remove unused chest assets (#6090)

replaced in #6085
This commit is contained in:
Philip Dubé
2026-01-06 01:10:39 +00:00
committed by GitHub
parent 708bd0739a
commit 8783f4cff7
12 changed files with 0 additions and 191 deletions

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@@ -8,36 +8,6 @@
// On Mac, not using aligned resource names was causing crashes in release builds
// objects
#define dgChristmasGreenTreasureChestFrontTex "__OTR__objects/object_box/gChristmasGreenTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestFrontTex[] = dgChristmasGreenTreasureChestFrontTex;
#define dgChristmasGreenTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasGreenTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestSideAndTopTex[] = dgChristmasGreenTreasureChestSideAndTopTex;
#define dgChristmasRedTreasureChestFrontTex "__OTR__objects/object_box/gChristmasRedTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestFrontTex[] = dgChristmasRedTreasureChestFrontTex;
#define dgChristmasRedTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasRedTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestSideAndTopTex[] = dgChristmasRedTreasureChestSideAndTopTex;
#define dgGoldTreasureChestFrontTex "__OTR__objects/object_box/gGoldTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestFrontTex[] = dgGoldTreasureChestFrontTex;
#define dgGoldTreasureChestSideAndTopTex "__OTR__objects/object_box/gGoldTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestSideAndTopTex[] = dgGoldTreasureChestSideAndTopTex;
#define dgKeyTreasureChestFrontTex "__OTR__objects/object_box/gKeyTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestFrontTex[] = dgKeyTreasureChestFrontTex;
#define dgKeyTreasureChestSideAndTopTex "__OTR__objects/object_box/gKeyTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestSideAndTopTex[] = dgKeyTreasureChestSideAndTopTex;
#define dgSkullTreasureChestFrontTex "__OTR__objects/object_box/gSkullTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestFrontTex[] = dgSkullTreasureChestFrontTex;
#define dgSkullTreasureChestSideAndTopTex "__OTR__objects/object_box/gSkullTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestSideAndTopTex[] = dgSkullTreasureChestSideAndTopTex;
#define dgChestBodyHeartDL "__OTR__objects/object_box/gChestBodyHeartDL"
static const ALIGN_ASSET(2) char gChestBodyHeartDL[] = dgChestBodyHeartDL;

