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@ -103,6 +103,15 @@
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#include "gfx\actor.h"
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#include "gfx\actor.h"
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int RenderZ=378;//256; Increased to make depth less, and SB more visible
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int RenderZ=378;//256; Increased to make depth less, and SB more visible
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// Horrible evil bodge 4 Petro, via Gary :o(
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#define USE_GLOBAL_RGB
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#ifdef USE_GLOBAL_RGB
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u8 GlobalRGB[4]={127,127,127,127};
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int GlobalRGBSel=0;
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char *GlobalRGBName[4]={"Sprites","Action","Mid","Other"};
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int GlobalRGBX=200;
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int GlobalRGBY=28;
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#endif
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/*****************************************************************************/
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/*****************************************************************************/
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@ -333,7 +342,24 @@ void CGameScene::render_showing_lives()
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void CGameScene::render_playing()
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void CGameScene::render_playing()
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{
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{
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// CamMtx.t[2]=ZPos; // Temp
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// CamMtx.t[2]=ZPos; // Temp
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#ifdef USE_GLOBAL_RGB
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s_genericFont->setTrans(0);
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s_genericFont->setSMode(0);
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for (int i=0; i<3; i++)
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{
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char Buf[32];
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if (i==GlobalRGBSel)
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s_genericFont->setColour(255,255,255);
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else
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s_genericFont->setColour(64,64,64);
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sprintf(Buf,"%s: %i",GlobalRGBName[i],GlobalRGB[i]);
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s_genericFont->print(GlobalRGBX,GlobalRGBY+(i*16),Buf);
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}
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#endif
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if(m_levelHasTimer)
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if(m_levelHasTimer)
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{
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{
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int timerValue;
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int timerValue;
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@ -509,6 +535,16 @@ void CGameScene::think_showing_lives(int _frames)
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/*****************************************************************************/
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/*****************************************************************************/
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void CGameScene::think_playing(int _frames)
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void CGameScene::think_playing(int _frames)
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{
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{
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#ifdef USE_GLOBAL_RGB
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if (PadGetDown(1) & PAD_UP) GlobalRGBSel--;
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if (PadGetDown(1) & PAD_DOWN) GlobalRGBSel++;
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GlobalRGBSel&=3;
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if(PadGetHeld(1)&PAD_LEFT ) GlobalRGB[GlobalRGBSel]--;
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if(PadGetHeld(1)&PAD_RIGHT ) GlobalRGB[GlobalRGBSel]++;
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GlobalRGB[GlobalRGBSel]&=255;
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#endif
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if(s_readyToExit)
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if(s_readyToExit)
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{
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{
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return;
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return;
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@ -605,7 +605,8 @@ sSpriteAnim *ThisAnim=SpriteBank->AnimList+Anim;
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Ft4=GetPrimFT4();
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Ft4=GetPrimFT4();
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SetUpFT4(Ft4,ThisNode,Pos.vx,Pos.vy,XFlip,YFlip);
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SetUpFT4(Ft4,ThisNode,Pos.vx,Pos.vy,XFlip,YFlip);
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setRGB0(Ft4,128,128,128);
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extern u8 GlobalRGB[];
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setRGB0(Ft4,GlobalRGB[0],GlobalRGB[0],GlobalRGB[0]);
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Ft4->tpage=ThisNode->TPage;
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Ft4->tpage=ThisNode->TPage;
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Ft4->clut=PoolEntry->ActorGfx->Clut;
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Ft4->clut=PoolEntry->ActorGfx->Clut;
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addPrim(OtPtr+OtPos,Ft4);
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addPrim(OtPtr+OtPos,Ft4);
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@ -41,7 +41,7 @@ TSPRT *PrimPtr=PrimBank;
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for (int i=0; i<Count; i++)
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for (int i=0; i<Count; i++)
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{
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{
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setTSprt(PrimPtr);
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setTSprt(PrimPtr);
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setTSetShadeTex(PrimPtr,1);
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setTSetShadeTex(PrimPtr,0);
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PrimPtr->w=TILE2D_WIDTH;
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PrimPtr->w=TILE2D_WIDTH;
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PrimPtr->h=TILE2D_HEIGHT;
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PrimPtr->h=TILE2D_HEIGHT;
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PrimPtr++;
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PrimPtr++;
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@ -125,6 +125,8 @@ TSPRT *PrimPtr=PrimBank;
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PrimPtr->y0=TileY;
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PrimPtr->y0=TileY;
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setTSprtTPage(PrimPtr,Tile->TPage);
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setTSprtTPage(PrimPtr,Tile->TPage);
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*(u32*)&PrimPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
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*(u32*)&PrimPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
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extern u8 GlobalRGB[];
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setRGB0(PrimPtr,GlobalRGB[2],GlobalRGB[2],GlobalRGB[2]);
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addPrim(ThisOT,PrimPtr);
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addPrim(ThisOT,PrimPtr);
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PrimPtr++;
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PrimPtr++;
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}
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}
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@ -159,7 +159,7 @@ VECTOR BlkPos;
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setlen(TPrimPtr, GPU_PolyFT3Tag);
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setlen(TPrimPtr, GPU_PolyFT3Tag);
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TPrimPtr->code=TList->PolyCode;
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TPrimPtr->code=TList->PolyCode;
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gte_rtpt_b();
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gte_rtpt_b();
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setShadeTex(TPrimPtr,1);
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// setShadeTex(TPrimPtr,1);
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
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T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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@ -167,6 +167,8 @@ VECTOR BlkPos;
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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extern u8 GlobalRGB[];
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setRGB0(TPrimPtr,GlobalRGB[1],GlobalRGB[1],GlobalRGB[1]);
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ThisOT=OtPtr+TList->OTOfs;
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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TList++;
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