NTSC GC Support (#5254)
* copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * copy n64 ntsc 1.2 to gc nmq ntsc and add rom info * extractor working for ntsc gc u * Extraction Works * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * ovl asset fixes * final font diff * change the correct ovl file choose xml * copy asset files for jp * JP Working * Copy jp and us xmls to mq * MQ Working * quicktext more closely aligned with decomp * add versions to mq switch * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64 * add shasum hashes * Bump submodules back to upstream
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@@ -591,7 +591,11 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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gDPPipeSync(gfx++);
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gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, (s16)this->subAlpha);
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EnMag_DrawImageRGBA32(&gfx, 174, 145, (u8*)gTitleMasterQuestSubtitleTex, 128, 32);
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if (gSaveContext.language == LANGUAGE_JPN || ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_MQ) {
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EnMag_DrawImageRGBA32(&gfx, 235, 149, (u8*)gTitleUraLogoTex, 40, 40);
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} else {
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EnMag_DrawImageRGBA32(&gfx, 174, 145, (u8*)gTitleMasterQuestSubtitleTex, 128, 32);
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}
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}
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}
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@@ -605,8 +609,14 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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gDPSetRenderMode(gfx++, G_RM_PASS, G_RM_XLU_SURF2);
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}
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gDPSetCombineLERP(gfx++, TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
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gDPSetPrimColor(gfx++, 0, 0x80, 255, 255, 170, (s16)this->subAlpha);
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gDPSetEnvColor(gfx++, 255, 150, 0, 255);
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if (!isMQ) {
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gDPSetPrimColor(gfx++, 0, 0x80, 255, 255, 170, (s16)this->subAlpha);
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gDPSetEnvColor(gfx++, 255, 150, 0, 255);
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} else {
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gDPSetPrimColor(gfx++, 0, 0x80, 170, 255, 255, (s16)this->subAlpha);
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gDPSetEnvColor(gfx++, ZREG(34), 100 + ZREG(35), 255 + ZREG(36), 255);
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}
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if ((s16)this->subAlpha != 0) {
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gDPLoadTextureBlock(gfx++, gTitleTitleJPNTex, G_IM_FMT_I, G_IM_SIZ_8b, 128, 16, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
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@@ -2448,7 +2448,25 @@ void FileChoose_DrawWindowContents(GameState* thisx) {
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FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
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FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
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FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, gTitleZeldaShieldLogoMQTex, 160, 160);
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FileChoose_DrawImageRGBA32(this->state.gfxCtx, 182, 180, gTitleMasterQuestSubtitleTex, 128, 32);
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if (gSaveContext.language == LANGUAGE_JPN || ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_MQ) {
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FileChoose_DrawImageRGBA32(this->state.gfxCtx, 243, 184, gTitleUraLogoTex, 40, 40);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetCycleType(POLY_OPA_DISP++, G_CYC_2CYCLE);
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gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_XLU_SURF2);
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gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x80, 170, 255, 255, 255);
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gDPSetEnvColor(POLY_OPA_DISP++, ZREG(34), 100 + ZREG(35), 255 + ZREG(36), 255);
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gDPLoadTextureBlock(POLY_OPA_DISP++, gTitleTitleJPNTex, G_IM_FMT_I, G_IM_SIZ_8b, 128, 16, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
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gDPLoadMultiBlock(POLY_OPA_DISP++, gTitleFlameEffectTex, 0x100, 1, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, 2, 1);
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gDPSetTileSize(POLY_OPA_DISP++, 1, 0 & 0x7F, 0 & 0x7F, (0 & 0x7F) + ((32 - 1) << 2), (0 & 0x7F) + ((32 - 1) << 2));
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gSPTextureRectangle(POLY_OPA_DISP++, 114 << 2, 179 << 2, (114 + 128) << 2, (179 + 16) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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} else {
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FileChoose_DrawImageRGBA32(this->state.gfxCtx, 182, 180, gTitleMasterQuestSubtitleTex, 128, 32);
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}
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break;
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case QUEST_RANDOMIZER:
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