLOT_B] == BTN_DISABLED) || (gSaveContext.bButtonStatus == BTN_DISABLED)) {
@ -1373,7 +1373,7 @@ void Interface_UpdateButtonAlphasByStatus(PlayState* play, s16 risingAlpha) {
* depending on button status
*/
// @recomp Patched to also set extra slot alpha values.
void Interface_UpdateButtonAlphas(PlayState* play, s16 dimmingAlpha, s16 risingAlpha) {
RECOMP_PATCH void Interface_UpdateButtonAlphas(PlayState* play, s16 dimmingAlpha, s16 risingAlpha) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if (gSaveContext.hudVisibilityForceButtonAlphasByStatus) {
@ -1410,7 +1410,7 @@ void Interface_UpdateButtonAlphas(PlayState* play, s16 dimmingAlpha, s16 risingA
}
// @recomp Patched to also set extra slot alpha values.
void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
RECOMP_PATCH void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 risingAlpha = 255 - dimmingAlpha;
@ -2336,7 +2336,7 @@ extern s8 sOcarinaInstrumentId;
extern f32 AudioOcarina_BendPitchTwoSemitones(s8 bendIndex);
// @recomp Patch the function in order to read DPad inputs for the ocarina as well as CButton inputs.
void AudioOcarina_PlayControllerInput(u8 isOcarinaSfxSuppressedWhenCancelled) {
RECOMP_PATCH void AudioOcarina_PlayControllerInput(u8 isOcarinaSfxSuppressedWhenCancelled) {
u32 ocarinaBtnsHeld;
// Prevents two different ocarina notes from being played on two consecutive frames
@ -2453,7 +2453,7 @@ extern void AudioOcarina_CheckIfStartedSong(void);
extern void AudioOcarina_UpdateCurOcarinaSong(void);
// @recomp Patch the L button check (for free ocarina playing) to account for DPad ocarina.
void AudioOcarina_CheckSongsWithoutMusicStaff(void) {
RECOMP_PATCH void AudioOcarina_CheckSongsWithoutMusicStaff(void) {
u32 pitch;
u8 ocarinaStaffPlayingPosStart;
u8 songIndex;
@ -2528,7 +2528,7 @@ extern bool get_analog_cam_active();
extern void skip_analog_cam_once();
// @recomp Updates yaw while inside of deku flower.
void func_80855F9C(PlayState* play, Player* this) {
RECOMP_PATCH void func_80855F9C(PlayState* play, Player* this) {
f32 speedTarget;
s16 yawTarget;
@ -2553,7 +2553,7 @@ extern void Player_Action_4(Player* this, PlayState* play);
extern s32 Player_SetAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 arg3);
extern LinkAnimationHeader gPlayerAnim_pg_maru_change;
s32 func_80857950(PlayState* play, Player* this) {
RECOMP_PATCH s32 func_80857950(PlayState* play, Player* this) {
// @recomp track if newly going from non-spike roll to spike roll (spike rolling when this->unk_B86[1] == 1)
static bool wasOff = true;
bool isOff = this->unk_B86[1] == 0;
@ -2597,7 +2597,7 @@ extern void func_8082DC38(Player* this);
extern void func_80836A5C(Player* this, PlayState* play);
// @recomp Patch the shielding function to respect the aiming axis inversion setting.
void Player_Action_18(Player* this, PlayState* play) {
RECOMP_PATCH void Player_Action_18(Player* this, PlayState* play) {
func_80832F24(this);
if (this->transformation == PLAYER_FORM_GORON) {

