Fix 60fps patch after merge

This commit is contained in:
n64 2021-08-30 22:26:02 +02:00
parent b8f0332372
commit 8468a4f158

View file

@ -1,8 +1,8 @@
diff --git a/include/types.h b/include/types.h
index 5132a4ed..f5a441df 100644
index 5b092bb0..2edadf8a 100644
--- a/include/types.h
+++ b/include/types.h
@@ -117,6 +117,10 @@ struct AnimInfo
@@ -119,6 +119,10 @@ struct AnimInfo
/*0x0A 0x42*/ u16 animTimer;
/*0x0C 0x44*/ s32 animFrameAccelAssist;
/*0x10 0x48*/ s32 animAccel;
@ -13,7 +13,7 @@ index 5132a4ed..f5a441df 100644
};
struct GraphNodeObject
@@ -127,11 +131,22 @@ struct GraphNodeObject
@@ -129,11 +133,22 @@ struct GraphNodeObject
/*0x19*/ s8 activeAreaIndex;
/*0x1A*/ Vec3s angle;
/*0x20*/ Vec3f pos;
@ -36,7 +36,7 @@ index 5132a4ed..f5a441df 100644
};
struct ObjectNode
@@ -242,6 +257,10 @@ struct Surface
@@ -244,6 +259,10 @@ struct Surface
} normal;
/*0x28*/ f32 originOffset;
/*0x2C*/ struct Object *object;
@ -48,7 +48,7 @@ index 5132a4ed..f5a441df 100644
struct MarioBodyState
diff --git a/src/engine/graph_node.h b/src/engine/graph_node.h
index 22ab70ce..cf566a1c 100644
index e20064c3..e2c32523 100644
--- a/src/engine/graph_node.h
+++ b/src/engine/graph_node.h
@@ -109,6 +109,8 @@ struct GraphNodePerspective
@ -112,7 +112,7 @@ index 22ab70ce..cf566a1c 100644
/** A node that allows an object to specify a different culling radius than the
diff --git a/src/engine/surface_collision.c b/src/engine/surface_collision.c
index 69f40c9c..9118d885 100644
index 318a8043..ce57cf1c 100644
--- a/src/engine/surface_collision.c
+++ b/src/engine/surface_collision.c
@@ -7,6 +7,7 @@
@ -232,7 +232,7 @@ index 69f40c9c..9118d885 100644
break;
}
diff --git a/src/engine/surface_load.c b/src/engine/surface_load.c
index b447dc24..005cbd0f 100644
index 9a5f1777..8c004012 100644
--- a/src/engine/surface_load.c
+++ b/src/engine/surface_load.c
@@ -14,6 +14,7 @@
@ -256,7 +256,7 @@ index b447dc24..005cbd0f 100644
surface->vertex2[0] = x2;
surface->vertex3[0] = x3;
diff --git a/src/game/camera.c b/src/game/camera.c
index 8082ef5e..fb569826 100644
index 97c48dc1..b1453e44 100644
--- a/src/game/camera.c
+++ b/src/game/camera.c
@@ -483,6 +483,10 @@ CameraTransition sModeTransitions[] = {
@ -270,7 +270,7 @@ index 8082ef5e..fb569826 100644
/**
* Starts a camera shake triggered by an interaction
*/
@@ -5502,6 +5506,7 @@ s32 set_camera_mode_fixed(struct Camera *c, s16 x, s16 y, s16 z) {
@@ -5511,6 +5515,7 @@ s32 set_camera_mode_fixed(struct Camera *c, s16 x, s16 y, s16 z) {
c->mode = CAMERA_MODE_FIXED;
vec3f_set(c->pos, sFixedModeBasePosition[0], sMarioCamState->pos[1],
sFixedModeBasePosition[2]);
@ -278,7 +278,7 @@ index 8082ef5e..fb569826 100644
}
return basePosSet;
}
@@ -5652,6 +5657,7 @@ BAD_RETURN(s32) cam_rr_enter_building_side(struct Camera *c) {
@@ -5661,6 +5666,7 @@ BAD_RETURN(s32) cam_rr_enter_building_side(struct Camera *c) {
if (c->mode != CAMERA_MODE_FIXED) {
sStatusFlags &= ~CAM_FLAG_SMOOTH_MOVEMENT;
c->mode = CAMERA_MODE_FIXED;
@ -286,7 +286,7 @@ index 8082ef5e..fb569826 100644
}
}
