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Document Surface Material #1447
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Original file line number | Diff line number | Diff line change |
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@@ -1701,20 +1701,20 @@ void Audio_PlayActorSfx2(Actor* actor, u16 sfxId) { | |
} | ||
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void func_8002F850(PlayState* play, Actor* actor) { | ||
s32 sfxId; | ||
s32 surfaceSfxOffset; | ||
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if (actor->bgCheckFlags & BGCHECKFLAG_WATER) { | ||
if (actor->yDistToWater < 20.0f) { | ||
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG; | ||
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW; | ||
} else { | ||
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG; | ||
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP; | ||
} | ||
} else { | ||
sfxId = SurfaceType_GetSfxId(&play->colCtx, actor->floorPoly, actor->floorBgId); | ||
surfaceSfxOffset = SurfaceType_GetSfxOffset(&play->colCtx, actor->floorPoly, actor->floorBgId); | ||
} | ||
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func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND); | ||
func_80078914(&actor->projectedPos, sfxId + SFX_FLAG); | ||
func_80078914(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset); | ||
} | ||
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void func_8002F8F0(Actor* actor, u16 sfxId) { | ||
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@@ -1744,11 +1744,11 @@ void func_8002F994(Actor* actor, s32 arg1) { | |
actor->flags |= ACTOR_FLAG_28; | ||
actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21); | ||
if (arg1 < 40) { | ||
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG; | ||
actor->sfx = 3; | ||
} else if (arg1 < 100) { | ||
actor->sfx = NA_SE_PL_WALK_CONCRETE - SFX_FLAG; | ||
actor->sfx = 2; | ||
} else { | ||
actor->sfx = NA_SE_PL_WALK_SAND - SFX_FLAG; | ||
actor->sfx = 1; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can you elaborate on this change? This doesn't play a sfx? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. No, this is confusing to explain, but these values are actually timer states that get fed as seq ioData into seq ioPort, that then triggers seq 0 to change the tempo of the ticking timer. This is all programmed internally in seq 0 There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I see (more or less) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Even more specifically, they're indices to this table here, which then applies a delay to when the next "tick" is in the timer Yeah, I can add a temporary comment. I'll also be tackling this function in the near future as well |
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} | ||
} | ||
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Original file line number | Diff line number | Diff line change |
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@@ -3170,8 +3170,7 @@ void Message_Update(PlayState* play) { | |
R_TEXTBOX_TEXHEIGHT = 512; | ||
} else { | ||
Message_GrowTextbox(msgCtx); | ||
// TODO: this may be NA_SE_PL_WALK_GROUND - SFX_FLAG, or not, investigate sfxId=0 | ||
Audio_PlaySfxIfNotInCutscene(0); | ||
Audio_PlaySfxIfNotInCutscene(NA_SE_NONE); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Do you think this was (un)intended? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. There was a textbox growing sound effect in beta (can hear it in some spaceworld era vids) They likely just put a raw 0 in there to "comment it out" without removing the whole call There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It's hard to say, I think Fig hypothesized that these were likely actual sounds in earlier releases (sw97) and that the sounds were too obnoxious or not right, so they put a There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. lmao. Beat me to the punch |
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msgCtx->stateTimer = 0; | ||
msgCtx->msgMode = MSGMODE_TEXT_BOX_GROWING; | ||
} | ||
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It's a personal preference, but I think the name should retain the fact that it selects a material