View File

@ -34,7 +34,7 @@ typedef enum {
/* 2 */ VOICE_INIT_SUCCESS // voice initialized
} VoiceInitStatus;
void PadMgr_HandleRetrace(void) {
RECOMP_PATCH void PadMgr_HandleRetrace(void) {
// Execute rumble callback
if (sPadMgrInstance->rumbleRetraceCallback != NULL) {
sPadMgrInstance->rumbleRetraceCallback(sPadMgrInstance->rumbleRetraceArg);
@ -113,7 +113,7 @@ void poll_inputs(void) {
}
// @recomp Patched to do the actual input polling.
void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
RECOMP_PATCH void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
// @recomp Do an actual poll if gameRequest is true.
if (gameRequest) {
poll_inputs();
@ -126,7 +126,7 @@ void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
}
// @recomp Just call PadMgr_GetInput.
void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
RECOMP_PATCH void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
PadMgr_GetInput(inputs, gameRequest);
}
@ -138,7 +138,7 @@ void* osViGetCurrentFramebuffer_recomp();
OSMesgQueue *rdp_queue_ptr = NULL;
// @recomp Immediately sends the graphics task instead of queueing it in the scheduler.
void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
RECOMP_PATCH void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
static s32 retryCount = 10;
static s32 cfbIdx = 0;
OSTask_t* task = &gfxCtx->task.list.t;
@ -271,7 +271,7 @@ extern VisZbuf sGameVisZbuf;
extern VisMono sGameVisMono;
extern ViMode sGameViMode;
void GameState_Destroy(GameState* gameState) {
RECOMP_PATCH void GameState_Destroy(GameState* gameState) {
AudioMgr_StopAllSfxExceptSystem();
Audio_Update();

View File

@ -16,7 +16,7 @@ extern Gfx gHookshotChainDL[];
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void ArmsHook_Draw(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
f32 f0;
Player* player = GET_PLAYER(play);
@ -73,7 +73,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
#undef THIS
extern Gfx gHookshotReticleDL[];
void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
RECOMP_PATCH void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
CollisionPoly* poly;
s32 bgId;
@ -143,7 +143,7 @@ Gfx bowstring_end_hook_dl[] = {
gsSPEndDisplayList(),
};
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
RECOMP_PATCH void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
OverrideLimbDrawFlex overrideLimbDraw) {
OPEN_DISPS(play->state.gfxCtx);

View File

@ -1030,7 +1030,7 @@ void set_ocarina_vertex_alphas(Vtx* verts, s32 count, u8 alpha) {
extern Gfx sSongOfTimeFrustumMaterialDL[];
void OceffWipe_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFF;
OceffWipe* this = (OceffWipe*)thisx;
f32 z;
@ -1098,7 +1098,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
extern Gfx sEponaSongFrustumMaterialDL[];
void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFF;
OceffWipe2* this = (OceffWipe2*)thisx;
f32 z;
@ -1152,7 +1152,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
extern Gfx sSariaSongFrustrumMaterialDL[];
void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFFF;
OceffWipe3* this = (OceffWipe3*)thisx;
f32 z;
@ -1207,7 +1207,7 @@ extern Gfx sScarecrowSongUnusedMaterialDL[];
extern Gfx sScarecrowSongMaterialDL[];
extern Gfx sScarecrowSongModelDL[];
void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFFF;
OceffWipe4* this = (OceffWipe4*)thisx;
f32 z;
@ -1273,7 +1273,7 @@ static u8 sEnvColors[] = {
extern Gfx gOceff5DL[];
extern AnimatedMaterial gOceff5TexAnim[];
void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
OceffWipe5* this = (OceffWipe5*)thisx;
f32 z;
s32 pad;
@ -1342,7 +1342,7 @@ void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
extern Gfx gOceff6DL[];
extern AnimatedMaterial ovl_Oceff_Wipe6_Matanimheader_000338[];
void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
OceffWipe6* this = (OceffWipe6*)thisx;
f32 z;
u8 alpha;
@ -1394,7 +1394,7 @@ void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
extern Gfx sSongOfHealingEffectFrustumDL[];
extern AnimatedMaterial sSongofHealingEffectTexAnim[];
void OceffWipe7_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe7_Draw(Actor* thisx, PlayState* play) {
OceffWipe7* this = (OceffWipe7*)thisx;
f32 z;
u8 alpha;
@ -1445,7 +1445,7 @@ extern AnimatedMaterial object_stk2_Matanimheader_009F60[];
// @recomp Patch the Skull Kid curse effect as well, which works similarly to the ocarina effects.
// In this case, the patch also includes effect transform tagging patches.
void EffStk_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EffStk_Draw(Actor* thisx, PlayState* play) {
EffStk* this = (EffStk*)thisx;
s32 pad;
Camera* activeCam = GET_ACTIVE_CAM(play);