@@ -5847,6 +5853,7 @@ BAD_RETURN(s32) cam_castle_enter_lobby(struct Camera *c) {
@@ -5856,6 +5862,7 @@ BAD_RETURN(s32) cam_castle_enter_lobby(struct Camera *c) {
sStatusFlags &= ~CAM_FLAG_SMOOTH_MOVEMENT;
set_fixed_cam_axis_sa_lobby(c->mode);
c->mode = CAMERA_MODE_FIXED;
@ -294,7 +294,7 @@ index 8082ef5e..fb569826 100644
}
}
@@ -7214,6 +7221,7 @@ BAD_RETURN(s32) cutscene_unused_loop(UNUSED struct Camera *c) {
@@ -7220,6 +7227,7 @@ BAD_RETURN(s32) cutscene_unused_loop(UNUSED struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_mario_fall_start(struct Camera *c) {
vec3f_set(c->focus, -26.f, 0.f, -137.f);
vec3f_set(c->pos, 165.f, 4725.f, 324.f);
@ -302,7 +302,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -7246,6 +7254,7 @@ BAD_RETURN(s32) cutscene_ending_mario_fall(struct Camera *c) {
@@ -7252,6 +7260,7 @@ BAD_RETURN(s32) cutscene_ending_mario_fall(struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_mario_land_closeup(struct Camera *c) {
vec3f_set(c->focus, 85.f, 826.f, 250.f);
vec3f_set(c->pos, -51.f, 988.f, -202.f);
@ -310,7 +310,7 @@ index 8082ef5e..fb569826 100644
player2_rotate_cam(c, -0x2000, 0x2000, -0x2000, 0x2000);
}
@@ -7255,6 +7264,7 @@ BAD_RETURN(s32) cutscene_ending_mario_land_closeup(struct Camera *c) {
@@ -7261,6 +7270,7 @@ BAD_RETURN(s32) cutscene_ending_mario_land_closeup(struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_reset_spline(UNUSED struct Camera *c) {
sCutsceneVars[9].point[0] = 0.f;
cutscene_reset_spline();
@ -318,7 +318,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -7290,6 +7300,7 @@ BAD_RETURN(s32) cutscene_ending_peach_appear_closeup(struct Camera *c) {
@@ -7296,6 +7306,7 @@ BAD_RETURN(s32) cutscene_ending_peach_appear_closeup(struct Camera *c) {
vec3f_set(c->pos, 179.f, 2463.f, -1216.f);
c->pos[1] = gCutsceneFocus->oPosY + 35.f;
vec3f_set(c->focus, gCutsceneFocus->oPosX, gCutsceneFocus->oPosY + 125.f, gCutsceneFocus->oPosZ);
@ -326,7 +326,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -7308,6 +7319,7 @@ BAD_RETURN(s32) cutscene_ending_peach_appears(struct Camera *c) {
@@ -7314,6 +7325,7 @@ BAD_RETURN(s32) cutscene_ending_peach_appears(struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_peach_descends_start(UNUSED struct Camera *c) {
cutscene_reset_spline();
sCutsceneVars[2].point[1] = 150.f;
@ -334,7 +334,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -7394,6 +7406,7 @@ BAD_RETURN(s32) cutscene_ending_peach_wakeup(struct Camera *c) {
@@ -7400,6 +7412,7 @@ BAD_RETURN(s32) cutscene_ending_peach_wakeup(struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_dialog(struct Camera *c) {
vec3f_set(c->focus, 11.f, 983.f, -1273.f);
vec3f_set(c->pos, -473.f, 970.f, -1152.f);
@ -342,7 +342,7 @@ index 8082ef5e..fb569826 100644
player2_rotate_cam(c, -0x800, 0x2000, -0x2000, 0x2000);
}
@@ -7404,6 +7417,7 @@ BAD_RETURN(s32) cutscene_ending_kiss_closeup(struct Camera *c) {
@@ -7410,6 +7423,7 @@ BAD_RETURN(s32) cutscene_ending_kiss_closeup(struct Camera *c) {
set_fov_function(CAM_FOV_SET_29);
vec3f_set(c->focus, 350.f, 1034.f, -1216.f);
vec3f_set(c->pos, -149.f, 1021.f, -1216.f);
