MrCheeze

OoT RSP Segment value progression during a frame

Oct 28th, 2023 (edited)
109
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C 12.72 KB | None | 0 0
  1. /*    4 001C65E0 */ gsSPSegment(0x00, 0x00000000), // game.c OPA setup - NULL
  2. /*    5 001C65E8 */ gsSPSegment(0x0F, 0x80426680), // game.c OPA setup - gfxCtx->curFrameBuffer
  3. /*    6 001C65F0 */ gsSPSegment(0x0E, 0x801759C0), // game.c OPA setup - gZBuffer
  4. /*    7 001C65F8 */ gsSPSegment(0x00, 0x00000000), // z_play.c OPA setup - NULL
  5. /*    8 001C6600 */ gsSPSegment(0x04, 0x802A9FB0), // z_play.c OPA setup - this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment
  6. /*    9 001C6608 */ gsSPSegment(0x05, 0x80300760), // z_play.c OPA setup - this->objectCtx.slots[this->objectCtx.subKeepSlot].segment
  7. /*   10 001C6610 */ gsSPSegment(0x02, 0x803A3FB0), // z_play.c OPA setup - this->sceneSegment
  8. /*   22 001C6628 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x80426680), // initial setup of POLY_OPA_DISP in z_rcp.c - gfxCtx->curFrameBuffer
  9. /*   23 001C6630 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x80426680), // initial setup of POLY_OPA_DISP in z_rcp.c - gfxCtx->curFrameBuffer
  10. /*   24 001C6638 */ gsDPSetDepthImage(0x801759C0),                                   // initial setup of POLY_OPA_DISP in z_rcp.c - gZBuffer
  11. /*   25 001C6640 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x801759C0), // initial setup of POLY_OPA_DISP in z_rcp.c - gZBuffer
  12. /*   31 001C6670 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x80426680), // initial setup of POLY_OPA_DISP in z_rcp.c - gfxCtx->curFrameBuffer
  13. /*   45 001C66E0 */ gsSPSegment(0x01, 0x801D2400), // z_play.c OPA setup - this->billboardMtx
  14. /*   54 001C6700 */ gsSPSegment(0x07, 0x802903A0), // z_vr_box_draw.c - skyboxCtx->staticSegments[0]
  15. /*   55 001C6708 */ gsSPSegment(0x08, 0x802843A0), // z_vr_box_draw.c - skyboxCtx->staticSegments[1]
  16. /*   56 001C6710 */ gsSPSegment(0x09, 0x802841A0), // z_vr_box_draw.c - skyboxCtx->palettes
  17. /*  355 001C6820 */ gsSPSegment(0x03, 0x8026AD30), // z_room.c - room->segment
  18. /* 1220 001C68B8 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  19. /* 1223 001C68E8 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  20. /* 1251 001C6930 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  21. /* 1279 001C6978 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  22. /* 1307 001C69C0 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  23. /* 1310 001C69F0 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  24. /* 1313 001C6A20 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  25. /* 1316 001C6A50 */ gsSPSegment(0x06, 0x8030DA90), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  26. /* 1327 001C6A80 */ gsSPSegment(0x0C, 0x80125F98), // z_player.c - gCullBackDList
  27. /* 1328 001C6A88 */ gsSPSegment(0x08, 0x8030DA90), // z_player_lib.c - sEyeTextures[eyeIndex]
  28. /* 1329 001C6A90 */ gsSPSegment(0x09, 0x80311A90), // z_player_lib.c - sMouthTextures[mouthIndex]
  29. /* 1331 001C6AA0 */ gsSPSegment(0x0D, 0x801D1880), // z_skelanime.c - Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(Mtx)
  30. /* 2178 001C6BC8 */ gsSPSegment(0x06, 0x80225080), // z_player_lib.c - this->giObjectSegment
  31. /* 2187 001C6BE0 */ gsSPDisplayList(0x06000CC0 /* 0x80225D40 */),                    // drawing the first (opaque) ZL GetItem dlist
  32. /* 2288 001C6E20 */ gsSPSegment(0x06, 0x8035FBF0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  33. /* 2374 001C6EB8 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  34. /* 2386 001C6F00 */ gsSPSegment(0x08, 0x802FFD60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  35. /* 2407 001C6F30 */ gsSPSegment(0x08, 0x802FFE60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  36. /* 2428 001C6F60 */ gsSPSegment(0x08, 0x802FFD60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  37. /* 2449 001C6F90 */ gsSPSegment(0x08, 0x802FFE60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  38. /* 2470 001C6FC0 */ gsSPSegment(0x08, 0x802FFD60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  39. /* 2491 001C6FF0 */ gsSPSegment(0x08, 0x802FFD60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  40. /* 2512 001C7020 */ gsSPSegment(0x08, 0x802FFD60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  41. /* 2533 001C7050 */ gsSPSegment(0x08, 0x802FFE60), // z_eff_ss_bubble.c - SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex)
  42. /* 2551 001D24E0 */ gsSPSegment(0x00, 0x00000000), // game.c XLU setup - NULL
  43. /* 2552 001D24E8 */ gsSPSegment(0x0F, 0x80426680), // game.c XLU setup - gfxCtx->curFrameBuffer
  44. /* 2553 001D24F0 */ gsSPSegment(0x0E, 0x801759C0), // game.c XLU setup - gZBuffer
  45. /* 2554 001D24F8 */ gsSPSegment(0x00, 0x00000000), // z_play.c XLU setup - NULL
  46. /* 2555 001D2500 */ gsSPSegment(0x04, 0x802A9FB0), // z_play.c XLU setup - this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment
  47. /* 2556 001D2508 */ gsSPSegment(0x05, 0x80300760), // z_play.c XLU setup - this->objectCtx.slots[this->objectCtx.subKeepSlot].segment
  48. /* 2557 001D2510 */ gsSPSegment(0x02, 0x803A3FB0), // z_play.c XLU setup - this->sceneSegment
  49. /* 2569 001D2528 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x80426680), // initial setup of POLY_XLU_DISP in z_rcp.c - gfxCtx->curFrameBuffer
  50. /* 2570 001D2530 */ gsDPSetDepthImage(0x801759C0),                                   // initial setup of POLY_XLU_DISP in z_rcp.c - gZBuffer
  51. /* 2580 001D2598 */ gsSPSegment(0x08, 0x801D22B0), // z_scene_table.c - Gfx_TwoTexScroll(...)