View File

@ -65,11 +65,11 @@ void FileSelect_DrawFileInfo(GameState *thisx, s16 fileIndex);
void FileSelect_SplitNumber(u16 value, u16 *hundreds, u16 *tens, u16 *ones);
// @recomp The options button is now the quit button, so close recomp instead of opening the options.
void FileSelect_RotateToOptions(GameState* thisx) {
RECOMP_PATCH void FileSelect_RotateToOptions(GameState* thisx) {
recomp_exit();
}
void FileSelect_Init(GameState* thisx) {
RECOMP_PATCH void FileSelect_Init(GameState* thisx) {
s32 pad;
FileSelectState* this = (FileSelectState*)thisx;
size_t size;
@ -109,7 +109,7 @@ void FileSelect_Init(GameState* thisx) {
}
void FileSelect_SetWindowContentVtx(GameState *thisx) {
RECOMP_PATCH void FileSelect_SetWindowContentVtx(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
u16 vtxId;
s16 j;
@ -786,7 +786,7 @@ void FileSelect_SetWindowContentVtx(GameState *thisx) {
* Draw most window contents including buttons, labels, and icons.
* Does not include anything from the keyboard and settings windows.
*/
void FileSelect_DrawWindowContents(GameState *thisx) {
RECOMP_PATCH void FileSelect_DrawWindowContents(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
s16 fileIndex;
s16 temp;
@ -991,7 +991,7 @@ void FileSelect_DrawWindowContents(GameState *thisx) {
CLOSE_DISPS(this->state.gfxCtx);
}
void FileSelect_ConfirmFile(GameState *thisx) {
RECOMP_PATCH void FileSelect_ConfirmFile(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
Input *input = CONTROLLER1(&this->state);
@ -1040,7 +1040,7 @@ void FileSelect_ConfirmFile(GameState *thisx) {
* Load the save for the appropriate file and start the game.
* Update function for `SM_LOAD_GAME`
*/
void FileSelect_LoadGame(GameState* thisx) {
RECOMP_PATCH void FileSelect_LoadGame(GameState* thisx) {
FileSelectState* this = (FileSelectState*)thisx;
u16 i;

View File

@ -10,7 +10,7 @@ extern EffectSsInfo sEffectSsInfo;
u8 particle_reset_list[MAX_PARTICLES];
// @recomp Patched to track that the particle has been reset.
void EffectSS_ResetEntry(EffectSs* particle) {
RECOMP_PATCH void EffectSS_ResetEntry(EffectSs* particle) {
u32 i;
particle->type = EFFECT_SS_MAX;
@ -39,7 +39,7 @@ void EffectSS_ResetEntry(EffectSs* particle) {
}
// @recomp Check numEntries to be sure enough space has been allocated for tracking particle statuses.
void EffectSS_Init(PlayState* play, s32 numEntries) {
RECOMP_PATCH void EffectSS_Init(PlayState* play, s32 numEntries) {
u32 i;
EffectSs* effectsSs;
EffectSsOverlay* overlay;
@ -66,7 +66,7 @@ void EffectSS_Init(PlayState* play, s32 numEntries) {
}
// @recomp Add transform tags to particles
void EffectSS_DrawParticle(PlayState* play, s32 index) {
RECOMP_PATCH void EffectSS_DrawParticle(PlayState* play, s32 index) {
EffectSs* entry = &sEffectSsInfo.dataTable[index];
OPEN_DISPS(play->state.gfxCtx);
@ -164,7 +164,7 @@ void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2)
}
// @recomp Patched to call a custom version of a vanilla function.
void EnHanabi_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnHanabi_Draw(Actor* thisx, PlayState* play) {
EnHanabi* this = (EnHanabi*)thisx;
Matrix_Push();
@ -176,7 +176,7 @@ void EnHanabi_Draw(Actor* thisx, PlayState* play) {
Vec3f kankyo_prev_pos_base[DEMOKANKYO_EFFECT_COUNT] = {0};
// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
@ -286,7 +286,7 @@ extern Gfx gBubbleDL[];
extern Gfx gLightOrbModelDL[];
// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
@ -386,7 +386,7 @@ static Vec3f D_80A5AFB0 = { 0.0f, 0.0f, 0.0f };
#define WATER_EFFECT_RESPAWNED(ptr) (&(ptr)->unk_01)[1]
// @recomp Mark respawned water effect particles so they can be skipped for the first frame.
void func_80A599E8(EnWaterEffect* this, Vec3f* arg1, u8 arg2) {
RECOMP_PATCH void func_80A599E8(EnWaterEffect* this, Vec3f* arg1, u8 arg2) {
s16 i;
EnWaterEffectStruct* ptr = &this->unk_144[0];
@ -433,7 +433,7 @@ extern Gfx object_water_effect_DL_0043E8[];
extern Gfx gameplay_keep_DL_06AB30[];
// @recomp Tag the transforms for falling fire rocks.
void func_80A5A184(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_80A5A184(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnWaterEffect* this = (EnWaterEffect*)thisx;
GraphicsContext* gfxCtx = play->state.gfxCtx;