@ -350,7 +350,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -7439,6 +7453,7 @@ BAD_RETURN(s32) cutscene_ending_kiss(struct Camera *c) {
@@ -7445,6 +7459,7 @@ BAD_RETURN(s32) cutscene_ending_kiss(struct Camera *c) {
BAD_RETURN(s32) cutscene_ending_look_at_sky(struct Camera *c) {
move_point_along_spline(c->focus, sEndingLookAtSkyFocus, &sCutsceneSplineSegment, &sCutsceneSplineSegmentProgress);
vec3f_set(c->pos, 699.f, 1680.f, -703.f);
@ -358,7 +358,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -10260,6 +10275,7 @@ BAD_RETURN(s32) cutscene_door_start(struct Camera *c) {
@@ -10266,6 +10281,7 @@ BAD_RETURN(s32) cutscene_door_start(struct Camera *c) {
BAD_RETURN(s32) cutscene_door_fix_cam(struct Camera *c) {
vec3f_copy(c->pos, sCutsceneVars[0].point);
vec3f_copy(c->focus, sCutsceneVars[1].point);
@ -366,7 +366,7 @@ index 8082ef5e..fb569826 100644
}
/**
@@ -10293,6 +10309,7 @@ BAD_RETURN(s32) cutscene_door_move_behind_mario(struct Camera *c) {
@@ -10299,6 +10315,7 @@ BAD_RETURN(s32) cutscene_door_move_behind_mario(struct Camera *c) {
}
offset_rotated(c->pos, sMarioCamState->pos, camOffset, sCutsceneVars[0].angle);
@ -388,7 +388,7 @@ index f56ed027..2b682ed0 100644
// bss order hack to not affect BSS order. if possible, remove me, but it will be hard to match otherwise
diff --git a/src/game/envfx_bubbles.c b/src/game/envfx_bubbles.c
index 16a92720..ee1b029d 100644
index 9bc0e6e9..721ce968 100644
--- a/src/game/envfx_bubbles.c
+++ b/src/game/envfx_bubbles.c
@@ -35,6 +35,20 @@ Vtx_t gBubbleTempVtx[3] = {
@ -428,7 +428,7 @@ index 16a92720..ee1b029d 100644
} else {
(gEnvFxBuffer + i)->angleAndDist[1] += 10;
(gEnvFxBuffer + i)->xPos += sins((gEnvFxBuffer + i)->angleAndDist[0]) * 10.0f;
@@ -506,6 +522,12 @@ Gfx *envfx_update_bubble_particles(s32 mode, UNUSED Vec3s marioPos, Vec3s camFro
@@ -472,6 +488,12 @@ Gfx *envfx_update_bubble_particles(s32 mode, UNUSED Vec3s marioPos, Vec3s camFro
Vec3s vertex1;
Vec3s vertex2;
Vec3s vertex3;
@ -441,7 +441,7 @@ index 16a92720..ee1b029d 100644
Gfx *gfxStart;
@@ -521,18 +543,52 @@ Gfx *envfx_update_bubble_particles(s32 mode, UNUSED Vec3s marioPos, Vec3s camFro
@@ -487,18 +509,52 @@ Gfx *envfx_update_bubble_particles(s32 mode, UNUSED Vec3s marioPos, Vec3s camFro
envfx_bubbles_update_switch(mode, camTo, vertex1, vertex2, vertex3);
rotate_triangle_vertices(vertex1, vertex2, vertex3, pitch, yaw);
@ -496,10 +496,10 @@ index 16a92720..ee1b029d 100644
gSPDisplayList(sGfxCursor++, &tiny_bubble_dl_0B006AB0);
gSPEndDisplayList(sGfxCursor++);
diff --git a/src/game/envfx_snow.c b/src/game/envfx_snow.c
index c3c14a5c..d2212ef6 100644
index 5686da78..360f7b5d 100644
--- a/src/game/envfx_snow.c
+++ b/src/game/envfx_snow.c
@@ -54,6 +54,26 @@ extern void *tiny_bubble_dl_0B006AB0;
@@ -55,6 +55,26 @@ extern void *tiny_bubble_dl_0B006AB0;
extern void *tiny_bubble_dl_0B006A50;
extern void *tiny_bubble_dl_0B006CD8;
@ -526,7 +526,7 @@ index c3c14a5c..d2212ef6 100644
/**
* Initialize snow particles by allocating a buffer for storing their state
* and setting a start amount.
