clear up debugging statements

This commit is contained in:
joshuarwood committed 2025-05-11 11:59:11 -05:00
1 parent 400865ec25
commit 062de5bb7b
4 files changed
+20 -38

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+2 -5
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@@ -57,7 +57,6 @@
#include "game/stagetable.h"
#include "video.h"
#include "platform.h"
#include <stdio.h> // remove after debugging
#endif
#define GUNLOADSTATE_FLUX 0
@@ -10939,8 +10938,6 @@ glabel var7f1aca90
// Mismatch: Goal uses different codegen for accessing vertices
void bgunRender(Gfx **gdlptr)
{
printf("\nsrc/game/bondgun.c:bgunRender()");
fflush(stdout);
Gfx *gdl = *gdlptr;
struct modelrenderdata renderdata = {NULL, true, 3}; // 10c
struct player *player;
@@ -10959,7 +10956,9 @@ void bgunRender(Gfx **gdlptr)
return;
}
#ifdef PLATFORM_N64
gdl = zbufSaveArtifactDepths(gdl);
#endif
gdl = viPrepareZbuf(gdl);
gdl = vi0000b1d0(gdl);
@@ -11193,8 +11192,6 @@ void bgunRender(Gfx **gdlptr)
viGetViewLeft() + viGetViewWidth(), viGetViewTop() + viGetViewHeight());
*gdlptr = gdl;
printf("\n done!");
fflush(stdout);
}
#endif
+8 -22
View File
@@ -21,7 +21,6 @@
#include "lib/lib_17ce0.h"
#include "game/player.h"
#include "game/prop.h"
#include <stdio.h> // remove after debugging
#endif
/**
@@ -109,7 +108,7 @@ void artifactsTick(void)
schedIncrementFrontArtifacts();
}
u16 floatToIntDepth(f32 arg0)
u16 floatToN64Depth(f32 arg0)
{
/**
* Method to convert a 32 bit floating point depth value to the
@@ -124,10 +123,6 @@ u16 floatToIntDepth(f32 arg0)
* this calculation at values 0x3f800, 0x3f000, etc. is probably
* intended to reduce z-fighting by adding more differentiation for
* distant z values.
*
* TO DO: figure why the output appears with a >> 2 shift.
* It might be worth it to simplify some of the externally
* applied scaling factors if it can match the N64 compilation.
*/
u32 value = arg0 * 8.0f;
u32 left; // forms the most significant byte of the final u16
@@ -215,9 +210,6 @@ bool artifactTestLos(struct coord *spec, struct coord *roompos, s32 xi, s32 yi)
void artifactsCalculateGlaresForRoom(s32 roomnum)
{
printf("\nsrc/game/game_13c510.c:artifactsCalculateGlaresForRoom(%d)", roomnum);
fflush(stdout);
s32 i;
s32 j;
s32 k;
@@ -445,7 +437,13 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
#ifndef PLATFORM_N64
artifact->visiblelos = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
#endif
artifact->expecteddepth = floatToIntDepth(f0) >> 2;
/**
* the game performs artifact depth comparison using
* the original N64 depth values divided by 4, which
* is accomplished by bit shifting the N64 depth value
* to the right using >> 2
*/
artifact->expecteddepth = floatToN64Depth(f0) >> 2;
artifact->zbufptr = &g_ZbufPtr1[viGetWidth() * yi + xi];
artifact->light = &roomlights[i];
artifact->type = ARTIFACTTYPE_GLARE;
@@ -459,8 +457,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
}
}
}
printf("\n done!");
fflush(stdout);
}
u8 artifactsClamp(u8 arg0, u8 arg1)
@@ -478,9 +474,6 @@ u8 artifactsClamp(u8 arg0, u8 arg1)
Gfx *artifactsConfigureForGlares(Gfx *gdl)
{
printf("\nsrc/game/game_13c510.c:artifactsConfigureForGlares()");
fflush(stdout);
struct stagetableentry *stage = stageGetCurrent();
texSelect(&gdl, &g_TexLightGlareConfigs[stage->light_type], 4, 0, 2, 1, NULL);
@@ -495,8 +488,6 @@ Gfx *artifactsConfigureForGlares(Gfx *gdl)
gDPSetAlphaDither(gdl++, G_AD_PATTERN);
gDPSetTexturePersp(gdl++, G_TP_NONE);
printf("\n done!");
fflush(stdout);
return gdl;
}
@@ -509,9 +500,6 @@ Gfx *artifactsUnconfigureForGlares(Gfx *gdl)
Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
{
printf("\nsrc/game/game_13c510.c:artifactsRenderGlaresForRoom(%d)", roomnum);
fflush(stdout);
s32 i;
s32 j;
s32 lightindex;
@@ -754,7 +742,5 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
}
}
printf("\n done!");
fflush(stdout);
return gdl;
}
+10 -6
View File
@@ -10,7 +10,6 @@
#include "lib/memp.h"
#include "data.h"
#include "types.h"
#include <stdio.h> // remove after debugging
u32 g_ZbufWidth;
u32 g_ZbufHeight;
@@ -126,6 +125,7 @@ Gfx *zbufConfigureRdp(Gfx *gdl)
*/
Gfx *zbufClear(Gfx *gdl)
{
#ifdef PLATFORM_N64
s32 left;
s32 right;
@@ -149,7 +149,7 @@ Gfx *zbufClear(Gfx *gdl)
gDPFillRectangle(gdl++, left, 0, right, playerGetFbHeight() - 1);
gDPPipeSync(gdl++);
#ifndef PLATFORM_N64
#else
gDPClearDepthEXT(gdl++);
#endif
@@ -177,6 +177,14 @@ u16 *zbufGetArtifactsCfb(s32 index)
return addr;
}
/**
* This method is designed to save artifact depths
* prior to drawing the hands and weapon on-screen
* since drawing them requires clearing the zbuffer
* to avoid clipping the gun model on floors and walls.
*
* TODO: determine if this works with the PC port
*/
Gfx *zbufSaveArtifactDepths(Gfx *gdl)
{
struct artifact *artifacts = schedGetWriteArtifacts();
@@ -188,8 +196,6 @@ Gfx *zbufSaveArtifactDepths(Gfx *gdl)
u16 *zbufrow;
s32 i;
printf("\nsrc/game/zbuf.c:zbufSaveArtifactDepths()");
fflush(stdout);
viGetBackBuffer();
samples = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
g_SchedSpecialArtifactIndexes[g_SchedWriteArtifactsIndex] = 1;
@@ -255,7 +261,5 @@ Gfx *zbufSaveArtifactDepths(Gfx *gdl)
if (samples);
printf("\n done!");
fflush(stdout);
return gdl;
}
-5
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@@ -19,7 +19,6 @@
#include "lib/joy.h"
#include "data.h"
#include "types.h"
#include <stdio.h> // remove after debugging
/*
* private typedefs and defines
@@ -534,8 +533,6 @@ void schedResetArtifacts(void)
void schedUpdatePendingArtifacts(void)
{
printf("\nsrc/lib/sched.c:schedUpdatePendingArtifacts()");
fflush(stdout);
struct artifact *artifacts = schedGetPendingArtifacts();
s32 i;
@@ -564,8 +561,6 @@ void schedUpdatePendingArtifacts(void)
g_SchedSpecialArtifactIndexes[g_SchedPendingArtifactsIndex] = 0;
schedIncrementPendingArtifacts();
printf("\n done!");
fflush(stdout);
}
/**