View File

@ -1,6 +1,10 @@
#ifndef __PATCHES_H__
#define __PATCHES_H__
#define RECOMP_EXPORT __attribute__((section(".recomp_export")))
#define RECOMP_PATCH __attribute__((section(".recomp_patch")))
#define RECOMP_FORCE_PATCH __attribute__((section(".recomp_force_patch")))
// TODO fix renaming symbols in patch recompilation
#define osCreateMesgQueue osCreateMesgQueue_recomp
#define osRecvMesg osRecvMesg_recomp

View File

@ -10,6 +10,8 @@ SECTIONS {
.ctors : { *(.ctors*) *(.init_array*) } >extram AT >rom
.dtors : { *(.dtors*) } >extram AT >rom
.text : { *(.text*) } >extram AT >rom
.recomp_patch : { *(.recomp_patch*) *(.recomp_force_patch*) } >extram AT >rom
.recomp_export : { *(.recomp_export*) } >extram AT >rom
.rodata : { *(.rodata*) } >extram AT >rom
.data : { *(.data*) } >extram AT >rom
.bss (NOLOAD) : { *(.bss*) *(COMMON) } >extram

View File

@ -9,7 +9,7 @@ void controls_play_update(PlayState* play) {
}
// @recomp Patched to add hooks for various added functionality.
void Play_Main(GameState* thisx) {
RECOMP_PATCH void Play_Main(GameState* thisx) {
static Input* prevInput = NULL;
PlayState* this = (PlayState*)thisx;
@ -54,7 +54,7 @@ void Play_Main(GameState* thisx) {
}
// @recomp Patched to add load a hook for loading rooms.
s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
RECOMP_PATCH s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->status == 1) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;

View File

@ -8,7 +8,7 @@ void Main_InitScreen(void);
// @recomp Patched to load the code segment in the recomp runtime.
void Main_Init(void) {
RECOMP_PATCH void Main_Init(void) {
DmaRequest dmaReq;
OSMesgQueue mq;
OSMesg msg[1];
@ -36,7 +36,7 @@ void Main_Init(void) {
void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, uintptr_t vramStart);
// @recomp Patched to load the overlay in the recomp runtime.
size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* ramStart, void* ramEnd, void* allocatedRamAddr) {
RECOMP_PATCH size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* ramStart, void* ramEnd, void* allocatedRamAddr) {
uintptr_t vramStart = (uintptr_t)ramStart;
uintptr_t vramEnd = (uintptr_t)ramEnd;
s32 size = vromEnd - vromStart;

