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float m_nCurrentBlurRed;
float m_nCurrentBlurGreen;
float m_nCurrentBlurBlue;
float m_nCurrentWaterRed;
float m_nCurrentWaterGreen;
float m_nCurrentWaterBlue;
float m_nCurrentWaterAlpha;
#if defined(VCS) && defined(PS2)
float m_nCurrentBlurAlpha;
float m_nCurrentBlurOffset;
#endif
int32 m_nCurrentStoredValue; // Loops continuously from 0 to 15.
int32 m_nFogReduction; // Increases by 1 when a cutscene starts, up to a maximum of 64, then stops. // After the cutscene ends, it decreases by 1 until it reaches 0, then stops.
int32 m_nExtraColour; // Only takes effect if the next field is greater than 0. Values greater// than 23 can cause extreme effects, such as a solid color overlay// (e.g., light yellow) or a tinted screen. For example, `0xEE`// applies a reddish overlay that affects the entire screen.
int32 m_nExtraColourOn; // When changed to a value greater than 0, it activates the effects of// `m_nExtraColour` and `m_nExtraColourInter`.float m_nExtraColourInter; // If `m_nExtraColourOn` is greater than 0, this starts at `1.0`; otherwise,// it remains `0.0`. If set to `0x00000000` while `m_nExtraColourOn` > 0, // it gradually increases until reaching `1.0`.
int32 unk; // Always zeroed; has no observable effect.
These ones in PSP are actually "read" as BGR in the PSP versions:
g3DTZ/source/core/TimeCycle.h
Lines 16 to 18 in 64f3804
For example, in the midnight entry for sunny weather, it should be
255 182 178instead of178 182 255in the LCS PSP extracted timecyc.dat file.lcs_cdr_timecyc.mp4
Also,
g3DTZ/source/core/TimeCycle.h
Lines 111 to 120 in 64f3804
Assuming the current weather is sunny midnight:

g3DTZ/source/core/TimeCycle.h
Lines 130 to 146 in 64f3804