Port over decomp updates for vis* and reimplement vismono fb (#4533)
* Port over decomp updates for vis* * move vismono framebuffer handling to file
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@@ -21,7 +21,7 @@
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TransitionUnk sTrnsnUnk;
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s32 gTrnsnUnkState;
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VisMono gPlayVisMono;
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Color_RGBA8_u32 D_801614B0;
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Color_RGBA8_u32 gVisMonoColor;
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FaultClient D_801614B8;
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@@ -567,7 +567,7 @@ void Play_Init(GameState* thisx) {
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TransitionFade_SetColor(&play->transitionFade, RGBA8(160, 160, 160, 255));
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TransitionFade_Start(&play->transitionFade);
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VisMono_Init(&gPlayVisMono);
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D_801614B0.a = 0;
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gVisMonoColor.a = 0;
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Flags_UnsetAllEnv(play);
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osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&play->state.tha));
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@@ -1422,11 +1422,9 @@ void Play_Draw(PlayState* play) {
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TransitionFade_Draw(&play->transitionFade, &gfxP);
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if (D_801614B0.a > 0) {
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// gPlayVisMono.vis.primColor.rgba = D_801614B0.rgba;
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// VisMono_Draw(&gPlayVisMono, &gfxP);
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gDPSetGrayscaleColor(gfxP++, D_801614B0.r, D_801614B0.g, D_801614B0.b, D_801614B0.a);
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gSPGrayscale(gfxP++, true);
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if (gVisMonoColor.a > 0) {
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gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
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VisMono_Draw(&gPlayVisMono, &gfxP);
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}
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gSPEndDisplayList(gfxP++);
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@@ -1610,7 +1608,7 @@ void Play_Draw(PlayState* play) {
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play->unk_121C7 = 2;
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SREG(33) |= 1;
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// 2S2H [Port] Continue to render the post world for pausing to avoid flashing the HUD
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// SOH [Port] Continue to render the post world for pausing to avoid flashing the HUD
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if (gTrnsnUnkState == 2) {
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goto Play_Draw_skip;
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}
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