View File

@ -8,7 +8,7 @@ s32 SysFlashrom_IsInit(void);
void Sleep_Msec(u32 ms);
// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
RECOMP_PATCH void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
if (sramCtx->status == 2) {
if (SysFlashrom_IsBusy() != 0) { // if task running
if (SysFlashrom_AwaitResult() == 0) { // wait for task done
@ -26,7 +26,7 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
}
// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
RECOMP_PATCH void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
if (sramCtx->status == 7) {
if (SysFlashrom_IsBusy() != 0) { // Is task running
if (SysFlashrom_AwaitResult() == 0) { // Wait for task done

View File

@ -7,7 +7,7 @@
void func_80AF118C(PlayState* play, OwlWarpFeather* feathers, EnTest7* this, s32 arg3, s32 arg4); // EnTest7_UpdateFeathers
void func_80AF2350(EnTest7* this, PlayState* play); // EnTest7_WarpCsWarp
void EnTest7_Update(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnTest7_Update(Actor* thisx, PlayState* play) {
EnTest7* this = THIS;
this->actionFunc(this, play);

View File

@ -5,7 +5,7 @@
extern Mtx* sSkyboxDrawMatrix;
void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
RECOMP_PATCH void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
OPEN_DISPS(gfxCtx);
Gfx_SetupDL40_Opa(gfxCtx);
@ -112,7 +112,7 @@ f32 view_aspect_ratio(View* view) {
}
// @recomp Patched to set up the RSP for drawing stars with ortho rects and tag star transforms.
void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
RECOMP_PATCH void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
static const Vec3s D_801DD880[] = {
{ 0x0384, 0x2328, 0xD508 }, { 0x09C4, 0x2328, 0xDA1C }, { 0x0E74, 0x22D8, 0xDA1C }, { 0x1450, 0x2468, 0xD8F0 },
{ 0x1C84, 0x28A0, 0xCBA8 }, { 0x1F40, 0x2134, 0xD8F0 }, { 0x1F40, 0x28A0, 0xDAE4 }, { 0xE4A8, 0x4A38, 0x4A38 },

View File

@ -15,7 +15,7 @@ s32 func_80AF31D0(PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gf
extern AnimatedMaterial gSoaringWarpCsWindCapsuleTexAnim;
extern Gfx gSoaringWarpCsWindCapsuleDL[];
void EnTest7_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnTest7_Draw(Actor* thisx, PlayState* play) {
s32 pad[2];
EnTest7* this = (EnTest7*)thisx;
s32 sp40;
@ -104,7 +104,7 @@ extern SoTCsAmmoDrops sSoTCsAmmoDrops[12];
/**
* Draws clocks in a double spiral above and below player
*/
void EnTest6_DrawThreeDayResetSoTCutscene(EnTest6* this, PlayState* play) {
RECOMP_PATCH void EnTest6_DrawThreeDayResetSoTCutscene(EnTest6* this, PlayState* play) {
s16 clock1Yaw;
s16 clock2Yaw;
s16 angle;

View File

@ -17,7 +17,7 @@ bool is_bgm_player(u8 player_index) {
/**
* Update different commands and requests for active sequences
*/
void AudioSeq_UpdateActiveSequences(void) {
RECOMP_PATCH void AudioSeq_UpdateActiveSequences(void) {
u32 tempoCmd;
u16 tempoPrev;
u16 seqId;
@ -338,7 +338,7 @@ void AudioSeq_UpdateActiveSequences(void) {
}
// @recomp Patched to add the ability to turn off low health beeps.
void LifeMeter_UpdateSizeAndBeep(PlayState* play) {
RECOMP_PATCH void LifeMeter_UpdateSizeAndBeep(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if (interfaceCtx->lifeSizeChangeDirection != 0) {

