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@ -548,9 +548,16 @@ void Background_DrawBackdrop(void) {
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skipInterpolation = (fabsf(sp13C - bgPrevPosX) > 7280.0f / 2.0f);
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skipInterpolation = (fabsf(sp13C - bgPrevPosX) > 7280.0f / 2.0f);
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f32 bgCutsceneFix;
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if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_CORNERIA)) {
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bgCutsceneFix = 100.0f;
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} else {
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bgCutsceneFix = 0.0f;
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}
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// Apply camera roll and translate matrix to the starting position (far left)
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// Apply camera roll and translate matrix to the starting position (far left)
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Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
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Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
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Matrix_Translate(gGfxMatrix, sp13C - 14560.0f, -2000.0f + sp134, -6000.0f, MTXF_APPLY);
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Matrix_Translate(gGfxMatrix, sp13C - 14560.0f, -2000.0f + sp134 + bgCutsceneFix, -6000.0f, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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Matrix_SetGfxMtx(&gMasterDisp);
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// Render the textures across a wider range to cover the screen
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// Render the textures across a wider range to cover the screen
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@ -1675,7 +1682,7 @@ void Background_DrawGround(void) {
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{
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{
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u32 skipInfo = skipInterpolationGround << 8 | skipInterpolationGround2 << 16;
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u32 skipInfo = skipInterpolationGround << 8 | skipInterpolationGround2 << 16;
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printf("skipInfo: %x \n", skipInfo);
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// printf("skipInfo: %x \n", skipInfo);
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for (i = 0; i < ARRAY_COUNT(sGroundPositions360x_FIX); i++) {
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for (i = 0; i < ARRAY_COUNT(sGroundPositions360x_FIX); i++) {
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FrameInterpolation_RecordOpenChild("Ground", i | skipInfo);
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FrameInterpolation_RecordOpenChild("Ground", i | skipInfo);
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