diff --git a/assets/xml/objects/object_link_child.xml b/assets/xml/objects/object_link_child.xml index 7d353d9edf2..3d76cd8e1df 100644 --- a/assets/xml/objects/object_link_child.xml +++ b/assets/xml/objects/object_link_child.xml @@ -3,16 +3,16 @@ - - - - - + + + + + - - - + + + diff --git a/assets/xml/objects/object_link_zora.xml b/assets/xml/objects/object_link_zora.xml index be4c542746b..08936791a8e 100644 --- a/assets/xml/objects/object_link_zora.xml +++ b/assets/xml/objects/object_link_zora.xml @@ -3,16 +3,16 @@ - - - - - + + + + + - - - + + + diff --git a/assets/xml/objects/object_test3.xml b/assets/xml/objects/object_test3.xml index c32732b35fa..133fe458aa8 100644 --- a/assets/xml/objects/object_test3.xml +++ b/assets/xml/objects/object_test3.xml @@ -9,8 +9,8 @@ - - + + @@ -20,16 +20,16 @@ - - - - - - - - - - + + + + + + + + + + diff --git a/assets/xml/objects/object_zm.xml b/assets/xml/objects/object_zm.xml index 1848aa222ed..61163d50b4c 100644 --- a/assets/xml/objects/object_zm.xml +++ b/assets/xml/objects/object_zm.xml @@ -28,7 +28,7 @@ - + @@ -36,8 +36,8 @@ - - + + diff --git a/include/face_change.h b/include/face_change.h new file mode 100644 index 00000000000..1fa28045768 --- /dev/null +++ b/include/face_change.h @@ -0,0 +1,13 @@ +#ifndef FACE_CHANGE_H +#define FACE_CHANGE_H + +typedef struct FaceChange { + /* 0x0 */ s16 face; + /* 0x2 */ s16 timer; +} FaceChange; // size = 0x4 + +s16 FaceChange_UpdateBlinking(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange, s16 blinkDuration); +s16 FaceChange_UpdateBlinkingAlt(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange, s16 blinkDuration); +s16 FaceChange_UpdateRandomSet(FaceChange* faceChange, s16 changeTimerBase, s16 changeTimerRandRange, s16 faceSetRange); + +#endif diff --git a/include/z64actor.h b/include/z64actor.h index ef4e113110d..abe5ee152c5 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -54,7 +54,7 @@ typedef void (*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, stru typedef struct { /* 0x00 */ Vec3s rot; // Current actor shape rotation - /* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player + /* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player /* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units /* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function /* 0x10 */ f32 shadowScale; // Changes the size of the shadow @@ -759,11 +759,6 @@ typedef struct NpcInteractInfo { /* 0x24 */ UNK_TYPE1 unk_24[0x4]; } NpcInteractInfo; // size = 0x28 -typedef struct BlinkInfo { - /* 0x0 */ s16 eyeTexIndex; - /* 0x2 */ s16 blinkTimer; -} BlinkInfo; // size = 0x4 - extern AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX]; extern s16 D_801AED48[8]; extern Gfx D_801AEF88[]; @@ -911,9 +906,6 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, struct PlayStat f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params); void Actor_SpawnTransitionActors(struct PlayState* play, ActorContext* actorCtx); void Enemy_StartFinishingBlow(struct PlayState* play, Actor* actor); -s16 func_800BBAC0(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3); -s16 func_800BBB74(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3); -s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3); void Actor_SpawnBodyParts(Actor* actor, struct PlayState* play, s32 partParams, Gfx** dList); void Actor_SpawnFloorDustRing(struct PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 countMinusOne, f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting); diff --git a/include/z64player.h b/include/z64player.h index 277af318b2f..7afbcfe1cd2 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -9,6 +9,7 @@ #include "z64interface.h" #include "z64item.h" #include "z64light.h" +#include "face_change.h" struct Player; struct PlayState; @@ -473,44 +474,50 @@ typedef enum PlayerModelGroup { /* 15 */ PLAYER_MODELGROUP_MAX } PlayerModelGroup; -typedef enum PlayerEyeIndex { +typedef struct PlayerFaceIndices { + /* 0x0 */ u8 eyeIndex; + /* 0x1 */ u8 mouthIndex; +} PlayerFaceIndices; // size = 0x2 + +typedef enum PlayerEyes { /* 0 */ PLAYER_EYES_OPEN, /* 1 */ PLAYER_EYES_HALF, /* 2 */ PLAYER_EYES_CLOSED, - /* 3 */ PLAYER_EYES_ROLL_RIGHT, - /* 4 */ PLAYER_EYES_ROLL_LEFT, - /* 5 */ PLAYER_EYES_ROLL_UP, - /* 6 */ PLAYER_EYES_ROLL_DOWN, - /* 7 */ PLAYER_EYES_7, + /* 3 */ PLAYER_EYES_RIGHT, + /* 4 */ PLAYER_EYES_LEFT, + /* 5 */ PLAYER_EYES_UP, + /* 6 */ PLAYER_EYES_DOWN, + /* 7 */ PLAYER_EYES_WINCING, // For Goron, this is a surprised eye /* 8 */ PLAYER_EYES_MAX -} PlayerEyeIndex; +} PlayerEyes; -typedef