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GLideN64/src/F3DSWRS.cpp

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/* Star Wars Rogue Squadron ucode
* Ported from Lemmy's LemNemu plugin
* Incomplete!
*/
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#include <array>
#include "GLideN64.h"
#include "DebugDump.h"
#include "F3D.h"
#include "F3DEX.h"
#include "N64.h"
#include "RSP.h"
#include "RDP.h"
#include "gSP.h"
#include "gDP.h"
#include "GBI.h"
#include "DisplayWindow.h"
#define F3DSWRS_VTXCOLOR 0x02
#define F3DSWRS_MOVEMEM 0x03
#define F3DSWRS_VTX 0x04
#define F3DSWRS_JUMP3 0x05
#define F3DSWRS_DL 0x06
#define F3DSWRS_BRANCHDL 0x07
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#define F3DSWRS_SETOTHERMODE_L_EX 0xB3
#define F3DSWRS_TRI2 0xB4
#define F3DSWRS_JUMP2 0xB5
#define F3DSWRS_MOVEWORD 0xBC
#define F3DSWRS_HEIGHTFIELD 0xBD
#define F3DSWRS_SETOTHERMODE_H_EX 0xBE
#define F3DSWRS_TRI1 0xBF
#define F3DSWRS_MV_TEXSCALE 0x82
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#define F3DSWRS_MW_FOG_MULTIPLIER 0x08
#define F3DSWRS_MW_FOG_OFFSET 0x0A
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static u32 G_SETOTHERMODE_H_EX, G_SETOTHERMODE_L_EX;
void F3DSWRS_VertexColor(u32, u32 _w1)
{
gSPSetVertexColorBase(_w1);
}
void F3DSWRS_MoveMem(u32 _w0, u32)
{
switch (_SHIFTR(_w0, 16, 8)) {
case F3D_MV_VIEWPORT://G_MV_VIEWPORT:
gSPViewport(RSP.PC[RSP.PCi] + 8);
break;
case F3DSWRS_MV_TEXSCALE:
gSP.textureCoordScale[0] = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 16];
gSP.textureCoordScale[1] = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 12];
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_MoveMem Texscale(0x%08x, 0x%08x)\n",
gSP.textureCoordScale[0], gSP.textureCoordScale[1]);
break;
}
RSP.PC[RSP.PCi] += 16;
}
void F3DSWRS_Vtx(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_Vtx (0x%08x, 0x%08x)\n", _w0, _w1);
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const u32 address = RSP_SegmentToPhysical(_w1);
const u32 n = _SHIFTR(_w0, 10, 6);
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if ((address + sizeof(SWVertex)* n) > RDRAMSize)
return;
const SWVertex * vertex = (const SWVertex*)&RDRAM[address];
gSPSWVertex(vertex, n, 0 );
}
void F3DSWRS_Jump2(u32, u32)
{
RSP.PC[RSP.PCi] = RSP.swDL[RSP.PCi].SWStartDL;
RSP.swDL[RSP.PCi].SWStartDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi]], 0, 24);
RSP.swDL[RSP.PCi].SWOtherDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi] + 4], 0, 24);
}
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static
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void F3DSWRS_PrepareVertices(const u32* _vert, const u8* _colorbase, const u32* _color, const u8* _texbase, bool _useTex, u32 _num)
{
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const u32 sscale = _SHIFTR(gSP.textureCoordScale[0], 16, 16);
const u32 tscale = _SHIFTR(gSP.textureCoordScale[0], 0, 16);
const u32 sscale1 = _SHIFTR(gSP.textureCoordScale[1], 16, 16);
const u32 tscale1 = _SHIFTR(gSP.textureCoordScale[1], 0, 16);
GraphicsDrawer & drawer = dwnd().getDrawer();
for (u32 i = 0; i < _num; ++i) {
SPVertex & vtx = drawer.getVertex(_vert[i]);
const u8 *color = _colorbase + _color[i];
vtx.r = color[3] * 0.0039215689f;
vtx.g = color[2] * 0.0039215689f;
vtx.b = color[1] * 0.0039215689f;
vtx.a = color[0] * 0.0039215689f;
if (_useTex) {
const u32 st = *(u32*)&_texbase[4 * i];
u32 s = (s16)_SHIFTR(st, 16, 16);
u32 t = (s16)_SHIFTR(st, 0, 16);
if ((s & 0x8000) != 0)
s |= ~0xffff;
if ((t & 0x8000) != 0)