@@ -217,6 +237,7 @@ void envfx_update_snow_normal(s32 snowCylinderX, s32 snowCylinderY, s32 snowCyli
@@ -218,6 +238,7 @@ void envfx_update_snow_normal(s32 snowCylinderX, s32 snowCylinderY, s32 snowCyli
400.0f * random_float() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
(gEnvFxBuffer + i)->yPos = 200.0f * random_float() + snowCylinderY;
(gEnvFxBuffer + i)->isAlive = 1;
@ -534,7 +534,7 @@ index c3c14a5c..d2212ef6 100644
} else {
(gEnvFxBuffer + i)->xPos += random_float() * 2 - 1.0f + (s16)(deltaX / 1.2);
(gEnvFxBuffer + i)->yPos -= 2 -(s16)(deltaY * 0.8);
@@ -251,6 +272,7 @@ void envfx_update_snow_blizzard(s32 snowCylinderX, s32 snowCylinderY, s32 snowCy
@@ -252,6 +273,7 @@ void envfx_update_snow_blizzard(s32 snowCylinderX, s32 snowCylinderY, s32 snowCy
400.0f * random_float() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
(gEnvFxBuffer + i)->yPos = 400.0f * random_float() - 200.0f + snowCylinderY;
(gEnvFxBuffer + i)->isAlive = 1;
@ -542,7 +542,7 @@ index c3c14a5c..d2212ef6 100644
} else {
(gEnvFxBuffer + i)->xPos += random_float() * 2 - 1.0f + (s16)(deltaX / 1.2) + 20.0f;
(gEnvFxBuffer + i)->yPos -= 5 -(s16)(deltaY * 0.8);
@@ -294,6 +316,7 @@ void envfx_update_snow_water(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylin
@@ -295,6 +317,7 @@ void envfx_update_snow_water(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylin
(gEnvFxBuffer + i)->zPos = 400.0f * random_float() - 200.0f + snowCylinderZ;
(gEnvFxBuffer + i)->yPos = 400.0f * random_float() - 200.0f + snowCylinderY;
(gEnvFxBuffer + i)->isAlive = 1;
@ -550,17 +550,17 @@ index c3c14a5c..d2212ef6 100644
}
}
}
@@ -346,6 +369,8 @@ void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 p
@@ -345,6 +368,8 @@ void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 p
void append_snowflake_vertex_buffer(Gfx *gfx, s32 index, Vec3s vertex1, Vec3s vertex2, Vec3s vertex3) {
s32 i = 0;
Vtx *vertBuf = (Vtx *) alloc_display_list(15 * sizeof(Vtx));
+ Vtx *vertBufInterpolated = (Vtx *) alloc_display_list(15 * sizeof(Vtx));
+ Vtx *v;
#ifdef VERSION_EU
Vtx *p;
#endif
@@ -395,7 +420,23 @@ void append_snowflake_vertex_buffer(Gfx *gfx, s32 index, Vec3s vertex1, Vec3s ve
#endif
if (vertBuf == NULL) {
return;
@@ -367,7 +392,23 @@ void append_snowflake_vertex_buffer(Gfx *gfx, s32 index, Vec3s vertex1, Vec3s ve
(vertBuf + i + 2)->v.ob[2] = (gEnvFxBuffer + (index + i / 3))->zPos + vertex3[2];
}
- gSPVertex(gfx, VIRTUAL_TO_PHYSICAL(vertBuf), 15, 0);
@ -584,7 +584,7 @@ index c3c14a5c..d2212ef6 100644
}
/**
@@ -479,6 +520,8 @@ Gfx *envfx_update_snow(s32 snowMode, Vec3s marioPos, Vec3s camFrom, Vec3s camTo)
@@ -451,6 +492,8 @@ Gfx *envfx_update_snow(s32 snowMode, Vec3s marioPos, Vec3s camFrom, Vec3s camTo)
gSP1Triangle(gfx++, 9, 10, 11, 0);
gSP1Triangle(gfx++, 12, 13, 14, 0);
}
@ -608,10 +608,10 @@ index 7a83b536..f4acc2de 100644
extern s8 gEnvFxMode;
diff --git a/src/game/hud.c b/src/game/hud.c
index 8d4daa54..7ce2b222 100644
index 8c7de524..f6b74748 100644
--- a/src/game/hud.c
+++ b/src/game/hud.c
@@ -57,6 +57,20 @@ static struct UnusedHUDStruct sUnusedHUDValues = { 0x00, 0x0A, 0x00 };
@@ -57,6 +57,20 @@ UNUSED static struct UnusedHUDStruct sUnusedHUDValues = { 0x00, 0x0A, 0x00 };