enum PlayerMouthIndex { +typedef enum PlayerMouth { /* 0 */ PLAYER_MOUTH_CLOSED, - /* 1 */ PLAYER_MOUTH_TEETH, - /* 2 */ PLAYER_MOUTH_ANGRY, - /* 3 */ PLAYER_MOUTH_HAPPY, + /* 1 */ PLAYER_MOUTH_HALF, + /* 2 */ PLAYER_MOUTH_OPEN, + /* 3 */ PLAYER_MOUTH_SMILE, /* 4 */ PLAYER_MOUTH_MAX -} PlayerMouthIndex; - -typedef enum PlayerFacialExpression { - /* 0 */ PLAYER_FACE_0, - /* 1 */ PLAYER_FACE_1, - /* 2 */ PLAYER_FACE_2, - /* 3 */ PLAYER_FACE_3, - /* 4 */ PLAYER_FACE_4, - /* 5 */ PLAYER_FACE_5, - /* 6 */ PLAYER_FACE_6, - /* 7 */ PLAYER_FACE_7, - /* 8 */ PLAYER_FACE_8, - /* 9 */ PLAYER_FACE_9, - /* 10 */ PLAYER_FACE_10, - /* 11 */ PLAYER_FACE_11, - /* 12 */ PLAYER_FACE_12, - /* 13 */ PLAYER_FACE_13, - /* 14 */ PLAYER_FACE_14, - /* 15 */ PLAYER_FACE_15 -} PlayerFacialExpression; +} PlayerMouth; + +typedef enum PlayerFace { + /* 0 */ PLAYER_FACE_NEUTRAL, + /* 1 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF, + /* 2 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED, + /* 3 */ PLAYER_FACE_NEUTRAL_2, + /* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2, + /* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2, + /* 6 */ PLAYER_FACE_LOOK_LEFT, + /* 7 */ PLAYER_FACE_SURPRISED, + /* 8 */ PLAYER_FACE_HURT, + /* 9 */ PLAYER_FACE_GASP, + /* 10 */ PLAYER_FACE_LOOK_RIGHT, + /* 11 */ PLAYER_FACE_LOOK_LEFT_2, + /* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN, + /* 13 */ PLAYER_FACE_OPENING, + /* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN, + /* 15 */ PLAYER_FACE_SMILE, + /* 16 */ PLAYER_FACE_MAX +} PlayerFace; typedef enum PlayerLimb { /* 0x00 */ PLAYER_LIMB_NONE, @@ -1165,7 +1172,7 @@ typedef struct Player { /* 0x2C8 */ SkelAnime unk_2C8; /* 0x30C */ Vec3s jointTable[5]; /* 0x32A */ Vec3s morphTable[5]; - /* 0x348 */ BlinkInfo blinkInfo; + /* 0x348 */ FaceChange faceChange; /* 0x34C */ Actor* heldActor; /* 0x350 */ PosRot leftHandWorld; /* 0x364 */ Actor* rightHandActor; diff --git a/src/code/game.c b/src/code/game.c index 290f474a9ce..e60e9c48c71 100644 --- a/src/code/game.c +++ b/src/code/game.c @@ -1,5 +1,6 @@ #include "z64game.h" +#include "prevent_bss_reordering.h" #include "global.h" #include "audiomgr.h" #include "libu64/debug.h" diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 9b1d38d0e01..164d8816ccf 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3831,51 +3831,90 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) { SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE); } -// blinking routine -s16 func_800BBAC0(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) { - if (DECR(info->blinkTimer) == 0) { - info->blinkTimer = Rand_S16Offset(arg1, arg2); - } - - if (info->blinkTimer - arg3 > 0) { - info->eyeTexIndex = 0; - } else if ((info->blinkTimer - arg3 >= -1) || (info->blinkTimer < 2)) { - info->eyeTexIndex = 1; +/** + * Updates `FaceChange` data for a blinking pattern. + * This system expects that the actor using the system has defined 3 faces in this exact order: + * "eyes open", "eyes half open", "eyes closed". + * + * @param faceChange pointer to an actor's faceChange data + * @param blinkIntervalBase The base number of frames between blinks + * @param blinkIntervalRandRange The range for a random number of frames that can be added to `blinkIntervalBase` + * @param blinkDuration The number of frames it takes for a single blink to occur + */ +s16 FaceChange_UpdateBlinking(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange, + s16 blinkDuration) { + if (DECR(faceChange->timer) == 0) { + faceChange->timer = Rand_S16Offset(blinkIntervalBase, blinkIntervalRandRange); + } + + if (faceChange->timer - blinkDuration > 0) { + // `timer - duration` is positive so this is the default state: "eyes open" face + faceChange->face = 0; + } else if ((faceChange->timer - blinkDuration >= -1) || (faceChange->timer < 2)) { + // This condition aims to catch both cases where the "eyes half open" face is needed. + // Note that the comparison assumes the duration of the "eyes half open" phase is 2 frames, irrespective of the + // value of `blinkDuration`. The duration for the "eyes closed" phase is `blinkDuration - 4`. + // For Player's use case `blinkDuration` is 6, so the "eyes closed" phase happens to have + // the same duration as each "eyes half open" phase. + faceChange->face = 1; } else { - info->eyeTexIndex = 2; + // If both conditions above fail, the only possibility left is the "eyes closed" face + faceChange->face = 2; } - return info->eyeTexIndex; + return faceChange->face; } -// blinking routine -s16 func_800BBB74(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) { - if (DECR(info->blinkTimer) == 0) { - info->blinkTimer = Rand_S16Offset(arg1, arg2); +/** + * Updates `FaceChange` data for a blinking pattern. + * This system expects that the actor using the system has defined 3 faces in this exact order: + * "eyes open", "eyes half open", "eyes closed". + * + * @param faceChange pointer to an actor's faceChange data + * @param blinkIntervalBase The base number of frames between blinks + * @param blinkIntervalRandRange The range for a random number of frames that can be added to `blinkIntervalBase` + * @param blinkDuration The number of frames it takes for a single blink to occur + */ +s16 FaceChange_UpdateBlinkingAlt(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange, + s16 blinkDuration) { + if (DECR(faceChange->timer) == 0) { + faceChange->timer = Rand_S16Offset(blinkIntervalBase, blinkIntervalRandRange); } - if (info->blinkTimer - arg3 > 0) { - info->eyeTexIndex = 0; - } else if (info->blinkTimer - arg3 == 0) { - info->eyeTexIndex = 1; + if (faceChange->timer - blinkDuration > 0) { + // `timer - duration` is positive so this is the default state: "eyes open" face + faceChange->face = 0; + } else if (faceChange->timer - blinkDuration == 0) { + faceChange->face = 1; } else { - info->eyeTexIndex = 2; + // If both conditions above fail, the only possibility left is the "eyes closed" face + faceChange->face = 2; } - return info->eyeTexIndex; + return faceChange->face; } -// unused blinking routine -s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) { - if (DECR(info->blinkTimer) == 0) { - info->blinkTimer = Rand_S16Offset(arg1, arg2); - info->eyeTexIndex++; - if ((info->eyeTexIndex % 3) == 0) { - info->eyeTexIndex = (s32)(Rand_ZeroOne() * arg3) * 3; +/** + * Updates `FaceChange` data for randomly selected face sets. + * Each set contains 3 faces. After the timer runs out, the next face in the set is used. + * After the third face in a set is used, a new face set is randomly chosen. + * + * @param faceChange pointer to an actor's faceChange data + * @param changeTimerBase The base number of frames between each face change + * @param changeTimerRandRange The range for a random number of frames that can be added to `changeTimerBase` + * @param faceSetRange The max number of face sets that will be chosen from + */ +s16 FaceChange_UpdateRandomSet(FaceChange* faceChange, s16 changeTimerBase, s16 changeTimerRandRange, + s16 faceSetRange) { + if (DECR(faceChange->timer) == 0) { + faceChange->timer = Rand_S16Offset(changeTimerBase, changeTimerRandRange); + faceChange->face++; + if ((faceChange->face % 3) == 0) { + faceChange->face = (s32)(Rand_ZeroOne() * faceSetRange) * 3; } } - return info->eyeTexIndex; + return faceChange->face; } void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** dList) { diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 81bb0cb774f..a72b2c78157 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1824,46 +1824,156 @@ Gfx gCullFrontDList[] = { gsSPEndDisplayList(), }; -TexturePtr sPlayerEyesTextures[PLAYER_EYES_MAX] = { - gLinkHumanEyesOpenTex, // PLAYER_EYES_OPEN - gLinkHumanEyesHalfTex, // PLAYER_EYES_HALF - gLinkHumanEyesClosedTex, // PLAYER_EYES_CLOSED - gLinkHumanEyesRollRightTex, // PLAYER_EYES_ROLL_RIGHT - gLinkHumanEyesRollLeftTex, // PLAYER_EYES_ROLL_LEFT - gLinkHumanEyesRollUpTex, // PLAYER_EYES_ROLL_UP - gLinkHumanEyesRollDownTex, // PLAYER_EYES_ROLL_DOWN - object_link_child_Tex_003800, // PLAYER_EYES_7 -}; - -TexturePtr sPlayerMouthTextures[PLAYER_MOUTH_MAX] = { +/** + * Link's eyes and mouth textures are placed at the exact same place in all player form's respective object files. + * This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for + * shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols + * from human Link's object are used here. + * + * Note that some player forms do not use the eyes and mouth textures loaded into segments 0x08 and 0x09 respectively. + * Therefore, the segment will point at gargage data, but this does not cause issues as the data is not read from. + */ +#ifndef AVOID_UB +static TexturePtr sEyeTextures[PLAYER_EYES_MAX] = { + gLinkHumanEyesOpenTex, // PLAYER_EYES_OPEN + gLinkHumanEyesHalfTex, // PLAYER_EYES_HALF + gLinkHumanEyesClosedTex, // PLAYER_EYES_CLOSED + gLinkHumanEyesRightTex, // PLAYER_EYES_RIGHT + gLinkHumanEyesLeftTex, // PLAYER_EYES_LEFT + gLinkHumanEyesUpTex, // PLAYER_EYES_UP + gLinkHumanEyesDownTex, // PLAYER_EYES_DOWN + gLinkHumanEyesWincingTex, // PLAYER_EYES_WINCING +}; + +static TexturePtr sMouthTextures[PLAYER_MOUTH_MAX] = { gLinkHumanMouthClosedTex, // PLAYER_MOUTH_CLOSED - gLinkHumanMouthTeethTex, // PLAYER_MOUTH_TEETH - gLinkHumanMouthAngryTex, // PLAYER_MOUTH_ANGRY - gLinkHumanMouthHappyTex, // PLAYER_MOUTH_HAPPY -}; - -typedef struct PlayerFaceIndices { - /* 0x0 */ u8 eyeIndex; - /* 0x1 */ u8 mouthIndex; -} PlayerFaceIndices; // size = 0x2 - -PlayerFaceIndices sPlayerFaces[] = { - { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_0 - { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_1 - { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_2 - { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_3 - { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_4 - { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_5 - { PLAYER_EYES_ROLL_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_6 - { PLAYER_EYES_ROLL_UP, PLAYER_MOUTH_TEETH }, // PLAYER_FACE_7 - { PLAYER_EYES_7, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_8 - { PLAYER_EYES_OPEN, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_9 - { PLAYER_EYES_ROLL_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_10 - { PLAYER_EYES_ROLL_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_11 - { PLAYER_EYES_CLOSED, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_12 - { PLAYER_EYES_HALF, PLAYER_MOUTH_TEETH }, // PLAYER_FACE_13 - { PLAYER_EYES_OPEN, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_14 - { PLAYER_EYES_OPEN, PLAYER_MOUTH_HAPPY }, // PLAYER_FACE_15 + gLinkHumanMouthHalfTex, // PLAYER_MOUTH_HALF + gLinkHumanMouthOpenTex, // PLAYER_MOUTH_OPEN + gLinkHumanMouthSmileTex, // PLAYER_MOUTH_SMILE +}; +#else +static TexturePtr sEyeTextures[PLAYER_FORM_MAX][PLAYER_EYES_MAX] = { + // PLAYER_FORM_FIERCE_DEITY + { + NULL, // PLAYER_EYES_OPEN + NULL, // PLAYER_EYES_HALF + NULL, // PLAYER_EYES_CLOSED + NULL, // PLAYER_EYES_RIGHT + NULL, // PLAYER_EYES_LEFT + NULL, // PLAYER_EYES_UP + NULL, // PLAYER_EYES_DOWN + NULL, // PLAYER_EYES_WINCING + }, + // PLAYER_FORM_GORON + // Note: use PLAYER_EYES_WINCING to access `gLinkGoronEyesSurprisedTex`. See `Player_DrawImpl`. + { + gLinkGoronEyesOpenTex, // PLAYER_EYES_OPEN + gLinkGoronEyesHalfTex, // PLAYER_EYES_HALF + gLinkGoronEyesClosedTex, // PLAYER_EYES_CLOSED + gLinkGoronEyesSurprisedTex, // PLAYER_EYES_RIGHT + NULL, // PLAYER_EYES_LEFT + NULL, // PLAYER_EYES_UP + NULL, // PLAYER_EYES_DOWN + NULL, // PLAYER_EYES_WINCING + }, + // PLAYER_FORM_ZORA + { + gLinkZoraEyesOpenTex, // PLAYER_EYES_OPEN + gLinkZoraEyesHalfTex, // PLAYER_EYES_HALF + gLinkZoraEyesClosedTex, // PLAYER_EYES_CLOSED + gLinkZoraEyesRightTex, // PLAYER_EYES_RIGHT + gLinkZoraEyesLeftTex, // PLAYER_EYES_LEFT + gLinkZoraEyesUpTex, // PLAYER_EYES_UP + gLinkZoraEyesDownTex, // PLAYER_EYES_DOWN + gLinkZoraEyesWincingTex, // PLAYER_EYES_WINCING + }, + // PLAYER_FORM_DEKU + { + NULL, // PLAYER_EYES_OPEN + NULL, // PLAYER_EYES_HALF + NULL, // PLAYER_EYES_CLOSED + NULL, // PLAYER_EYES_RIGHT + NULL, // PLAYER_EYES_LEFT + NULL, // PLAYER_EYES_UP + NULL, // PLAYER_EYES_DOWN + NULL, // PLAYER_EYES_WINCING + }, + // PLAYER_FORM_HUMAN + { + gLinkHumanEyesOpenTex, // PLAYER_EYES_OPEN + gLinkHumanEyesHalfTex, // PLAYER_EYES_HALF + gLinkHumanEyesClosedTex, // PLAYER_EYES_CLOSED + gLinkHumanEyesRightTex, // PLAYER_EYES_RIGHT + gLinkHumanEyesLeftTex, // PLAYER_EYES_LEFT + gLinkHumanEyesUpTex, // PLAYER_EYES_UP + gLinkHumanEyesDownTex, // PLAYER_EYES_DOWN + gLinkHumanEyesWincingTex, // PLAYER_EYES_WINCING + }, +}; + +static TexturePtr sMouthTextures[PLAYER_FORM_MAX][PLAYER_MOUTH_MAX] = { + // PLAYER_FORM_FIERCE_DEITY + { + NULL, // PLAYER_MOUTH_CLOSED + NULL, // PLAYER_MOUTH_HALF + NULL, // PLAYER_MOUTH_OPEN + NULL, // PLAYER_MOUTH_SMILE + }, + // PLAYER_FORM_GORON + { + NULL, // PLAYER_MOUTH_CLOSED + NULL, // PLAYER_MOUTH_HALF + NULL, // PLAYER_MOUTH_OPEN + NULL, // PLAYER_MOUTH_SMILE + }, + // PLAYER_FORM_ZORA + { + gLinkZoraMouthClosedTex, // PLAYER_MOUTH_CLOSED + gLinkZoraMouthHalfTex, // PLAYER_MOUTH_HALF + gLinkZoraMouthOpenTex, // PLAYER_MOUTH_OPEN + gLinkZoraMouthSmileTex, // PLAYER_MOUTH_SMILE + }, + // PLAYER_FORM_DEKU + { + NULL, // PLAYER_MOUTH_CLOSED + NULL, // PLAYER_MOUTH_HALF + NULL, // PLAYER_MOUTH_OPEN + NULL, // PLAYER_MOUTH_SMILE + }, + // PLAYER_FORM_HUMAN + { + gLinkHumanMouthClosedTex, // PLAYER_MOUTH_CLOSED + gLinkHumanMouthHalfTex, // PLAYER_MOUTH_HALF + gLinkHumanMouthOpenTex, // PLAYER_MOUTH_OPEN + gLinkHumanMouthSmileTex, // PLAYER_MOUTH_SMILE + }, +}; +#endif + +PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = { + // The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`. + { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL + { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED + + // This duplicate set of blinking faces is defined because Player will choose between the first and second set + // based on gameplayFrames. See relevant code in `Player_UpdateCommon`. + // This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used. + { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2 + { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2 + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2 + + // Additional faces. Most faces are encoded within animations. + { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT + { PLAYER_EYES_UP, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED + { PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT + { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP + { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT + { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2 + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN + { PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING + { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN + { PLAYER_EYES_OPEN, PLAYER_MOUTH_SMILE }, // PLAYER_FACE_SMILE }; // Note the correct pointer to pass as the jointTable is the jointTable pointer from the SkelAnime struct, not the @@ -1879,25 +1989,41 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL gfx = POLY_OPA_DISP; + // If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead if (eyeIndex < 0) { eyeIndex = sPlayerFaces[face].eyeIndex; } if (playerForm == PLAYER_FORM_GORON) { - if ((eyeIndex >= PLAYER_EYES_ROLL_RIGHT) && (eyeIndex <= PLAYER_EYES_ROLL_DOWN)) { + // Goron does not have the eye textures to look in different directions + if ((eyeIndex >= PLAYER_EYES_RIGHT) && (eyeIndex <= PLAYER_EYES_DOWN)) { eyeIndex = PLAYER_EYES_OPEN; - } else if (eyeIndex == PLAYER_EYES_7) { - eyeIndex = PLAYER_EYES_ROLL_RIGHT; + } else if (eyeIndex == PLAYER_EYES_WINCING) { + // Goron form puts a surpised expression where the eyes-right normally goes + eyeIndex = PLAYER_EYES_RIGHT; } } - gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sPlayerEyesTextures[eyeIndex])); + // Only Human, Zora, and Goron will read the eye textures in the head limb display list. + // Fierce Deity and Deku will point this segment to garbage data, but it will be unread from. +#ifndef AVOID_UB + gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sEyeTextures[eyeIndex])); +#else + gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sEyeTextures[playerForm][eyeIndex])); +#endif + // If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead if (mouthIndex < 0) { mouthIndex = sPlayerFaces[face].mouthIndex; } - gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sPlayerMouthTextures[mouthIndex])); + // Only Human and Zora will read the mouth textures in the head limb display list. + // Goron, Fierce Deity, and Deku will point this segment to garbage data, but it will be unread from. +#ifndef AVOID_UB + gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sMouthTextures[mouthIndex])); +#else + gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sMouthTextures[playerForm][mouthIndex])); +#endif POLY_OPA_DISP = &gfx[2]; diff --git a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c index a0c17b2b963..fc72a8f764a 100644 --- a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c +++ b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c @@ -169,7 +169,7 @@ static TexturePtr sMouthTextures[] = { gCremiaMouthHangingOpenTex, }; -static TexturePtr sEyesTextures[] = { +static TexturePtr sEyeTextures[] = { gCremiaEyeOpenTex, gCremiaEyeHalfTex, gCremiaEyeClosedTex, gCremiaEyeHappyTex, gCremiaEyeAngryTex, gCremiaEyeSadTex, }; @@ -1523,7 +1523,7 @@ void EnMaYto_Draw(Actor* thisx, PlayState* play) { Gfx_SetupDL25_Opa(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[this->mouthTexIndex])); - gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyesTextures[this->eyeTexIndex])); + gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex])); SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, EnMaYto_OverrideLimbDraw, EnMaYto_PostLimbDraw, &this->actor); diff --git a/src/overlays/actors/ovl_En_Test3/z_en_test3.c b/src/overlays/actors/ovl_En_Test3/z_en_test3.c index a263daa9c75..0d8d639bf56 100644 --- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c +++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c @@ -1214,33 +1214,56 @@ void EnTest3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dL } } -static TexturePtr sEyeTextures[] = { - gKafeiEyesOpenTex, gKafeiEyesHalfTex, gKafeiEyesClosedTex, gKafeiEyesRollRightTex, - gKafeiEyesRollLeftTex, gKafeiEyesRollUpTex, gKafeiEyesRollDownTex, object_test3_Tex_006680, +static TexturePtr sEyeTextures[PLAYER_EYES_MAX] = { + gKafeiEyesOpenTex, // PLAYER_EYES_OPEN + gKafeiEyesHalfTex, // PLAYER_EYES_HALF + gKafeiEyesClosedTex, // PLAYER_EYES_CLOSED + gKafeiEyesRightTex, // PLAYER_EYES_RIGHT + gKafeiEyesLeftTex, // PLAYER_EYES_LEFT + gKafeiEyesUpTex, // PLAYER_EYES_UP + gKafeiEyesDownTex, // PLAYER_EYES_DOWN + gKafeiEyesWincingTex, // PLAYER_EYES_WINCING }; -static TexturePtr sMouthTextures[] = { - gKafeiMouthClosedTex, - gKafeiMouthTeethTex, - gKafeiMouthAngryTex, - gKafeiMouthHappyTex, +static TexturePtr sMouthTextures[PLAYER_MOUTH_MAX] = { + gKafeiMouthClosedTex, // PLAYER_MOUTH_CLOSED + gKafeiMouthHalfTex, // PLAYER_MOUTH_HALF + gKafeiMouthOpenTex, // PLAYER_MOUTH_OPEN + gKafeiMouthSmileTex, // PLAYER_MOUTH_SMILE }; -typedef struct { - /* 0x0 */ u8 eyeIndex; - /* 0x1 */ u8 mouthIndex; -} KafeiFace; // size = 0x2 - -static KafeiFace sFaceExpressions[] = { - { 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 }, { 7, 2 }, { 0, 2 }, - { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, +static PlayerFaceIndices sKafeiFaces[PLAYER_FACE_MAX] = { + // The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`. + { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL + { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED + + // This duplicate set of blinking faces is defined because Player will choose between the first and second set + // based on gameplayFrames. See relevant code in `Player_UpdateCommon`. + // This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used. + { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2 + { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2 + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2 + + // Additional faces. Most faces are encoded within animations. + { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT + { PLAYER_EYES_UP, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED + { PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT + { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP + { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT + { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2 + { PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN + { PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING + { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN + // The mouth in this entry deviates from player. Similar to OoT's `sPlayerFaces`. + { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN }; void EnTest3_Draw(Actor* thisx, PlayState* play2) { PlayState* play = play2; EnTest3* this = (EnTest3*)thisx; - s32 eyeTexIndex = GET_EYE_INDEX_FROM_JOINT_TABLE(this->player.skelAnime.jointTable); - s32 mouthTexIndex = GET_MOUTH_INDEX_FROM_JOINT_TABLE(this->player.skelAnime.jointTable); + s32 eyeIndex = GET_EYE_INDEX_FROM_JOINT_TABLE(this->player.skelAnime.jointTable); + s32 mouthIndex = GET_MOUTH_INDEX_FROM_JOINT_TABLE(this->player.skelAnime.jointTable); Gfx* gfx; OPEN_DISPS(play->state.gfxCtx); @@ -1266,25 +1289,33 @@ void EnTest3_Draw(Actor* thisx, PlayState* play2) { gfx = POLY_OPA_DISP; - if (eyeTexIndex < 0) { - eyeTexIndex = sFaceExpressions[this->player.actor.shape.face].eyeIndex; + // If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead + if (eyeIndex < 0) { + eyeIndex = sKafeiFaces[this->player.actor.shape.face].eyeIndex; } - gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sEyeTextures[eyeTexIndex])); - if (mouthTexIndex < 0) { - mouthTexIndex = sFaceExpressions[this->player.actor.shape.face].mouthIndex; + + gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sEyeTextures[eyeIndex])); + + // If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead + if (mouthIndex < 0) { + mouthIndex = sKafeiFaces[this->player.actor.shape.face].mouthIndex; } - gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sMouthTextures[mouthTexIndex])); + + gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sMouthTextures[mouthIndex])); POLY_OPA_DISP = &gfx[2]; SkelAnime_DrawFlexLod(play, this->player.skelAnime.skeleton, this->player.skelAnime.jointTable, this->player.skelAnime.dListCount, EnTest3_OverrideLimbDraw, EnTest3_PostLimbDraw, &this->player.actor, 0); + if (this->player.invincibilityTimer > 0) { POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP); } + if ((this->player.getItemDrawIdPlusOne - 1) != GID_NONE) { Player_DrawGetItem(play, &this->player); } + CLOSE_DISPS(play->state.gfxCtx); } diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.c b/src/overlays/actors/ovl_En_Toto/z_en_toto.c index c893e9b4083..30534db13d9 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.c +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.c @@ -198,7 +198,7 @@ void func_80BA383C(EnToto* this, PlayState* play) { } Animation_PlayOnce(&this->skelAnime, sAnimations[this->animIndex]); } - func_800BBB74(&this->blinkInfo, 20, 80, 3); + FaceChange_UpdateBlinkingAlt(&this->faceChange, 20, 80, 3); } void func_80BA3930(EnToto* this, PlayState* play) { @@ -299,7 +299,7 @@ void func_80BA3D38(EnToto* this, PlayState* play) { this->text = ENTOTO_WEEK_EVENT_FLAGS ? &D_80BA5088[13] : &D_80BA5088[0]; func_80BA4C0C(this, play); play->actorCtx.flags |= ACTORCTX_FLAG_5; - this->blinkInfo.eyeTexIndex = 0; + this->faceChange.face = 0; } void func_80BA3DBC(EnToto* this, PlayState* play) { @@ -702,14 +702,14 @@ void EnToto_Update(Actor* thisx, PlayState* play) { } void EnToto_Draw(Actor* thisx, PlayState* play) { - TexturePtr sp4C[] = { object_zm_Tex_008AE8, object_zm_Tex_00A068, object_zm_Tex_00A468 }; + TexturePtr eyeTextures[] = { gTotoEyesOpenTex, gTotoEyesHalfTex, gTotoEyesClosedTex }; EnToto* this = (EnToto*)thisx; s32 pad; OPEN_DISPS(play->state.gfxCtx); Gfx_SetupDL25_Opa(play->state.gfxCtx); - gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sp4C[this->blinkInfo.eyeTexIndex])); + gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(eyeTextures[this->faceChange.face])); Scene_SetRenderModeXlu(play, 0, 1); SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL, NULL, &this->actor); diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.h b/src/overlays/actors/ovl_En_Toto/z_en_toto.h index 0ee203aa74e..04f8733e408 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.h +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.h @@ -2,6 +2,7 @@ #define Z_EN_TOTO_H #include "global.h" +#include "face_change.h" #include "assets/objects/object_zm/object_zm.h" struct EnToto; @@ -31,7 +32,7 @@ typedef struct EnToto { /* 0x144 */ SkelAnime skelAnime; /* 0x188 */ Vec3s jointTable[OBJECT_ZM_LIMB_MAX]; /* 0x1F4 */ Vec3s morphTable[OBJECT_ZM_LIMB_MAX]; - /* 0x260 */ BlinkInfo blinkInfo; + /* 0x260 */ FaceChange faceChange; /* 0x264 */ ColliderCylinder collider; /* 0x2B0 */ u8 actionFuncIndex; /* 0x2B1 */ u8 unk2B1; diff --git a/src/overlays/actors/ovl_En_Zod/z_en_zod.c b/src/overlays/actors/ovl_En_Zod/z_en_zod.c index f6bece3de67..93d0ed597be 100644 --- a/src/overlays/actors/ovl_En_Zod/z_en_zod.c +++ b/src/overlays/actors/ovl_En_Zod/z_en_zod.c @@ -627,7 +627,7 @@ void EnZod_DrawDrums(EnZod* this, PlayState* play) { } void EnZod_Draw(Actor* thisx, PlayState* play) { - static TexturePtr sTijoEyesTextures[] = { &gTijoEyesOpenTex, &gTijoEyesHalfOpenTex, &gTijoEyesClosedTex }; + static TexturePtr sTijoEyeTextures[] = { &gTijoEyesOpenTex, &gTijoEyesHalfOpenTex, &gTijoEyesClosedTex }; EnZod* this = (EnZod*)thisx; Gfx* gfx; @@ -641,7 +641,7 @@ void EnZod_Draw(Actor* thisx, PlayState* play) { gfx = POLY_OPA_DISP; - gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sTijoEyesTextures[this->eyeIndex])); + gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sTijoEyeTextures[this->eyeIndex])); gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(&gTijoMouthClosedTex)); POLY_OPA_DISP = &gfx[2]; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 9a8d4e4a8b8..7984e770127 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -12520,12 +12520,12 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } if ((this->transformation >= PLAYER_FORM_GORON) && (this->transformation <= PLAYER_FORM_DEKU)) { - func_800BBB74(&this->blinkInfo, 20, 80, 3); + FaceChange_UpdateBlinkingAlt(&this->faceChange, 20, 80, 3); } else { - func_800BBAC0(&this->blinkInfo, 20, 80, 6); + FaceChange_UpdateBlinking(&this->faceChange, 20, 80, 6); } - this->actor.shape.face = ((play->gameplayFrames & 0x20) ? 0 : 3) + this->blinkInfo.eyeTexIndex; + this->actor.shape.face = ((play->gameplayFrames & 0x20) ? 