t |= ~0xffff;
const u32 VMUDN_S = s * sscale;
const u32 VMUDN_T = t * tscale;
const s16 low_acum_S = _SHIFTR(VMUDN_S, 16, 16);
const s16 low_acum_T = _SHIFTR(VMUDN_T, 16, 16);
const u32 VMADH_S = s * sscale1;
const u32 VMADH_T = t * tscale1;
const s16 hi_acum_S = _SHIFTR(VMADH_S, 0, 16);
const s16 hi_acum_T = _SHIFTR(VMADH_T, 0, 16);
const s16 scaledS = low_acum_S + hi_acum_S;
const s16 scaledT = low_acum_T + hi_acum_T;
if (gDP.otherMode.texturePersp == 0) {
vtx.s = _FIXED2FLOAT(scaledS, 4);
vtx.t = _FIXED2FLOAT(scaledT, 4);
}
else {
vtx.s = _FIXED2FLOAT(scaledS, 5);
vtx.t = _FIXED2FLOAT(scaledT, 5);
}
}
}
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}
static
void Jump3_2(const u32 * _params, u32 * _result) {
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// if (_params[1] == 0xFDA00050 && _params[9] == 0xE2000200 && _params[8] == 0xF0000000)
// int k = 0;
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typedef std::array<s16, 4> Vector;
Vector v0 = { 0, 0, 0, 0 };
Vector v1 = { 0, 0, 0, 0 };
Vector v2 = { 0, 0, 0, 0 };
Vector v3 = { 0, 0, 0, 0 };
s16 V0 = _SHIFTR(_params[9], 0, 16);
s16 V1 = _SHIFTR(_params[8], 0, 16);
V1 <<= 4;
v0[0] = _SHIFTR(_params[8], 16, 16);
v0[1] = V1;
v0[2] = _SHIFTR(_params[9], 16, 16);
v2[0] = V0;
v3[2] = V0;
v1[1] = _SHIFTR(_params[1], 16, 16);
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_result[0] = ((v0[0] + v1[0]) << 16) | ((v0[1] + v1[1]) & 0xFFFF);
_result[1] = ((v0[2] + v1[2]) << 16) | ((v0[3] + v1[3]) & 0xFFFF);
v1 = v2;
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v1[1] = _SHIFTR(_params[1], 0, 16);
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_result[2] = ((v0[0] + v1[0]) << 16) | ((v0[1] + v1[1]) & 0xFFFF);
_result[3] = ((v0[2] + v1[2]) << 16) | ((v0[3] + v1[3]) & 0xFFFF);
v1 = v3;
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v1[1] = _SHIFTR(_params[2], 16, 16);
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_result[4] = ((v0[0] + v1[0]) << 16) | ((v0[1] + v1[1]) & 0xFFFF);
_result[5] = ((v0[2] + v1[2]) << 16) | ((v0[3] + v1[3]) & 0xFFFF);
for (u32 i = 0; i < 4; ++i)
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v1[i] = v2[i] + v3[i];
v1[1] = _SHIFTR(_params[2], 0, 16);
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_result[6] = ((v0[0] + v1[0]) << 16) | ((v0[1] + v1[1]) & 0xFFFF);
_result[7] = ((v0[2] + v1[2]) << 16) | ((v0[3] + v1[3]) & 0xFFFF);
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}
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bool _print = false;
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void F3DSWRS_Jump3(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_Jump3 (0x%08x, 0x%08x)\n", _w0, _w1);
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const u32 mode = _SHIFTR(_w0, 8, 8);
switch (mode) {
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case 0x02:
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{
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/*
u32 params[10] = {
0x05050200,
0xFDA00050,
0xFDD00190,
0xF4F4F401,
0xE4E4E4FF,
0xFFFFFFFF,
0xFFFFFFFF,
0x000007E0,
0xF0000000,
0xE2000200 };
*/
u32 params[10];
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for (u32 i = 1; i < 10; ++i)
params[i] = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + i * 4];
u32 vecdata[8];
Jump3_2(params, vecdata);
const SWVertex * vertex = (const SWVertex*)&vecdata[0];
gSPSWVertex(vertex, 4, 0);
GraphicsDrawer & drawer = dwnd().getDrawer();
if (_print) {
for (u32 i = 0; i < 4; ++i) {
SPVertex & v = drawer.getVertex(i);