static struct CameraHUD sCameraHUD = { CAM_STATUS_NONE };
@ -658,12 +658,12 @@ index 8d4daa54..7ce2b222 100644
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx++),
G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
diff --git a/src/game/ingame_menu.c b/src/game/ingame_menu.c
index 35df1cf9..7b82744a 100644
index a77b55b0..ab2f11db 100644
--- a/src/game/ingame_menu.c
+++ b/src/game/ingame_menu.c
@@ -111,6 +111,41 @@ u8 gMenuHoldKeyIndex = 0;
u8 gMenuHoldKeyTimer = 0;
s32 gDialogResponse = 0;
s32 gDialogResponse = DIALOG_RESPONSE_NONE;
+static Gfx *sInterpolatedDialogOffsetPos;
+static f32 sInterpolatedDialogOffset;
@ -703,7 +703,7 @@ index 35df1cf9..7b82744a 100644
void create_dl_identity_matrix(void) {
Mtx *matrix = (Mtx *) alloc_display_list(sizeof(Mtx));
@@ -947,6 +982,14 @@ void render_dialog_box_type(struct DialogEntry *dialog, s8 linesPerBox) {
@@ -945,6 +980,14 @@ void render_dialog_box_type(struct DialogEntry *dialog, s8 linesPerBox) {
switch (gDialogBoxType) {
case DIALOG_TYPE_ROTATE: // Renders a dialog black box with zoom and rotation
if (gDialogBoxState == DIALOG_STATE_OPENING || gDialogBoxState == DIALOG_STATE_CLOSING) {
@ -718,7 +718,7 @@ index 35df1cf9..7b82744a 100644
create_dl_scale_matrix(MENU_MTX_NOPUSH, 1.0 / gDialogBoxScale, 1.0 / gDialogBoxScale, 1.0f);
// convert the speed into angle
create_dl_rotation_matrix(MENU_MTX_NOPUSH, gDialogBoxOpenTimer * 4.0f, 0, 0, 1.0f);
@@ -955,6 +998,12 @@ void render_dialog_box_type(struct DialogEntry *dialog, s8 linesPerBox) {
@@ -953,6 +996,12 @@ void render_dialog_box_type(struct DialogEntry *dialog, s8 linesPerBox) {
break;
case DIALOG_TYPE_ZOOM: // Renders a dialog white box with zoom
if (gDialogBoxState == DIALOG_STATE_OPENING || gDialogBoxState == DIALOG_STATE_CLOSING) {
@ -731,7 +731,7 @@ index 35df1cf9..7b82744a 100644
create_dl_translation_matrix(MENU_MTX_NOPUSH, 65.0 - (65.0 / gDialogBoxScale),
(40.0 / gDialogBoxScale) - 40, 0);
create_dl_scale_matrix(MENU_MTX_NOPUSH, 1.0 / gDialogBoxScale, 1.0 / gDialogBoxScale, 1.0f);
@@ -1237,6 +1286,8 @@ void handle_dialog_text_and_pages(s8 colorMode, struct DialogEntry *dialog, s8 l
@@ -1235,6 +1284,8 @@ void handle_dialog_text_and_pages(s8 colorMode, struct DialogEntry *dialog, s8 l
#ifdef VERSION_EU
gDialogY -= gDialogScrollOffsetY;
#else
@ -762,7 +762,7 @@ index 1fc4b88e..088a679d 100644
}
SET_HIGH_U16_OF_32(*params, gAreaUpdateCounter);
diff --git a/src/game/object_helpers.c b/src/game/object_helpers.c
index 9b5e4795..8468483d 100644
index 60d987f6..334a3722 100644
--- a/src/game/object_helpers.c
+++ b/src/game/object_helpers.c
@@ -1549,6 +1549,7 @@ void cur_obj_set_pos_to_home(void) {
@ -774,7 +774,7 @@ index 9b5e4795..8468483d 100644
void cur_obj_set_pos_to_home_and_stop(void) {
diff --git a/src/game/paintings.c b/src/game/paintings.c
index 83bd2ce9..f39836d4 100644
index d98ea9aa..0d115329 100644
--- a/src/game/paintings.c
+++ b/src/game/paintings.c
@@ -189,6 +189,32 @@ struct Painting **sPaintingGroups[] = {
@ -810,7 +810,7 @@ index 83bd2ce9..f39836d4 100644
/**
* Stop paintings in paintingGroup from rippling if their id is different from *idptr.
