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A button fix (#175)
* Fixed the A button texture problem by introducing an empty texture. * Added a global empty texture to improve the previous commit. Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
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@ -44,6 +44,8 @@
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#define DO_ACTION_TEX_HEIGHT 16
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#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex))
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static const u8 gEmptyTex[DO_ACTION_TEX_SIZE] = { 0 };
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typedef struct {
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/* 0x00 */ u8 scene;
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/* 0x01 */ u8 flags1;
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@ -2069,7 +2071,7 @@ s32 Inventory_ConsumeFairy(GlobalContext* globalCtx) {
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return 0;
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}
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void func_80086D5C(s32* buf, u16 size) {
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void Interface_ClearData(s32* buf, u16 size) {
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u16 i;
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for (i = 0; i < size; i++) {
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@ -2078,8 +2080,6 @@ void func_80086D5C(s32* buf, u16 size) {
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}
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void Interface_LoadActionLabel(InterfaceContext* interfaceCtx, u16 action, s16 loadOffset) {
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static void* sDoActionTextures[] = { gAttackDoActionENGTex, gCheckDoActionENGTex };
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if (action >= DO_ACTION_MAX) {
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action = DO_ACTION_NONE;
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}
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@ -2107,7 +2107,15 @@ void Interface_LoadActionLabel(InterfaceContext* interfaceCtx, u16 action, s16 l
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}
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} else {
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gSegments[7] = (uintptr_t)VIRTUAL_TO_PHYSICAL(interfaceCtx->doActionSegment1);
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func_80086D5C((s32*)SEGMENTED_TO_VIRTUAL(sDoActionTextures[loadOffset]), DO_ACTION_TEX_SIZE / 4);
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#ifdef N64_VERSION
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static void* sDoActionTextures[] = { gAttackDoActionENGTex, gCheckDoActionENGTex };
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Interface_ClearData((s32*)SEGMENTED_TO_VIRTUAL(sDoActionTextures[loadOffset]), DO_ACTION_TEX_SIZE / 4);
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#else
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if (loadOffset == 0)
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interfaceCtx->doActionSegment1 = (u8*)gEmptyTex;
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else
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interfaceCtx->doActionSegment2 = (u8*)gEmptyTex;
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#endif
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}
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}
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