f32 sx = v.x / v.w * gSP.viewport.vscale[0] + gSP.viewport.vtrans[0];
f32 sy = v.y / v.w * gSP.viewport.vscale[1] + gSP.viewport.vtrans[1];
f32 sz = v.z / v.w * gSP.viewport.vscale[2] + gSP.viewport.vtrans[2];
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DebugMsg(DEBUG_NORMAL, "v[%d] x=%02f y=%02f z=%02f\n", i, sx, gDP.scissor.lry - sy, sz);
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}
}
const u32 v1 = 0;
const u32 v2 = 1;
const u32 v3 = 2;
const u32 v4 = 3;
const u32 vert[4] = { v1, v2, v3, v4 };
const u32 colorbase[4] = { params[3] | 0xFF, params[4] | 0xFF, params[5] | 0xFF, params[6] | 0xFF };
const u32 color[4] = { 0, 4, 8, 12 };
const u32 tex = _SHIFTR(params[7], 0, 16);
const u32 texbase[4] = { tex, tex | (tex << 16), 0, (tex << 16) };
const bool useTex = true;// (_w0 & 2) != 0;
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F3DSWRS_PrepareVertices(vert, (u8*)colorbase, color, (u8*)texbase, useTex, 4);
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SPVertex & vtx2 = drawer.getVertex(v2);
SPVertex & vtx3 = drawer.getVertex(v3);
gSP.swrs_special = true;
if (vtx3.z / vtx3.w > vtx2.z / vtx2.w)
gSP2Triangles(v1, v2, v4, 0, v1, v4, v3, 0);
else
gSP2Triangles(v1, v4, v3, 0, v1, v2, v4, 0);
dwnd().getDrawer().drawTriangles();
gSP.swrs_special = false;
}
break;
default:
break;
}
RSP.PC[RSP.PCi] = RSP.swDL[RSP.PCi].SWOtherDL;
RSP.swDL[RSP.PCi].SWStartDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi]], 0, 24);
RSP.swDL[RSP.PCi].SWOtherDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi] + 4], 0, 24);
}
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void F3DSWRS_DList(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_DList (0x%08x, 0x%08x)\n", _w0, _w1);
gSPSWDisplayList(_w1);
}
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void F3DSWRS_BranchDList(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_BranchDList (0x%08x, 0x%08x)\n", _w0, _w1);
gSPSWBranchList(_w1);
}
void F3DSWRS_Tri1(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_Tri1 (0x%08x, 0x%08x)\n", _w0, _w1);
const u32 v1 = (_SHIFTR(_w1, 13, 11) & 0x7F8) / 40;
const u32 v2 = (_SHIFTR( _w1, 5, 11 ) & 0x7F8) / 40;
const u32 v3 = ((_w1 << 3) & 0x7F8) / 40;
const u32 vert[3] = { v1, v2, v3 };
const u32 nextCMD = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 8];
const u32 color[3] = { _SHIFTR(nextCMD, 16, 8), _SHIFTR(nextCMD, 8, 8), _SHIFTR(nextCMD, 0, 8) };
const bool useTex = (_w0 & 2) != 0;
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const u8 * texbase = RDRAM + RSP.PC[RSP.PCi] + 16;
F3DSWRS_PrepareVertices(vert, RDRAM + gSP.vertexColorBase, color, texbase, useTex, 3);
if (useTex)
RSP.PC[RSP.PCi] += 16;
gSP1Triangle(v1, v2, v3);
RSP.PC[RSP.PCi] += 8;
}
void F3DSWRS_Tri2(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_Tri2 (0x%08x, 0x%08x)\n", _w0, _w1);
const u32 v1 = (_SHIFTR(_w1, 13, 11) & 0x7F8) / 40;
const u32 v2 = (_SHIFTR( _w1, 5, 11 ) & 0x7F8) / 40;
const u32 v3 = ((_w1 << 3) & 0x7F8) / 40;
const u32 v4 = (_SHIFTR( _w1, 21, 11 ) & 0x7F8) / 40;
const u32 vert[4] = { v1, v2, v3, v4 };
const u32 nextCMD = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 8];
const u32 color[4] = { _SHIFTR(nextCMD, 16, 8), _SHIFTR(nextCMD, 8, 8),
_SHIFTR(nextCMD, 0, 8), _SHIFTR(nextCMD, 24, 8) };
const bool useTex = (_w0 & 2) != 0;
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const u8 * texbase = RDRAM + RSP.PC[RSP.PCi] + 16;
F3DSWRS_PrepareVertices(vert, RDRAM + gSP.vertexColorBase, color, texbase, useTex, 4);
if (useTex)
RSP.PC[RSP.PCi] += 16;