*/
@@ -890,6 +916,23 @@ Gfx *render_painting(u8 *img, s16 tWidth, s16 tHeight, s16 *textureMap, s16 mapV
@@ -899,6 +925,23 @@ Gfx *render_painting(u8 *img, s16 tWidth, s16 tHeight, s16 *textureMap, s16 mapV
gSP1Triangle(gfx++, group * 3, group * 3 + 1, group * 3 + 2, 0);
}
@ -834,7 +834,7 @@ index 83bd2ce9..f39836d4 100644
gSPEndDisplayList(gfx);
return dlist;
}
@@ -954,6 +997,7 @@ Gfx *painting_ripple_image(struct Painting *painting) {
@@ -963,6 +1006,7 @@ Gfx *painting_ripple_image(struct Painting *painting) {
meshTris = textureMap[meshVerts * 3 + 1];
gSPDisplayList(gfx++, render_painting(textures[i], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
}
@ -842,7 +842,7 @@ index 83bd2ce9..f39836d4 100644
// Update the ripple, may automatically reset the painting's state.
painting_update_ripple_state(painting);
@@ -991,6 +1035,7 @@ Gfx *painting_ripple_env_mapped(struct Painting *painting) {
@@ -1000,6 +1044,7 @@ Gfx *painting_ripple_env_mapped(struct Painting *painting) {
meshVerts = textureMap[0];
meshTris = textureMap[meshVerts * 3 + 1];
gSPDisplayList(gfx++, render_painting(tArray[0], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
@ -1686,7 +1686,7 @@ index 1f94b564..b2a711d7 100644
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gCurGraphNodeRoot = node;
diff --git a/src/game/screen_transition.c b/src/game/screen_transition.c
index 5d36905c..36e9c92e 100644
index b9fa99b5..e85bac4f 100644
--- a/src/game/screen_transition.c
+++ b/src/game/screen_transition.c
@@ -16,6 +16,19 @@
@ -1709,7 +1709,7 @@ index 5d36905c..36e9c92e 100644
s32 set_and_reset_transition_fade_timer(s8 fadeTimer, u8 transTime) {
s32 reset = FALSE;
@@ -85,14 +98,29 @@ s32 render_fade_transition_into_color(s8 fadeTimer, u8 transTime, struct WarpTra
@@ -85,6 +98,8 @@ s32 render_fade_transition_into_color(s8 fadeTimer, u8 transTime, struct WarpTra
return dl_transition_color(fadeTimer, transTime, transData, alpha);
}
@ -1718,12 +1718,10 @@ index 5d36905c..36e9c92e 100644
s16 calc_tex_transition_radius(s8 fadeTimer, s8 transTime, struct WarpTransitionData *transData) {
f32 texRadius = transData->endTexRadius - transData->startTexRadius;
f32 radiusTime = sTransitionColorFadeCount[fadeTimer] * texRadius / (f32)(transTime - 1);
f32 result = transData->startTexRadius + radiusTime;
@@ -93,6 +108,19 @@ s16 calc_tex_transition_radius(s8 fadeTimer, s8 transTime, struct WarpTransition
return (s16)(result + 0.5);
}
- return (s16)(result + 0.5);;
+ return (s16)(result + 0.5);
+}
+
+#else
+
+s16 calc_tex_transition_radius(s8 fadeTimer, f32 interpolationFraction, s8 transTime, struct WarpTransitionData *transData) {
@ -1733,8 +1731,8 @@ index 5d36905c..36e9c92e 100644
+ f32 result = transData->startTexRadius + radiusTime;
+
+ return (s16)(result + 0.5);
}
+}
+
+#endif
+
f32 calc_tex_transition_time(s8 fadeTimer, s8 transTime, struct WarpTransitionData *transData) {
@ -1807,7 +1805,7 @@ index 5d36905c..36e9c92e 100644
switch (transType) {
case WARP_TRANSITION_FADE_FROM_COLOR:
diff --git a/src/menu/intro_geo.c b/src/menu/intro_geo.c
index 2d49d062..31cb72fe 100644
index 48d53f8b..98c578ed 100644
