- make PSX build happy by turning off scratchpad operations

This commit is contained in:
InspirationByte 2022-01-29 16:53:44 +03:00
parent afea562864
commit b839691cd4
4 changed files with 9 additions and 9 deletions

View File

@ -582,7 +582,7 @@ void DrawCarWheels(CAR_DATA *cp, MATRIX *RearMatrix, VECTOR *pos, int zclip)
MODEL *WheelModelBack;
MODEL *WheelModelFront;
#ifdef PSX
#if 0 //def PSX
MATRIX& FrontMatrix = *(MATRIX*)(u_char*)getScratchAddr(0);
MATRIX& SteerMatrix = *(MATRIX*)((u_char*)getScratchAddr(0) + sizeof(MATRIX));
VECTOR& WheelPos = *(VECTOR*)((u_char*)getScratchAddr(0) + sizeof(MATRIX) * 2);
@ -803,7 +803,7 @@ void PlayerCarFX(CAR_DATA *cp)
// [D] [T]
void plotNewCarModel(CAR_MODEL* car, int palette)
{
#ifdef PSX
#if 0 //def PSX
plotCarGlobals& _pg = *(plotCarGlobals*)(u_char*)getScratchAddr(0);
#else
plotCarGlobals _pg;

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@ -128,7 +128,7 @@ void addSubdivSpriteShadow(POLYFT4* src, SVECTOR* verts, int z)
m = 4;
#ifdef PSX
#if 0 //def PSX
MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
#else
MVERTEX5x5 subdiVerts;
@ -179,7 +179,7 @@ void DrawSprites(PACKED_CELL_OBJECT** sprites, int numFound)
int numShadows;
int count;
#ifdef PSX
#if 0 //def PSX
MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
#else
MVERTEX5x5 subdiVerts;
@ -780,7 +780,7 @@ void PlotBuildingModelSubdivNxN(MODEL* model, int rot, _pct* pc, int n)
SVECTOR* srcVerts;
int combo;
#ifdef PSX
#if 0//def PSX
MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
#else
MVERTEX5x5 subdiVerts;
@ -1041,7 +1041,7 @@ void PlotModelSubdivNxN(MODEL* model, int rot, _pct* pc, int n)
SVECTOR* srcVerts;
int combo;
#ifdef PSX
#if 0//def PSX
MVERTEX5x5& subdiVerts = *(MVERTEX5x5*)(u_char*)getScratchAddr(0);
#else
MVERTEX5x5 subdiVerts;

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@ -871,7 +871,7 @@ void StepSim(void)
pauseflag = 1;
}
oldsp = SetSp((u_long)((u_char*)getScratchAddr(0) + 0x3e8)); // i don't know what this does
//oldsp = SetSp((u_long)((u_char*)getScratchAddr(0) + 0x3e8)); // i don't know what this does
lead_pad = (u_int)controller_bits;
@ -1148,7 +1148,7 @@ void StepSim(void)
DoScenaryCollisions();
CheckPlayerMiscFelonies();
SetSp(oldsp);
//SetSp(oldsp);
CameraCnt++;

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@ -336,7 +336,7 @@ char lineClear(VECTOR *v1, VECTOR *v2)
int xd; // $a0
int zd; // $v1
#ifdef PSX
#if 0 //def PSX
CELL_ITERATOR& ci = *(CELL_ITERATOR*)((u_char*)getScratchAddr(0) + 1024 - sizeof(CELL_ITERATOR));
#else
CELL_ITERATOR ci;