gSP2Triangles(v1, v2, v3, 0, v1, v3, v4, 0);
RSP.PC[RSP.PCi] += 8;
}
void F3DSWRS_MoveWord(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_MoveWord (0x%08x, 0x%08x)\n", _w0, _w1);
switch (_SHIFTR(_w0, 0, 8)){
// case 0x58C: // This PC is used after a texrect in naboo
// State.NabooPCAfterTexRect = Segment[Command.dl.segment] + Command.dl.addr;
// break;
case G_MW_CLIP:
gSPClipRatio( _w1 );
break;
case G_MW_SEGMENT:
gSPSegment( _SHIFTR( _w0, 8, 16 ) >> 2, _w1 & 0x00FFFFFF );
break;
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case F3DSWRS_MW_FOG_MULTIPLIER:
gSP.fog.multiplierf = _FIXED2FLOAT((s32)_w1, 16);
gSP.changed |= CHANGED_FOGPOSITION;
break;
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case F3DSWRS_MW_FOG_OFFSET:
gSP.fog.offsetf = _FIXED2FLOAT((s32)_w1, 16);
gSP.changed |= CHANGED_FOGPOSITION;
break;
case G_MW_PERSPNORM:
gSPPerspNormalize( _w1 );
break;
}
}
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void F3DSWRS_HeightField(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_HeightField (0x%08x, 0x%08x)\n", _w0, _w1);
// Lemmy's note:
// seems to be similar to JUMP3, but calls actual function with A1=0x2C
// it *might* need the same jump/branch code as JUMP3
RSP.PC[RSP.PCi] += 16;
}
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void F3DSWRS_SetOtherMode_H_EX(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_SetOtherMode_H_EX (0x%08x, 0x%08x)\n", _w0, _w1);
RSP.PC[RSP.PCi] += 8;
gDP.otherMode.h &= *(u32*)&RDRAM[RSP.PC[RSP.PCi]];
gDP.otherMode.h |= _w1;
}
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void F3DSWRS_SetOtherMode_L_EX(u32 _w0, u32 _w1)
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{
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DebugMsg(DEBUG_NORMAL, "F3DSWRS_SetOtherMode_L_EX (0x%08x, 0x%08x)\n", _w0, _w1);
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RSP.PC[RSP.PCi] += 8;
gDP.otherMode.l &= *(u32*)&RDRAM[RSP.PC[RSP.PCi]];
gDP.otherMode.l |= _w1;
}
void F3DSWRS_Init()
{
gSPSetupFunctions();
// Set GeometryMode flags
GBI_InitFlags( F3D );
GBI.PCStackSize = 10;
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// GBI Command Command Value Command Function
GBI_SetGBI( G_SPNOOP, F3D_SPNOOP, F3D_SPNoOp );
GBI_SetGBI( G_MTX, F3D_MTX, F3D_Mtx );
GBI_SetGBI( G_RESERVED0, F3DSWRS_VTXCOLOR, F3DSWRS_VertexColor );
GBI_SetGBI( G_MOVEMEM, F3DSWRS_MOVEMEM, F3DSWRS_MoveMem );
GBI_SetGBI( G_VTX, F3DSWRS_VTX, F3DSWRS_Vtx );
GBI_SetGBI( G_RESERVED1, F3DSWRS_JUMP3, F3DSWRS_Jump3 );
GBI_SetGBI( G_DL, F3DSWRS_DL, F3DSWRS_DList );
GBI_SetGBI( G_RESERVED2, F3DSWRS_BRANCHDL, F3DSWRS_BranchDList );
GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 );
GBI_SetGBI( G_TRI1, F3DSWRS_TRI1, F3DSWRS_Tri1 );
GBI_SetGBI( G_SETOTHERMODE_H_EX, F3DSWRS_SETOTHERMODE_H_EX, F3DSWRS_SetOtherMode_H_EX );
GBI_SetGBI( G_POPMTX, F3DSWRS_HEIGHTFIELD, F3DSWRS_HeightField );
GBI_SetGBI( G_MOVEWORD, F3DSWRS_MOVEWORD, F3DSWRS_MoveWord );
GBI_SetGBI( G_TEXTURE, F3D_TEXTURE, F3D_Texture );
GBI_SetGBI( G_SETOTHERMODE_H, F3D_SETOTHERMODE_H, F3D_SetOtherMode_H );
GBI_SetGBI( G_SETOTHERMODE_L, F3D_SETOTHERMODE_L, F3D_SetOtherMode_L );
GBI_SetGBI( G_ENDDL, F3D_ENDDL, F3D_EndDL );
GBI_SetGBI( G_SETGEOMETRYMODE, F3D_SETGEOMETRYMODE, F3D_SetGeometryMode );
GBI_SetGBI( G_CLEARGEOMETRYMODE, F3D_CLEARGEOMETRYMODE, F3D_ClearGeometryMode );
GBI_SetGBI( G_QUAD, F3DSWRS_JUMP2, F3DSWRS_Jump2 );
GBI_SetGBI( G_RDPHALF_1, F3DSWRS_TRI2, F3DSWRS_Tri2 );
GBI_SetGBI( G_SETOTHERMODE_L_EX, F3DSWRS_SETOTHERMODE_L_EX, F3DSWRS_SetOtherMode_L_EX );
}