--- a/src/menu/intro_geo.c
+++ b/src/menu/intro_geo.c
@@ -1,5 +1,6 @@
@ -1817,9 +1815,9 @@ index 2d49d062..31cb72fe 100644
#include "game/memory.h"
#include "game/segment2.h"
#include "game/segment7.h"
@@ -68,6 +69,18 @@ s8 gameOverBackgroundTable[] = {
s8 gameOverBackgroundFlipOrder[] = { 0x00, 0x01, 0x02, 0x03, 0x07, 0x0B,
0x0a, 0x09, 0x08, 0x04, 0x05, 0x06 };
@@ -36,6 +37,18 @@ static s32 sGameOverTableIndex;
static s16 sIntroFrameCounter;
static s32 sTmCopyrightAlpha;
+static Gfx *sIntroScalePos;
+static Vec3f sIntroScale;
@ -1833,31 +1831,32 @@ index 2d49d062..31cb72fe 100644
+ }
+}
+
Gfx *geo_title_screen(s32 sp50, struct GraphNode *sp54, UNUSED void *context) {
struct GraphNode *graphNode; // sp4c
Gfx *displayList; // sp48
@@ -78,6 +91,8 @@ Gfx *geo_title_screen(s32 sp50, struct GraphNode *sp54, UNUSED void *context) {
f32 scaleX; // sp34
f32 scaleY; // sp30
f32 scaleZ; // sp2c
/**
* Geo callback to render the "Super Mario 64" logo on the title screen
*/
@@ -49,6 +62,8 @@ Gfx *geo_intro_super_mario_64_logo(s32 state, struct GraphNode *node, UNUSED voi
f32 scaleX;
f32 scaleY;
f32 scaleZ;
+ Vec3f scale;
+ Vec3f scaleInterpolated;
graphNode = sp54;
displayList = NULL;
displayListIter = NULL;
@@ -108,7 +123,11 @@ Gfx *geo_title_screen(s32 sp50, struct GraphNode *sp54, UNUSED void *context) {
if (state != 1) {
sIntroFrameCounter = 0;
@@ -80,7 +95,12 @@ Gfx *geo_intro_super_mario_64_logo(s32 state, struct GraphNode *node, UNUSED voi
scaleY = 0.0f;
scaleZ = 0.0f;
}
- guScale(scaleMat, scaleX, scaleY, scaleZ);
+
+ vec3f_set(scale, scaleX, scaleY, scaleZ);
+ interpolate_vectors(scaleInterpolated, sIntroScale, scale);
+ vec3f_set(sIntroScale, scaleX, scaleY, scaleZ);
+ guScale(scaleMat, scaleInterpolated[0], scaleInterpolated[1], scaleInterpolated[2]);
+ sIntroScalePos = displayListIter;
gSPMatrix(displayListIter++, scaleMat, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
gSPDisplayList(displayListIter++, &intro_seg7_dl_0700B3A0);
gSPPopMatrix(displayListIter++, G_MTX_MODELVIEW);
+ sIntroScalePos = dlIter;
gSPMatrix(dlIter++, scaleMat, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
gSPDisplayList(dlIter++, &intro_seg7_dl_0700B3A0); // draw model
diff --git a/src/pc/gfx/gfx_dxgi.cpp b/src/pc/gfx/gfx_dxgi.cpp
index 02cdd811..c036e0b7 100644
--- a/src/pc/gfx/gfx_dxgi.cpp
@ -1931,10 +1930,10 @@ index 05f1a5ad..bb8ea052 100644
Uint32 elapsed = SDL_GetTicks() - last_time;
diff --git a/src/pc/pc_main.c b/src/pc/pc_main.c
index f4467a11..ccc048b7 100644
index 000a7f4d..df91b012 100644
--- a/src/pc/pc_main.c
+++ b/src/pc/pc_main.c
@@ -76,6 +76,25 @@ void send_display_list(struct SPTask *spTask) {
@@ -76,6 +76,25 @@ void exec_display_list(struct SPTask *spTask) {
#define SAMPLES_LOW 528
#endif
@ -1962,13 +1961,14 @@ index f4467a11..ccc048b7 100644
game_loop_one_iteration();
@@ -95,6 +114,11 @@ void produce_one_frame(void) {
audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
gfx_end_frame();
+
+ gfx_start_frame();
+ patch_interpolations();
+ send_display_list(gGfxSPTask);
+ exec_display_list(gGfxSPTask);
+ gfx_end_frame();
}
#ifdef TARGET_WEB