View File

@ -30,7 +30,7 @@ extern Gfx gEffWaterRippleDL[];
u8 special_effect_reset_states[MAX_SPECIAL_EFFECTS];
// @recomp Tag Wart's bubbles
void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
s32 i;
s32 j;
@ -153,7 +153,7 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -177,7 +177,7 @@ void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -204,7 +204,7 @@ void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
RECOMP_PATCH void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
Vec3f accel = { 0.0f, -1.0f, 0.0f };
f32 temp_f2;
GyorgEffect* eff = play->specialEffects;
@ -231,7 +231,7 @@ void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectBubble(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectBubble(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -261,7 +261,7 @@ extern u8 gEffDust1Tex[];
void Boss03_SetObject(PlayState* play, s16 objectId);
// @recomp Tag Gyorg's effects.
void Boss03_DrawEffects(PlayState* play) {
RECOMP_PATCH void Boss03_DrawEffects(PlayState* play) {
u8 flag = false;
s16 i;
GraphicsContext* gfxCtx = play->state.gfxCtx;
@ -410,7 +410,7 @@ extern Gfx object_water_effect_DL_000420[];
extern Gfx object_water_effect_DL_000A48[];
extern Gfx object_water_effect_DL_000CD8[];
void func_80A5A6B8(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_80A5A6B8(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnWaterEffect* this = (EnWaterEffect*)thisx;
EnWaterEffectStruct* ptr = &this->unk_144[0];
@ -547,7 +547,7 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
}
// @recomp Tag normal water effects.
void EnWaterEffect_Draw(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void EnWaterEffect_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
GraphicsContext* gfxCtx = play->state.gfxCtx;
EnWaterEffect* this = (EnWaterEffect*)thisx;
@ -641,7 +641,7 @@ extern Gfx gGohtStalactiteMaterialDL[];
extern Gfx gGohtStalactiteModelDL[];
// @recomp Tag Goht's rocks.
void func_80B0C398(BossHakugin* this, PlayState* play) {
RECOMP_PATCH void func_80B0C398(BossHakugin* this, PlayState* play) {
BossHakuginEffect* effect;
s32 i;
@ -722,7 +722,7 @@ void EnOsn_HandleCsAction(EnOsn* this, PlayState* play);
void EnOsn_Idle(EnOsn* this, PlayState* play);
// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
RECOMP_PATCH void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
u32 isSwitchFlagSet = Flags_GetSwitch(play, 0);
this->csId = this->actor.csId;
@ -743,7 +743,7 @@ void EnOsn_LookFromMask(EnOsn* this);
void EnOsn_FadeOut(EnOsn* this);
// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
RECOMP_PATCH void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
u8 pad;
s32 cueChannel;
@ -880,7 +880,7 @@ void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
}
// @recomp Patched to tag this actor's draws using linear order matching.
void EnFall2_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnFall2_Draw(Actor* thisx, PlayState* play) {
s32 pad;
EnFall2* this = (EnFall2*)thisx;
Mtx* mtx;
@ -909,7 +909,7 @@ void EnFall2_Draw(Actor* thisx, PlayState* play) {
}
// @recomp Skip interpolation on item pickups the frame they're collected.
