forked from Ports/perfect_dark
port: don't use G_RM_NOOP2 with non-noop 1cyc modes
this ALMOST fixes sparks and blood splatter
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b0d97bde89
commit
e5e685902c
3 files changed
+5
-5
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+2
-2
@@ -211,7 +211,7 @@ Gfx *bviewPrepareStaticRgba16(Gfx *gdl, u32 colour, u32 alpha)
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gDPSetTexturePersp(gdl++, G_TP_NONE);
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gDPSetColorDither(gdl++, G_CD_DISABLE);
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gDPSetAlphaDither(gdl++, G_AD_NOISE);
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gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_NOOP2);
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gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
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return gdl;
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}
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@@ -245,7 +245,7 @@ Gfx *bviewPrepareStaticI8(Gfx *gdl, u32 colour, u32 alpha)
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gDPSetTexturePersp(gdl++, G_TP_NONE);
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gDPSetColorDither(gdl++, G_CD_DISABLE);
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gDPSetAlphaDither(gdl++, G_AD_NOISE);
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gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_NOOP2);
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gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
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return gdl;
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}
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+1
-1
@@ -335,7 +335,7 @@ Gfx *sparksRender(Gfx *gdl)
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gDPSetCycleType(gdl++, G_CYC_1CYCLE);
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gDPSetColorDither(gdl++, G_CD_DISABLE);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
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gDPSetAlphaCompare(gdl++, G_AC_NONE);
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gDPSetTextureLOD(gdl++, G_TL_TILE);
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gDPSetTextureConvert(gdl++, G_TC_FILT);
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+2
-2
@@ -823,7 +823,7 @@ Gfx *weatherRenderRain(Gfx *gdl, struct weatherdata *weather, s32 arg2)
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gDPSetCycleType(gdl++, G_CYC_1CYCLE);
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gDPSetColorDither(gdl++, G_CD_DISABLE);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
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gDPSetAlphaCompare(gdl++, G_AC_NONE);
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gDPSetTextureLOD(gdl++, G_TL_TILE);
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gDPSetTextureConvert(gdl++, G_TC_FILT);
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@@ -2902,7 +2902,7 @@ Gfx *weatherRenderSnow(Gfx *gdl, struct weatherdata *weather, s32 arg2)
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gDPSetCycleType(gdl++, G_CYC_1CYCLE);
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gDPSetColorDither(gdl++, G_CD_DISABLE);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_NOOP2);
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gDPSetRenderMode(gdl++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2);
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gDPSetAlphaCompare(gdl++, G_AC_NONE);
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gDPSetTextureLOD(gdl++, G_TL_TILE);
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gDPSetTextureConvert(gdl++, G_TC_FILT);
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