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Fix copyright tex for GC JP (#5324)
* Fix copyright tex for GC JP * add 2004 texture for jp ce
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4a3d60d061
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5 changed files with 26 additions and 8 deletions
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@ -18,6 +18,12 @@ static const ALIGN_ASSET(2) char gTitleCopyright19982002Tex[] = dgTitleCopyright
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#define dgTitleCopyright19982003Tex "__OTR__objects/object_mag/gTitleCopyright19982003Tex"
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static const ALIGN_ASSET(2) char gTitleCopyright19982003Tex[] = dgTitleCopyright19982003Tex;
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#define dgTitleCopyright19982004EngTex "__OTR__objects/object_mag/gTitleCopyright19982004EngTex"
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static const ALIGN_ASSET(2) char gTitleCopyright19982004EngTex[] = dgTitleCopyright19982004EngTex;
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#define dgTitleCopyright19982004JpnTex "__OTR__objects/object_mag/gTitleCopyright19982004JpnTex"
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static const ALIGN_ASSET(2) char gTitleCopyright19982004JpnTex[] = dgTitleCopyright19982004JpnTex;
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#define dgTitleMasterQuestSubtitleTex "__OTR__objects/object_mag/gTitleMasterQuestSubtitleTex"
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static const ALIGN_ASSET(2) char gTitleMasterQuestSubtitleTex[] = dgTitleMasterQuestSubtitleTex;
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@ -1,7 +1,7 @@
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<Root>
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<File Name="object_mag" Segment="6">
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<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
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<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1B600"/>
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<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1BE00"/>
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<Texture Name="gTitleEffectMask02Tex" OutName="title_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0x1C600"/>
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@ -1,7 +1,7 @@
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<Root>
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<File Name="object_mag" Segment="6">
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<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
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<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x19A00"/>
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<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x19D00"/>
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<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1A500"/>
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@ -1,8 +1,8 @@
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<Root>
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<File Name="object_mag" Segment="6">
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<Texture Name="gTitleZeldaShieldLogoMQTex" OutName="title_zelda_shield_logo_mq" Format="rgba32" Width="160" Height="160" Offset="0x0"/>
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<Texture Name="gTitleCopyright19982002Tex" OutName="title_copyright_19982002" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleCopyright19982003Tex" OutName="title_copyright_19982003" Format="ia8" Width="160" Height="16" Offset="0x19A00"/>
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<Texture Name="gTitleCopyright19982004JpnTex" OutName="title_copyright_19982004_jpn" Format="ia8" Width="160" Height="16" Offset="0x19000"/>
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<Texture Name="gTitleCopyright19982004EngTex" OutName="title_copyright_19982004_eng" Format="ia8" Width="160" Height="16" Offset="0x19A00"/>
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<Texture Name="gTitleDiskTex" OutName="title_disk" Format="ia8" Width="48" Height="16" Offset="0x1A400"/>
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<Texture Name="gTitleEffectMask00Tex" OutName="title_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x1A700"/>
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<Texture Name="gTitleEffectMask01Tex" OutName="title_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0x1AF00"/>
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@ -484,8 +484,17 @@ bool EnMag_ShouldDrawPressStart(Font* font, Gfx** gfxP, bool isActualText) {
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// Title logo is shifted to the left in Master Quest
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#define LOGO_X_SHIFT (isMQ ? 0 : -8)
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#define LOGO_TEX (isMQ ? gTitleZeldaShieldLogoMQTex : gTitleZeldaShieldLogoTex)
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// Copyright texture is different depending on the version
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// JPN CE displays two slightly different 2004 copyrights when lang is jpn or not
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// Otherwise the other GC JPN versions either display 2002 for JPN or 2003 for others
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// Else fallback to 2003 for GC or 1998 for N64
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#define COPYRIGHT_TEX \
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(isJpnGC_CE \
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? (gSaveContext.language == LANGUAGE_JPN ? gTitleCopyright19982004JpnTex : gTitleCopyright19982004EngTex) \
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: (isGC ? ((isJpnGC_notCE || gSaveContext.language == LANGUAGE_JPN) ? gTitleCopyright19982002Tex \
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: gTitleCopyright19982003Tex) \
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: gTitleCopyright1998Tex))
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// Copyright texture is larger on GC
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#define COPYRIGHT_TEX (isGC ? gTitleCopyright19982003Tex : gTitleCopyright1998Tex)
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#define COPYRIGHT_TEX_WIDTH (isGC ? 160 : 128)
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#define COPYRIGHT_TEX_LEFT (isGC ? 78 : 94)
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@ -515,6 +524,9 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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u16 rectTop;
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bool isMQ = ResourceMgr_IsGameMasterQuest();
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bool isGC = ResourceMgr_GetGamePlatform(0) == GAME_PLATFORM_GC;
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bool isJpnGC_CE = isGC && ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_GC_CE;
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bool isJpnGC_notCE =
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isGC && (ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_GC || ResourceMgr_GetGameVersion(0) == OOT_NTSC_JP_MQ);
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gSPSegment(gfx++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
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