void func_800A6A40(EnItem00* this, PlayState* play) {
RECOMP_PATCH void func_800A6A40(EnItem00* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->getItemId != GI_NONE) {
@ -952,7 +952,7 @@ extern Vtx ovl_Obj_Entotu_Vtx_000D10[7];
extern Gfx object_f53_obj_DL_001C00[];
// @recomp Skip rotation interpolation for the Clock Town chimney's smoke when the camera skips interolation.
void func_80A34B28(ObjEntotu* this, PlayState* play) {
RECOMP_PATCH void func_80A34B28(ObjEntotu* this, PlayState* play) {
u8 sp57;
u8 sp56;
s32 i;
@ -1002,7 +1002,7 @@ void func_80A34B28(ObjEntotu* this, PlayState* play) {
extern Gfx object_f53_obj_DL_000158[];
// @recomp Skip rotation interpolation for the Clock Town chimney when the camera skips interolation.
void func_80A34A44(ObjEntotu* this, PlayState* play) {
RECOMP_PATCH void func_80A34A44(ObjEntotu* this, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
this->actor.shape.rot.y = BINANG_ROT180(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)));
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_APPLY);
@ -1032,7 +1032,7 @@ void func_80A34A44(ObjEntotu* this, PlayState* play) {
void Environment_DrawRainImpl(PlayState* play, View* view, GraphicsContext* gfxCtx);
// @recomp Skip interpolation for the splashes that raindrops make.
void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx) {
RECOMP_PATCH void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx) {
if (!(GET_ACTIVE_CAM(play)->stateFlags & CAM_STATE_UNDERWATER) &&
(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
@ -1058,7 +1058,7 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
}
// @recomp Skip interpolation on the boulders in the path to Snowhead and the path to Ikana Canyon when they teleport back to their home position.
void func_8093EE64(EnGoroiwa* this, s32 arg1) {
RECOMP_PATCH void func_8093EE64(EnGoroiwa* this, s32 arg1) {
Vec3s* temp_v0 = &this->pathPoints[arg1];
this->actor.world.pos.x = temp_v0->x;
@ -1075,7 +1075,7 @@ extern Gfx object_twig_DL_001C38[];
extern Gfx object_twig_DL_0014C8[];
// @recomp Skip interpolation on the rotation for the beaver race rings in order to retain the intended animation look.
void EnTwig_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnTwig_Draw(Actor* thisx, PlayState* play) {
EnTwig* this = (EnTwig*)thisx;
switch (this->unk_160) {
@ -1101,7 +1101,7 @@ extern Gfx gEffFire1DL[];
#define HONOTRAP_EXTRA_BYTE_1(flameGroup) (&(flameGroup)->flameList[0].isDrawn)[1]
#define HONOTRAP_EXTRA_BYTE_2(flameGroup) (&(flameGroup)->flameList[1].isDrawn)[1]
void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play) {
RECOMP_PATCH void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play) {
s32 i;
EnHonotrapFlameGroup* flameGroup = &this->flameGroup;
f32 var_fs0;
@ -1203,7 +1203,7 @@ void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play) {
// @recomp Patched to tag the flames that come out of fire eyes.
void EnHonotrap_DrawFlameGroup(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnHonotrap_DrawFlameGroup(Actor* thisx, PlayState* play) {
s32 pad;
EnHonotrap* this = (EnHonotrap*)thisx;
EnHonotrapFlameElement* flameElem;

