Fixed warp arrow palette bug. Optimized weather palette loading.
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1834e487b9
commit
bd3c9ed3b9
4 changed files with 18 additions and 11 deletions
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@ -106,6 +106,7 @@ u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 l
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u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
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void SetSpritePosToMapCoords(s16, s16, s16 *, s16 *);
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void CameraObjectReset1(void);
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u8 LoadObjectEventPalette(u16);
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u8 UpdateSpritePaletteByTemplate(const struct SpriteTemplate *, struct Sprite *);
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void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId);
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void ObjectEventTurn(struct ObjectEvent *, u8);
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@ -130,7 +130,6 @@ static void UpdateObjectEventVisibility(struct ObjectEvent *, struct Sprite *);
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static void MakeObjectTemplateFromObjectEventTemplate(struct ObjectEventTemplate *, struct SpriteTemplate *, const struct SubspriteTable **);
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static void GetObjectEventMovingCameraOffset(s16 *, s16 *);
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static struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8, u8, u8);
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static void LoadObjectEventPalette(u16);
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static void RemoveObjectEventIfOutsideView(struct ObjectEvent *);
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static void SpawnObjectEventOnReturnToField(u8, s16, s16);
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static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8);
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@ -2431,12 +2430,12 @@ void FreeAndReserveObjectSpritePalettes(void)
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gReservedSpritePaletteCount = 12;
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}
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static void LoadObjectEventPalette(u16 paletteTag)
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u8 LoadObjectEventPalette(u16 paletteTag)
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{
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u16 i = FindObjectEventPaletteIndexByTag(paletteTag);
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if (i != OBJ_EVENT_PAL_TAG_NONE) // always true
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LoadSpritePaletteIfTagExists(&sObjectEventSpritePalettes[i]);
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if (i == 0xFF)
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return i;
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return LoadSpritePaletteIfTagExists(&sObjectEventSpritePalettes[i]);
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}
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// Unused
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@ -2448,13 +2447,15 @@ static void LoadObjectEventPaletteSet(u16 *paletteTags)
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LoadObjectEventPalette(paletteTags[i]);
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}
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// Really just loads the palette and applies weather fade
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static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *spritePalette)
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{
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u8 paletteNum;
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if (IndexOfSpritePaletteTag(spritePalette->tag) != 0xFF)
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return 0xFF;
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u8 paletteNum = IndexOfSpritePaletteTag(spritePalette->tag);
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if (paletteNum != 0xFF) // don't load twice; return
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return paletteNum;
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paletteNum = LoadSpritePalette(spritePalette);
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UpdateSpritePaletteWithWeather(paletteNum, FALSE);
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if (paletteNum != 0xFF)
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UpdateSpritePaletteWithWeather(paletteNum, FALSE);
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return paletteNum;
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}
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@ -255,6 +255,8 @@ u8 CreateWarpArrowSprite(void)
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if (spriteId != MAX_SPRITES)
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{
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sprite = &gSprites[spriteId];
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// OBJ_EVENT_PAL_TAG_MAY : OBJ_EVENT_PAL_TAG_BRENDAN
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sprite->oam.paletteNum = LoadObjectEventPalette(gSaveBlock2Ptr->playerGender ? 0x1110 : 0x1100);
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sprite->oam.priority = 1;
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sprite->coordOffsetEnabled = TRUE;
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sprite->invisible = TRUE;
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@ -1421,7 +1423,7 @@ static u32 ShowDisguiseFieldEffect(u8 fldEff, u8 fldEffObj, u8 paletteNum)
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if (spriteId != MAX_SPRITES)
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{
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sprite = &gSprites[spriteId];
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UpdateSpritePaletteByTemplate(gFieldEffectObjectTemplatePointers[fldEffObj], sprite);
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sprite->oam.paletteNum = LoadObjectEventPalette(gFieldEffectObjectTemplatePointers[fldEffObj]->paletteTag);
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sprite->coordOffsetEnabled ++;
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sprite->sFldEff = fldEff;
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sprite->sLocalId = gFieldEffectArguments[0];
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@ -165,7 +165,7 @@ void StartWeather(void)
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CpuCopy32(gFogPalette, &gPlttBufferUnfaded[0x100 + index * 16], 32);
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BuildGammaShiftTables();
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gWeatherPtr->altGammaSpritePalIndex = index;
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gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2);
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gWeatherPtr->weatherPicSpritePalIndex = 0xFF; // defer allocation until needed
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gWeatherPtr->rainSpriteCount = 0;
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gWeatherPtr->curRainSpriteIndex = 0;
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gWeatherPtr->cloudSpritesCreated = 0;
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@ -899,6 +899,9 @@ static bool8 IsFirstFrameOfWeatherFadeIn(void)
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void LoadCustomWeatherSpritePalette(const u16 *palette)
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{
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if (gWeatherPtr->weatherPicSpritePalIndex > 16) // haven't allocated palette yet
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if ((gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2)) > 16)
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return;
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LoadPalette(palette, 0x100 + gWeatherPtr->weatherPicSpritePalIndex * 16, 32);
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UpdateSpritePaletteWithWeather(gWeatherPtr->weatherPicSpritePalIndex, TRUE);
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}
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