  52. /* 2581 001D25A0 */ gsSPSegment(0x09, 0x801D2280), // z_scene_table.c - Gfx_TwoTexScroll(...)
  53. /* 2584 001D25B8 */ gsSPSegment(0x0A, 0x801D22E0), // z_scene_table.c - Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx))
  54. /* 2587 001D25D8 */ gsSPSegment(0x03, 0x8026AD30), // z_room.c - room->segment
  55. /* 2829 001D2640 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  56. /* 2832 001D2670 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  57. /* 2835 001D26A0 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  58. /* 2838 001D26D0 */ gsSPSegment(0x06, 0x8033AA10), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  59. /* 2841 001D2700 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  60. /* 2844 001D2730 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  61. /* 2847 001D2760 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  62. /* 2850 001D2790 */ gsSPSegment(0x06, 0x8030DA90), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  63. /* 2861 001D27C0 */ gsSPSegment(0x0C, 0x80125F98), // z_player.c - gCullBackDList
  64. /* 2862 001D27C8 */ gsSPSegment(0x06, 0x80225080), // z_player_lib.c - this->giObjectSegment
  65. /* 2871 001D27E0 */ gsSPDisplayList(0x06000D60 /* 0x80225DE0 */),                    // drawing the second (translucent) ZL GetItem dlist
  66. /* 2946 001D29E8 */ gsSPSegment(0x06, 0x8035FBF0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  67. /* 2984 001D2A80 */ gsSPSegment(0x06, 0x802A9FB0), // z_actor.c - play->objectCtx.slots[actor->objectSlot].segment
  68. /* 3070 001D64E0 */ gsSPSegment(0x00, 0x00000000), // game.c OVERLAY setup - NULL
  69. /* 3071 001D64E8 */ gsSPSegment(0x0F, 0x80426680), // game.c OVERLAY setup - gfxCtx->curFrameBuffer
  70. /* 3072 001D64F0 */ gsSPSegment(0x0E, 0x801759C0), // game.c OVERLAY setup - gZBuffer
  71. /* 3073 001D64F8 */ gsSPSegment(0x00, 0x00000000), // z_play.c OVERLAY setup - NULL
  72. /* 3074 001D6500 */ gsSPSegment(0x04, 0x802A9FB0), // z_play.c OVERLAY setup - this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment
  73. /* 3075 001D6508 */ gsSPSegment(0x05, 0x80300760), // z_play.c OVERLAY setup - this->objectCtx.slots[this->objectCtx.subKeepSlot].segment
  74. /* 3076 001D6510 */ gsSPSegment(0x02, 0x803A3FB0), // z_play.c OVERLAY setup - this->sceneSegment
  75. /* 3088 001D6528 */ gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0x80426680), // initial setup of OVERLAY_DISP in z_rcp.c - gfxCtx->curFrameBuffer
  76. /* 3089 001D6530 */ gsDPSetDepthImage(0x801759C0),                                   // initial setup of OVERLAY_DISP in z_rcp.c - gZBuffer
  77. /* 3099 001D6578 */ gsSPSegment(0x02, 0x80267230), // z_parameter.c - interfaceCtx->parameterSegment
  78. /* 3100 001D6580 */ gsSPSegment(0x07, 0x80266DB0), // z_parameter.c - interfaceCtx->doActionSegment
  79. /* 3101 001D6588 */ gsSPSegment(0x08, 0x80262DB0), // z_parameter.c - interfaceCtx->iconItemSegment
  80. /* 3102 001D6590 */ gsSPSegment(0x0B, 0x80261DB0), // z_parameter.c - interfaceCtx->mapSegment
  81. /* 3306 001C7068 */ gsSPSegment(0x02, 0x80267230), // z_message.c - play->interfaceCtx.parameterSegment
  82. /* 3307 001C7070 */ gsSPSegment(0x07, 0x803D01B0), // z_message.c - msgCtx->textboxSegment
  83.  
