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![Sergey Lipskiy](/assets/img/avatar_default.png)
Zeldas use S2DEX2 microcode to render backgrounds and copy buffers. Setting gSP.geometryMode to 0 may break current render state. In particular, LoT in Zelda MM does not work because of it.
44 lines
1.8 KiB
C++
44 lines
1.8 KiB
C++
#include "OpenGL.h"
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#include "S2DEX.h"
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#include "S2DEX2.h"
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#include "F3D.h"
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#include "F3DEX.h"
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#include "F3DEX2.h"
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#include "GBI.h"
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#include "gSP.h"
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#include "gDP.h"
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#include "RSP.h"
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#include "Types.h"
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void S2DEX2_Init()
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{
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// Set GeometryMode flags
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GBI_InitFlags( F3DEX2 );
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GBI.PCStackSize = 18;
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// GBI Command Command Value Command Function
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GBI_SetGBI( G_SPNOOP, F3DEX2_SPNOOP, F3D_SPNoOp );
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GBI_SetGBI( G_BG_1CYC, S2DEX2_BG_1CYC, S2DEX_BG_1Cyc );
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GBI_SetGBI( G_BG_COPY, S2DEX2_BG_COPY, S2DEX_BG_Copy );
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GBI_SetGBI( G_OBJ_RECTANGLE, S2DEX2_OBJ_RECTANGLE, S2DEX_Obj_Rectangle );
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GBI_SetGBI( G_OBJ_SPRITE, S2DEX2_OBJ_SPRITE, S2DEX_Obj_Sprite );
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GBI_SetGBI( G_OBJ_MOVEMEM, S2DEX2_OBJ_MOVEMEM, S2DEX_Obj_MoveMem );
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GBI_SetGBI( G_DL, F3DEX2_DL, F3D_DList );
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GBI_SetGBI( G_SELECT_DL, S2DEX2_SELECT_DL, S2DEX_Select_DL );
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GBI_SetGBI( G_OBJ_RENDERMODE, S2DEX2_OBJ_RENDERMODE, S2DEX_Obj_RenderMode );
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GBI_SetGBI( G_OBJ_RECTANGLE_R, S2DEX2_OBJ_RECTANGLE_R, S2DEX_Obj_Rectangle_R );
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GBI_SetGBI( G_OBJ_LOADTXTR, S2DEX2_OBJ_LOADTXTR, S2DEX_Obj_LoadTxtr );
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GBI_SetGBI( G_OBJ_LDTX_SPRITE, S2DEX2_OBJ_LDTX_SPRITE, S2DEX_Obj_LdTx_Sprite );
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GBI_SetGBI( G_OBJ_LDTX_RECT, S2DEX2_OBJ_LDTX_RECT, S2DEX_Obj_LdTx_Rect );
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GBI_SetGBI( G_OBJ_LDTX_RECT_R, S2DEX2_OBJ_LDTX_RECT_R, S2DEX_Obj_LdTx_Rect_R );
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GBI_SetGBI( G_MOVEWORD, F3DEX2_MOVEWORD, F3DEX2_MoveWord );
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GBI_SetGBI( G_SETOTHERMODE_H, F3DEX2_SETOTHERMODE_H, F3DEX2_SetOtherMode_H );
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GBI_SetGBI( G_SETOTHERMODE_L, F3DEX2_SETOTHERMODE_L, F3DEX2_SetOtherMode_L );
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GBI_SetGBI( G_ENDDL, F3DEX2_ENDDL, F3D_EndDL );
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GBI_SetGBI( G_RDPHALF_1, F3DEX2_RDPHALF_1, F3D_RDPHalf_1 );
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GBI_SetGBI( G_RDPHALF_2, F3DEX2_RDPHALF_2, F3D_RDPHalf_2 );
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GBI_SetGBI( G_LOAD_UCODE, F3DEX2_LOAD_UCODE, F3DEX_Load_uCode );
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}
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