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Add codesharing for st0
EntityDracula
entities part one
#2282
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F(prim->x2).i.lo = 0; | ||
F(prim->x2).i.hi = prim->y1; | ||
color = i >> 1; | ||
F(prim->x3).val = ((color * color * color) << 8) + 0x80000; |
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These are the only usage of anything unique to draculaPrimitive
. Since this can be achieved with the F()
macro on Primitive
, I did not see much reason to keep this struct. IMO it didn't seem to be giving much additional context or clarity to this code, but I can revert this change if required.
// It is stripped on PSP | ||
static Point16 unused[] = { | ||
{80, 64}, {48, 34}, {26, 20}, {18, 16}, {15, 13}, {13, 12}, {12, 11}, | ||
{11, 10}, {10, 10}, {9, 9}, {9, 8}, {8, 8}, {8, 4}}; |
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This is stripped on PSP, and as such isn't part of D_80180A60
. Given the next lot of data is animations from 2DAC8
, I suspect this is likely an unused animation but will need to dig into that further to confirm.
@@ -229,7 +229,11 @@ enum SfxModes { | |||
#define NA_SE_EV_WATER_SPLASH 0x7C2 | |||
#define NA_SE_VO_DR_TAUNT_1 0x84F | |||
#define NA_SE_VO_DR_TAUNT_2 0x850 | |||
#ifdef VERSION_PSP | |||
#define NA_SE_VO_DR_HURT_1 0x85A |
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This seems to be an intuitive value on PSP:
HURT_1 = 0x85A
HURT_2 = 0x85B
HURT_3 = 0x85C
HURT_4 = 0x85D
Strangely it is not sequential like this on PSX.
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Doesn't have to be done now but the fact that the numbers are shifted on psp suggests these are part of the sfx enum
@@ -229,7 +229,11 @@ enum SfxModes { | |||
#define NA_SE_EV_WATER_SPLASH 0x7C2 | |||
#define NA_SE_VO_DR_TAUNT_1 0x84F | |||
#define NA_SE_VO_DR_TAUNT_2 0x850 | |||
#ifdef VERSION_PSP | |||
#define NA_SE_VO_DR_HURT_1 0x85A |
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Doesn't have to be done now but the fact that the numbers are shifted on psp suggests these are part of the sfx enum
Thanks to @ProjectOblivion for help matching
func_801ABBBC
.This brings in the first batch of
EntityDracula
entities forst0
with codesharing back to PSP.As part of this I have removed the
draculaPrimitive
struct and replaced it with some calls toPrimitive
members which I will comment inline.