  84.  
  85. segment values at the moment of GI draw - OPA:
  86. /*    7 001C65F8 */ gsSPSegment(0x00, 0x00000000), // z_play.c OPA setup - NULL
  87. /*   45 001C66E0 */ gsSPSegment(0x01, 0x801D2400), // z_play.c OPA setup - this->billboardMtx
  88. /*   10 001C6610 */ gsSPSegment(0x02, 0x803A3FB0), // z_play.c OPA setup - this->sceneSegment
  89. /*  355 001C6820 */ gsSPSegment(0x03, 0x8026AD30), // z_room.c - room->segment
  90. /*    8 001C6600 */ gsSPSegment(0x04, 0x802A9FB0), // z_play.c OPA setup - this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment
  91. /*    9 001C6608 */ gsSPSegment(0x05, 0x80300760), // z_play.c OPA setup - this->objectCtx.slots[this->objectCtx.subKeepSlot].segment
  92. /* 2178 001C6BC8 */ gsSPSegment(0x06, 0x80225080), // z_player_lib.c - this->giObjectSegment
  93. /*   54 001C6700 */ gsSPSegment(0x07, 0x802903A0), // z_vr_box_draw.c - skyboxCtx->staticSegments[0]
  94. /* 1328 001C6A88 */ gsSPSegment(0x08, 0x8030DA90), // z_player_lib.c - sEyeTextures[eyeIndex]
  95. /* 1329 001C6A90 */ gsSPSegment(0x09, 0x80311A90), // z_player_lib.c - sMouthTextures[mouthIndex]
  96.                                                    // segment A not set since start of frame
  97.                                                    // segment B not set since start of frame
  98. /* 1327 001C6A80 */ gsSPSegment(0x0C, 0x80125F98), // z_player.c - gCullBackDList
  99. /* 1331 001C6AA0 */ gsSPSegment(0x0D, 0x801D1880), // z_skelanime.c - Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(Mtx)
  100. /*    6 001C65F0 */ gsSPSegment(0x0E, 0x801759C0), // game.c OPA setup - gZBuffer
  101. /*    5 001C65E8 */ gsSPSegment(0x0F, 0x80426680), // game.c OPA setup - gfxCtx->curFrameBuffer
  102. /* 2187 001C6BE0 */ gsSPDisplayList(0x06000CC0 /* 0x80225D40 */),                    // drawing the first (opaque) ZL GetItem dlist
  103.  
  104. segment values at the moment of GI draw - XLU:
  105. /* 2554 001D24F8 */ gsSPSegment(0x00, 0x00000000), // z_play.c XLU setup - NULL
  106. /*   45 001C66E0 */ gsSPSegment(0x01, 0x801D2400), // z_play.c OPA setup - this->billboardMtx
  107. /* 2557 001D2510 */ gsSPSegment(0x02, 0x803A3FB0), // z_play.c XLU setup - this->sceneSegment
  108. /* 2587 001D25D8 */ gsSPSegment(0x03, 0x8026AD30), // z_room.c - room->segment
  109. /* 2555 001D2500 */ gsSPSegment(0x04, 0x802A9FB0), // z_play.c XLU setup - this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment
  110. /* 2556 001D2508 */ gsSPSegment(0x05, 0x80300760), // z_play.c XLU setup - this->objectCtx.slots[this->objectCtx.subKeepSlot].segment
  111. /* 2862 001D27C8 */ gsSPSegment(0x06, 0x80225080), // z_player_lib.c - this->giObjectSegment
  112. /*   54 001C6700 */ gsSPSegment(0x07, 0x802903A0), // z_vr_box_draw.c - skyboxCtx->staticSegments[0]
  113. /* 2580 001D2598 */ gsSPSegment(0x08, 0x801D22B0), // z_scene_table.c - Gfx_TwoTexScroll(...)
  114. /* 2581 001D25A0 */ gsSPSegment(0x09, 0x801D2280), // z_scene_table.c - Gfx_TwoTexScroll(...)
  115. /* 2584 001D25B8 */ gsSPSegment(0x0A, 0x801D22E0), // z_scene_table.c - Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx))
  116.                                                    // segment B not set since start of frame
  117. /* 2861 001D27C0 */ gsSPSegment(0x0C, 0x80125F98), // z_player.c - gCullBackDList
  118. /* 1331 001C6AA0 */ gsSPSegment(0x0D, 0x801D1880), // z_skelanime.c - Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(Mtx)
  119. /* 2552 001D24E8 */ gsSPSegment(0x0F, 0x80426680), // game.c XLU setup - gfxCtx->curFrameBuffer
  120. /* 2553 001D24F0 */ gsSPSegment(0x0E, 0x801759C0), // game.c XLU setup - gZBuffer
  121. /* 2871 001D27E0 */ gsSPDisplayList(0x06000D60 /* 0x80225DE0 */),                    // drawing the second (translucent) ZL GetItem dlist
Add Comment
Please, Sign In to add comment