0 : 3) + this->faceChange.face; if (this->currentMask == PLAYER_MASK_BUNNY) { Player_UpdateBunnyEars(this); @@ -17317,7 +17317,7 @@ void func_80852290(PlayState* play, Player* this) { this->unk_B8A = 8; } else { f32 sp3C; - s16 var_a1_3; + s16 upperLimbRotX; s16 sp38; if ((play->msgCtx.ocarinaMode == OCARINA_MODE_ACTIVE) && @@ -17348,20 +17348,20 @@ void func_80852290(PlayState* play, Player* this) { sp38 = 0x2EE0; } - var_a1_3 = (sp3C * -100.0f); - var_a1_3 = CLAMP_MAX(var_a1_3, 0xFA0); - Math_SmoothStepToS(&this->upperLimbRot.x, var_a1_3, 4, 0x7D0, 0); + upperLimbRotX = (sp3C * -100.0f); + upperLimbRotX = CLAMP_MAX(upperLimbRotX, 0xFA0); + Math_SmoothStepToS(&this->upperLimbRot.x, upperLimbRotX, 4, 0x7D0, 0); Math_SmoothStepToS(&this->upperLimbRot.y, sp38, 4, 0x7D0, 0); this->headLimbRot.x = -this->upperLimbRot.x; this->unk_AA6_rotFlags |= UNKAA6_ROT_HEAD_X | UNKAA6_ROT_UPPER_X | UNKAA6_ROT_UPPER_Y; - var_a1_3 = ABS_ALT(this->upperLimbRot.x); - if (var_a1_3 < 0x7D0) { - this->actor.shape.face = 0; - } else if (var_a1_3 < 0xFA0) { - this->actor.shape.face = 13; + upperLimbRotX = ABS_ALT(this->upperLimbRot.x); + if (upperLimbRotX < 0x7D0) { + this->actor.shape.face = PLAYER_FACE_NEUTRAL; + } else if (upperLimbRotX < 0xFA0) { + this->actor.shape.face = PLAYER_FACE_OPENING; } else { - this->actor.shape.face = 8; + this->actor.shape.face = PLAYER_FACE_HURT; } } @@ -20505,7 +20505,7 @@ void Player_CsAction_11(PlayState* play, Player* this, CsCmdActorCue* cue) { } void Player_CsAction_12(PlayState* play, Player* this, CsCmdActorCue* cue) { - this->actor.shape.face = 0xF; + this->actor.shape.face = PLAYER_FACE_SMILE; func_80840F90(play, this, cue, 0.0f, 0, 0); } diff --git a/src/overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope_NES.c b/src/overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope_NES.c index e629ceeb61d..0029c675b98 100644 --- a/src/overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope_NES.c +++ b/src/overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope_NES.c @@ -4,6 +4,7 @@ * Description: Pause Menu */ +#include "prevent_bss_reordering.h" #include "z_kaleido_scope.h" #include "sys_cmpdma.h" diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt index cc70b76fd46..6ca26ae0e6e 100644 --- a/tools/disasm/functions.txt +++ b/tools/disasm/functions.txt @@ -844,9 +844,9 @@ 0x800BB604:("Attention_FindActorInCategory",), 0x800BB8EC:("Attention_FindActor",), 0x800BBA88:("Enemy_StartFinishingBlow",), - 0x800BBAC0:("func_800BBAC0",), - 0x800BBB74:("func_800BBB74",), - 0x800BBC20:("func_800BBC20",), + 0x800BBAC0:("FaceChange_UpdateBlinking",), + 0x800BBB74:("FaceChange_UpdateBlinkingAlt",), + 0x800BBC20:("FaceChange_UpdateRandomSet",), 0x800BBCEC:("Actor_SpawnBodyParts",), 0x800BBDAC:("Actor_SpawnFloorDustRing",), 0x800BBFB0:("func_800BBFB0",), diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt index 3d0ea3c5e58..782b6ad78dc 100644 --- a/tools/disasm/variables.txt +++ b/tools/disasm/variables.txt @@ -1201,8 +1201,8 @@ 0x801C0838:("D_801C0838","UNK_TYPE1","",0x1), 0x801C0850:("gCullBackDList","UNK_TYPE1","",0x1), 0x801C0860:("gCullFrontDList","UNK_TYPE1","",0x1), - 0x801C0870:("sPlayerEyesTextures","UNK_PTR","",0x4), - 0x801C0890:("sPlayerMouthTextures","UNK_TYPE1","",0x1), + 0x801C0870:("sEyeTextures","UNK_PTR","",0x4), + 0x801C0890:("sMouthTextures","UNK_TYPE1","",0x1), 0x801C08A0:("sPlayerFaces","UNK_TYPE1","",0x20), 0x801C08C0:("D_801C08C0","UNK_TYPE1","",0x1), 0x801C08FC:("D_801C08FC","UNK_TYPE1","",0x1), diff --git a/tools/sizes/code_functions.csv b/tools/sizes/code_functions.csv index 061c1dfbd7b..9b4c2a92178 100644 --- a/tools/sizes/code_functions.csv +++ b/tools/sizes/code_functions.csv @@ -358,9 +358,9 @@ asm/non_matchings/code/z_actor/Attention_ActorOnScreen.s,Attention_ActorOnScreen asm/non_matchings/code/z_actor/Attention_FindActorInCategory.s,Attention_FindActorInCategory,0x800BB604,0xBA asm/non_matchings/code/z_actor/Attention_FindActor.s,Attention_FindActor,0x800BB8EC,0x67 asm/non_matchings/code/z_actor/Enemy_StartFinishingBlow.s,Enemy_StartFinishingBlow,0x800BBA88,0xE -asm/non_matchings/code/z_actor/func_800BBAC0.s,func_800BBAC0,0x800BBAC0,0x2D -asm/non_matchings/code/z_actor/func_800BBB74.s,func_800BBB74,0x800BBB74,0x2B -asm/non_matchings/code/z_actor/func_800BBC20.s,func_800BBC20,0x800BBC20,0x33 +asm/non_matchings/code/z_actor/FaceChange_UpdateBlinking.s,FaceChange_UpdateBlinking,0x800BBAC0,0x2D +asm/non_matchings/code/z_actor/FaceChange_UpdateBlinkingAlt.s,FaceChange_UpdateBlinkingAlt,0x800BBB74,0x2B +asm/non_matchings/code/z_actor/FaceChange_UpdateRandomSet.s,FaceChange_UpdateRandomSet,0x800BBC20,0x33 asm/non_matchings/code/z_actor/Actor_SpawnBodyParts.s,Actor_SpawnBodyParts,0x800BBCEC,0x30 asm/non_matchings/code/z_actor/Actor_SpawnFloorDustRing.s,Actor_SpawnFloorDustRing,0x800BBDAC,0x81 asm/non_matchings/code/z_actor/func_800BBFB0.s,func_800BBFB0,0x800BBFB0,0x69