View File

@ -7,7 +7,7 @@ static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
extern RoomDrawHandler sRoomDrawHandlers[];
void Room_Draw(PlayState* play, Room* room, u32 flags) {
RECOMP_PATCH void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
@ -51,7 +51,7 @@ extern Gfx gKeikokuDemoTallTreeStraightDL[];
extern Gfx gKeikokuDemoTallTreeStraightEmptyDL[];
// @recomp Tag the ground in the intro cutscene to not interpolate rotation.
void DmOpstage_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void DmOpstage_Draw(Actor* thisx, PlayState* play) {
DmOpstage* this = (DmOpstage*)thisx;
if (DMOPSTAGE_GET_TYPE(&this->dyna.actor) > DMOPSTAGE_TYPE_GROUND) {
@ -130,7 +130,7 @@ extern s16 D_80AAAAC8;
extern s16 D_80AAAACC;
// @recomp Patched to enable vertex interpolation for the dynamic water as Woodfall temple rises from below the water.
void DmChar01_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void DmChar01_Draw(Actor* thisx, PlayState* play) {
// @recomp Move function statics to externs so they still get reset on overlay load like normal.
DmChar01* this = (DmChar01*)thisx;
f32 temp_f12;

View File

@ -22,7 +22,7 @@ typedef struct {
BiggerGfxPool gBiggerGfxPools[2];
// @recomp Use the bigger gfx pools and enable RT64 extended GBI mode.
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
RECOMP_PATCH void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
BiggerGfxPool* bigger_pool = &gBiggerGfxPools[gfxCtx->gfxPoolIdx % 2];
@ -85,7 +85,7 @@ extern int extra_vis;
* Run the game state logic, then finalize the gfx buffer
* and run the graphics task for this frame.
*/
void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
RECOMP_PATCH void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
u32 problem;
gameState->unk_A3 = 0;
@ -238,7 +238,7 @@ void Interface_SetOrthoView(InterfaceContext* interfaceCtx);
void Interface_SetVertices(PlayState* play);
void Magic_DrawMeter(PlayState* play);
void Interface_Draw(PlayState* play) {
RECOMP_PATCH void Interface_Draw(PlayState* play) {
s32 pad;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
@ -756,7 +756,7 @@ extern u64 gArcheryScoreIconTex[];
extern u16 sMinigameScoreDigits[];
// @recomp Patched to draw the carrot icons with an extended gbi texrect so they don't inherit the current origin.
void Interface_DrawMinigameIcons(PlayState* play) {
RECOMP_PATCH void Interface_DrawMinigameIcons(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 i;
s16 numDigitsDrawn;
@ -881,7 +881,7 @@ extern s16 sTextboxTexHeight;
extern u64 gOcarinaTrebleClefTex[];
// @recomp Patch textboxes to use ortho tris with a matrix so they can be interpolated.
void Message_DrawTextBox(PlayState* play, Gfx** gfxP) {
RECOMP_PATCH void Message_DrawTextBox(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx = *gfxP;
@ -1018,7 +1018,7 @@ void View_SetScissor(Gfx** gfx, s32 ulx, s32 uly, s32 lrx, s32 lry);
// @recomp Patched to not actually letterbox the scissor. The letterbox effect will be achieved by drawing an overlay on top instead, which
// will get interpolated unlike a scissor.
void View_ApplyLetterbox(View* view) {
RECOMP_PATCH void View_ApplyLetterbox(View* view) {
s32 letterboxY;
s32 letterboxX;
s32 pad1;
@ -1085,7 +1085,7 @@ typedef struct {
extern ShrinkWindow* sShrinkWindowPtr;
// @recomp Replace the rects used to letterbox with ortho tris so they can be interpolated.
void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
RECOMP_PATCH void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
Gfx* gfx;
s8 letterboxSize = sShrinkWindowPtr->letterboxSize;
s8 pillarboxSize = sShrinkWindowPtr->pillarboxSize;
@ -1189,7 +1189,7 @@ extern u64 gSceneTitleCardGradientTex[];
// @recomp Patch the scene title card (the one with purple background when entering a new scene)
// to not glitch out on the right edge, which is hidden by overscan on N64.
void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
RECOMP_PATCH void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx;

View File

@ -56,7 +56,7 @@ extern TexturePtr sMaskPageBgTextures[];
// @recomp Patched to set pageIndex to a dummy value when KaleidoScope_SetVertices is called to make it
// allocate vertices for all pages at all times. This is simpler than patching KaleidoScope_SetVertices directly.
void KaleidoScope_Draw(PlayState* play) {
RECOMP_PATCH void KaleidoScope_Draw(PlayState* play) {
s32 pad;
PauseContext* pauseCtx = &play->pauseCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
@ -137,7 +137,7 @@ void KaleidoScope_Draw(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_DrawCursor(PlayState* play) {
RECOMP_PATCH void KaleidoScope_DrawCursor(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
s16 i;
@ -219,7 +219,7 @@ extern s16 sPauseZRCursorAlpha; // 8082DA56 32899 -9642
*/
// @recomp Patched to tag the matrix for interpolating the vertices of the Z button, R button, and name panel.
void KaleidoScope_DrawInfoPanel(PlayState* play) {
RECOMP_PATCH void KaleidoScope_DrawInfoPanel(PlayState* play) {
static const s16 sPauseZRCursorColorTargets[][4] = {
{ 180, 210, 255, 220 },
{ 100, 100, 150, 220 },
@ -587,7 +587,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
}
// @recomp Patched to draw always all 4 pages and tag their matrices.
void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
RECOMP_PATCH void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
static s16 sCursorColorTimer = 10;
static s16 sCursorColorTargetIndex = 0;
PauseContext* pauseCtx = &play->pauseCtx;