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@@ -1,7 +1,6 @@
#include "z_en_box.h"
#include "objects/object_box/object_box.h"
#include "soh_assets.h"
#include "soh/Enhancements/enhancementTypes.h"
#include <assert.h>
#include "soh/OTRGlobals.h"
#include "soh/ResourceManagerHelpers.h"
@@ -54,7 +53,6 @@ void EnBox_AppearInit(EnBox*, PlayState*);
void EnBox_AppearAnimation(EnBox*, PlayState*);
void EnBox_WaitOpen(EnBox*, PlayState*);
void EnBox_Open(EnBox*, PlayState*);
void EnBox_CreateExtraChestTextures();
void EnBox_UpdateTexture(EnBox*, PlayState*);
const ActorInit En_Box_InitVars = {
@@ -79,20 +77,6 @@ static InitChainEntry sInitChain[] = {
static UNK_TYPE sUnused;
Gfx gSkullTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gGoldTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gKeyTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gChristmasRedTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gChristmasGreenTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gSkullTreasureChestChestFrontDL[128] = { 0 };
Gfx gGoldTreasureChestChestFrontDL[128] = { 0 };
Gfx gKeyTreasureChestChestFrontDL[128] = { 0 };
Gfx gChristmasRedTreasureChestChestFrontDL[128] = { 0 };
Gfx gChristmasGreenTreasureChestChestFrontDL[128] = { 0 };
u8 hasCreatedRandoChestTextures = 0;
u8 hasCustomChestDLs = 0;
u8 hasChristmasChestTexturesAvailable = 0;
static Gfx* EnBox_LoadChestDL(const char* dlName, const char* fallbackName) {
Gfx* dl = ResourceMgr_LoadGfxByName(dlName);
@@ -586,7 +570,6 @@ void EnBox_Update(Actor* thisx, PlayState* play) {
}
void EnBox_UpdateTexture(EnBox* this, PlayState* play) {
EnBox_CreateExtraChestTextures();
bool csmc = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeAndTextureMatchContents"), 0);
int requiresStoneAgony = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeDependsStoneOfAgony"), 0);
GetItemCategory getItemCategory;
@@ -672,150 +655,6 @@ void EnBox_UpdateTexture(EnBox* this, PlayState* play) {
this->boxLidDL = EnBox_LoadChestDL(gTreasureChestBossKeyChestSideAndTopDL, gTreasureChestChestSideAndLidDL);
}
}
if (CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0) && hasChristmasChestTexturesAvailable &&
hasCreatedRandoChestTextures && !hasCustomChestDLs) {
if (this->dyna.actor.scale.x == 0.01f) {
this->boxBodyDL = gChristmasRedTreasureChestChestFrontDL;
this->boxLidDL = gChristmasRedTreasureChestChestSideAndLidDL;
} else {
this->boxBodyDL = gChristmasGreenTreasureChestChestFrontDL;
this->boxLidDL = gChristmasGreenTreasureChestChestSideAndLidDL;
}
}
}
void EnBox_CreateExtraChestTextures() {
// Don't patch textures for custom chest models, as they do not import textures the exact same way as vanilla chests
// OTRTODO: Make it so model packs can provide a unique DL per chest type, instead of us copying the brown chest and
// attempting to patch
if (ResourceMgr_FileIsCustomByName(gTreasureChestChestFrontDL) ||
ResourceMgr_FileIsCustomByName(gTreasureChestChestSideAndLidDL)) {
hasCustomChestDLs = 1;
return;
}
hasCustomChestDLs = 0;
if (hasCreatedRandoChestTextures)
return;
Gfx gTreasureChestChestTextures[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gSkullTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gSkullTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gGoldTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gGoldTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gKeyTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gKeyTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasRedTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasRedTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasGreenTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasGreenTreasureChestSideAndTopTex),
};
Gfx gNoOp[] = { gsDPNoOp() };
Gfx* frontCmd = ResourceMgr_LoadGfxByName(gTreasureChestChestFrontDL);
int frontIndex = 0;
while (frontCmd->words.w0 >> 24 != G_ENDDL) {
gSkullTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gGoldTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gKeyTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasRedTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = *frontCmd;
// Set the second instruction of img OTR hash opcode to noop, since we will replace it with the
// OTR filepath opcode below
if (frontCmd->words.w0 >> 24 == G_SETTIMG_OTR_HASH) {
frontIndex++;
++frontCmd;
gSkullTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gGoldTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gKeyTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gChristmasRedTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
}
frontIndex++;
++frontCmd;
}
gSkullTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gGoldTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gKeyTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasRedTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gSkullTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[0];
gSkullTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[1];
gSkullTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[0];
gSkullTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[1];
gGoldTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[2];
gGoldTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[3];
gGoldTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[2];
gGoldTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[3];
gKeyTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[4];
gKeyTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[5];
gKeyTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[4];
gKeyTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[5];
gChristmasRedTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[6];
gChristmasRedTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[7];
gChristmasRedTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[6];
gChristmasRedTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[7];
gChristmasGreenTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[8];
gChristmasGreenTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[9];
gChristmasGreenTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[8];
gChristmasGreenTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[9];
Gfx* sideCmd = ResourceMgr_LoadGfxByName(gTreasureChestChestSideAndLidDL);
int sideIndex = 0;
while (sideCmd->words.w0 >> 24 != G_ENDDL) {
gSkullTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gGoldTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gKeyTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
// Set the second instruction of img OTR hash opcode to noop, since we will replace it with the
// OTR filepath opcode below
if (sideCmd->words.w0 >> 24 == G_SETTIMG_OTR_HASH) {
sideIndex++;
++sideCmd;
gSkullTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gGoldTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gKeyTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
}
sideIndex++;
++sideCmd;
}
gSkullTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gGoldTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gKeyTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gSkullTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[0];
gSkullTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[1];
gSkullTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[0];
gGoldTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[2];
gGoldTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[3];
gGoldTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[2];
gKeyTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[4];
gKeyTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[5];
gKeyTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[4];
gChristmasRedTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[6];
gChristmasRedTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[7];
gChristmasRedTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[6];
gChristmasGreenTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[8];
gChristmasGreenTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[9];
gChristmasGreenTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[8];
ResourceMgr_ListFiles("objects/object_box/gChristmas*", &hasChristmasChestTexturesAvailable);
hasCreatedRandoChestTextures = 1;
}
void EnBox_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {