Shipwright/soh/src/overlays/gamestates/ovl_file_choose/z_file_choose.c

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[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
#include "file_choose.h"
#include <string.h>
#include <stdio.h>
#include "textures/title_static/title_static.h"
#include "textures/parameter_static/parameter_static.h"
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
#include <textures/icon_item_static/icon_item_static.h>
#include <textures/icon_item_24_static/icon_item_24_static.h>
#include <textures/icon_item_dungeon_static/icon_item_dungeon_static.h>
#include <textures/parameter_static/parameter_static.h>
#include "textures/message_static/message_static.h"
#include "soh/frame_interpolation.h"
#include <GameVersions.h>
#include "objects/object_mag/object_mag.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "soh_assets.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
#include "soh/Enhancements/boss-rush/BossRush.h"
#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
#include "soh/Enhancements/enhancementTypes.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include <assert.h>
#include "z64save.h"
typedef struct {
s16 left;
s16 top;
} IconPosition;
typedef struct {
s16 width;
s16 height;
} IconSize;
typedef struct {
Sprite sprite;
Color_RGBA8 color;
u8 item;
IconPosition pos;
IconSize size;
} ItemData;
#define CREATE_SPRITE_24(iconTex, spriteId) { iconTex, 24, 24, G_IM_FMT_RGBA, G_IM_SIZ_32b, spriteId }, {0xFF, 0xFF, 0xFF, 0xFF}
#define CREATE_SPRITE_32(iconTex, spriteId) { iconTex, 32, 32, G_IM_FMT_RGBA, G_IM_SIZ_32b, spriteId }, {0xFF, 0xFF, 0xFF, 0xFF}
#define CREATE_SPRITE_SONG(colorR, colorG, colorB) { dgSongNoteTex, 16, 24, G_IM_FMT_IA, G_IM_SIZ_8b, 100 }, {colorR, colorG, colorB, 0xFF}
#define CREATE_SPRITE_RUPEE(colorR, colorG, colorB) { dgRupeeCounterIconTex, 16, 16, G_IM_FMT_IA, G_IM_SIZ_8b, 102 }, {colorR, colorG, colorB, 0xFF}
#define CREATE_SPRITE_SKULL { dgDungeonMapSkullTex, 16, 16, G_IM_FMT_RGBA, G_IM_SIZ_16b, 104 }, {0xFF, 0xFF, 0xFF, 0xFF}
#define CREATE_SPRITE_COUNTER_DIGIT(i) { dgAmmoDigit##i##Tex, 8, 8, G_IM_FMT_IA, G_IM_SIZ_8b, 105+i }
#define ICON_SIZE 12
#define COUNTER_SIZE 16
#define SONG_WIDTH 8
#define SONG_HEIGHT 12
#define LEFT_OFFSET (int)0x37
#define TOP_OFFSET (int)0x5C
#define COUNTER_DIGITS_LEFT_OFFSET COUNTER_SIZE / 2 - 3
#define COUNTER_DIGITS_TOP_OFFSET COUNTER_SIZE - 3
#define SIZE_NORMAL {ICON_SIZE, ICON_SIZE}
#define SIZE_COUNTER {COUNTER_SIZE, COUNTER_SIZE}
#define SIZE_SONG {SONG_WIDTH, SONG_HEIGHT}
#define INV_IC_POS(x, y) {0x4E + ICON_SIZE * x, 0x00 + ICON_SIZE * y}
#define EQP_IC_POS(x, y) {0x7E + ICON_SIZE * x, 0x2A + ICON_SIZE * y}
#define SNG_IC_POS(x, y) {0x49 + SONG_WIDTH * x, 0x45 + SONG_HEIGHT * y}
#define UPG_IC_POS(x, y) {0x5A + ICON_SIZE * x, 0x2A + ICON_SIZE * y}
#define STN_IC_POS(i) {0x29 + ICON_SIZE * i, 0x31}
static ItemData itemData[88] = {
{CREATE_SPRITE_32(dgItemIconDekuStickTex, 1), ITEM_STICK, INV_IC_POS(0, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconDekuNutTex, 0), ITEM_NUT, INV_IC_POS(1, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBombTex, 2), ITEM_BOMB, INV_IC_POS(2, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBowTex, 3), ITEM_BOW, INV_IC_POS(3, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconArrowFireTex, 4), ITEM_ARROW_FIRE, INV_IC_POS(4, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconDinsFireTex, 5), ITEM_DINS_FIRE, INV_IC_POS(5, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBottleEmptyTex, 20), ITEM_BOTTLE, INV_IC_POS(6, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSlingshotTex, 6), ITEM_SLINGSHOT, INV_IC_POS(0, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconOcarinaFairyTex, 7), ITEM_OCARINA_FAIRY, INV_IC_POS(1, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconOcarinaOfTimeTex, 7), ITEM_OCARINA_TIME, INV_IC_POS(1, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBombchuTex, 9), ITEM_BOMBCHU, INV_IC_POS(2, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconHookshotTex, 10), ITEM_HOOKSHOT, INV_IC_POS(3, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconLongshotTex, 10), ITEM_LONGSHOT, INV_IC_POS(3, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconArrowIceTex, 12), ITEM_ARROW_ICE, INV_IC_POS(4, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconFaroresWindTex, 13), ITEM_FARORES_WIND, INV_IC_POS(5, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconWeirdEggTex, 37), ITEM_WEIRD_EGG, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconChickenTex, 37), ITEM_CHICKEN, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconZeldasLetterTex, 37), ITEM_LETTER_ZELDA, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskKeatonTex, 37), ITEM_MASK_KEATON, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskSkullTex, 37), ITEM_MASK_SKULL, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskSpookyTex, 37), ITEM_MASK_SPOOKY, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskBunnyHoodTex, 37), ITEM_MASK_BUNNY, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskGoronTex, 37), ITEM_MASK_GORON, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskZoraTex, 37), ITEM_MASK_ZORA, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskGerudoTex, 37), ITEM_MASK_GERUDO, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMaskTruthTex, 37), ITEM_MASK_TRUTH, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSoldOutTex, 37), ITEM_SOLD_OUT, INV_IC_POS(6, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBoomerangTex, 14), ITEM_BOOMERANG, INV_IC_POS(0, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconLensOfTruthTex, 15), ITEM_LENS, INV_IC_POS(1, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconMagicBeanTex, 16), ITEM_BEAN, INV_IC_POS(2, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconHammerTex, 17), ITEM_HAMMER, INV_IC_POS(3, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconArrowLightTex, 18), ITEM_ARROW_LIGHT, INV_IC_POS(4, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconNayrusLoveTex, 19), ITEM_NAYRUS_LOVE, INV_IC_POS(5, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconPocketEggTex, 53), ITEM_POCKET_EGG, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconPocketCuccoTex, 53), ITEM_POCKET_CUCCO, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconCojiroTex, 53), ITEM_COJIRO, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconOddMushroomTex, 53), ITEM_ODD_MUSHROOM, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconOddPotionTex, 53), ITEM_ODD_POTION, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconPoachersSawTex, 53), ITEM_SAW, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBrokenGoronsSwordTex, 53), ITEM_SWORD_BROKEN, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconPrescriptionTex, 53), ITEM_PRESCRIPTION, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconEyeballFrogTex, 53), ITEM_FROG, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconEyeDropsTex, 53), ITEM_EYEDROPS, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconClaimCheckTex, 53), ITEM_CLAIM_CHECK, INV_IC_POS(6, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSwordKokiriTex, 54), ITEM_SWORD_KOKIRI, EQP_IC_POS(0, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSwordMasterTex, 55), ITEM_SWORD_MASTER, EQP_IC_POS(1, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSwordBiggoronTex, 56), ITEM_SWORD_BGS, EQP_IC_POS(2, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconShieldDekuTex, 57), ITEM_SHIELD_DEKU, EQP_IC_POS(0, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconShieldHylianTex, 58), ITEM_SHIELD_HYLIAN, EQP_IC_POS(1, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconShieldMirrorTex, 59), ITEM_SHIELD_MIRROR, EQP_IC_POS(2, 1), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconTunicKokiriTex, 60), ITEM_TUNIC_KOKIRI, EQP_IC_POS(0, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconTunicGoronTex, 61), ITEM_TUNIC_GORON, EQP_IC_POS(1, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconTunicZoraTex, 62), ITEM_TUNIC_ZORA, EQP_IC_POS(2, 2), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBootsKokiriTex, 63), ITEM_BOOTS_KOKIRI, EQP_IC_POS(0, 3), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBootsIronTex, 64), ITEM_BOOTS_IRON, EQP_IC_POS(1, 3), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconBootsHoverTex, 65), ITEM_BOOTS_HOVER, EQP_IC_POS(2, 3), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconKokiriEmeraldTex, 87), ITEM_KOKIRI_EMERALD, STN_IC_POS(-1), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconGoronRubyTex, 88), ITEM_GORON_RUBY, STN_IC_POS(0), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconZoraSapphireTex, 89), ITEM_ZORA_SAPPHIRE, STN_IC_POS(1), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionForestTex, 81), ITEM_MEDALLION_FOREST, {0x37, 0x0A}, SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionFireTex, 82), ITEM_MEDALLION_FIRE, {0x37, 0x1A}, SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionWaterTex, 83), ITEM_MEDALLION_WATER, {0x29, 0x22}, SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionSpiritTex, 84), ITEM_MEDALLION_SPIRIT, {0x1B, 0x1A}, SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionShadowTex, 85), ITEM_MEDALLION_SHADOW, {0x1B, 0x0A}, SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMedallionLightTex, 86), ITEM_MEDALLION_LIGHT, {0x29, 0x02}, SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconGoronsBraceletTex, 71), ITEM_BRACELET, UPG_IC_POS(0, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconSilverGauntletsTex, 71), ITEM_GAUNTLETS_SILVER, UPG_IC_POS(0, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconGoldenGauntletsTex, 71), ITEM_GAUNTLETS_GOLD, UPG_IC_POS(0, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconScaleSilverTex, 74), ITEM_SCALE_SILVER, UPG_IC_POS(1, 0), SIZE_NORMAL},
{CREATE_SPRITE_32(dgItemIconScaleGoldenTex, 74), ITEM_SCALE_GOLDEN, UPG_IC_POS(1, 0), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMagicJarSmallTex, 97), ITEM_SINGLE_MAGIC, UPG_IC_POS(2, 0), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconMagicJarBigTex, 97), ITEM_DOUBLE_MAGIC, UPG_IC_POS(2, 0), SIZE_NORMAL},
{CREATE_SPRITE_RUPEE(0xC8, 0xFF, 0x64), ITEM_RUPEE_GREEN, UPG_IC_POS(0, 1), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconGerudosCardTex, 91), ITEM_GERUDO_CARD, UPG_IC_POS(1, 1), SIZE_NORMAL},
{CREATE_SPRITE_24(dgQuestIconStoneOfAgonyTex, 90), ITEM_STONE_OF_AGONY, UPG_IC_POS(2, 1), SIZE_NORMAL},
{CREATE_SPRITE_SONG(224, 107, 255), ITEM_SONG_LULLABY, SNG_IC_POS(0, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 195, 60), ITEM_SONG_EPONA, SNG_IC_POS(1, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(127, 255, 137), ITEM_SONG_SARIA, SNG_IC_POS(2, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 255, 60), ITEM_SONG_SUN, SNG_IC_POS(3, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(119, 236, 255), ITEM_SONG_TIME, SNG_IC_POS(4, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(165, 165, 165), ITEM_SONG_STORMS, SNG_IC_POS(5, 0), SIZE_SONG},
{CREATE_SPRITE_SONG(150, 255, 100), ITEM_SONG_MINUET, SNG_IC_POS(0, 1), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 80, 40), ITEM_SONG_BOLERO, SNG_IC_POS(1, 1), SIZE_SONG},
{CREATE_SPRITE_SONG(100, 150, 255), ITEM_SONG_SERENADE, SNG_IC_POS(2, 1), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 160, 0), ITEM_SONG_REQUIEM, SNG_IC_POS(3, 1), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 100, 255), ITEM_SONG_NOCTURNE, SNG_IC_POS(4, 1), SIZE_SONG},
{CREATE_SPRITE_SONG(255, 240, 100), ITEM_SONG_PRELUDE, SNG_IC_POS(5, 1), SIZE_SONG},
{CREATE_SPRITE_24(dgQuestIconHeartContainerTex, 101), ITEM_DOUBLE_DEFENSE, {0x05, -0x04}, SIZE_COUNTER},
};
static u8 color_product(u8 c1, u8 c2) {
u16 prod = (u16)c1 * (u16)c2;
u16 div255 = (prod + 1 + (prod >> 8)) >> 8;
return (u8)div255;
}
static const Color_RGBA8 DIM = {0x40, 0x40, 0x40, 0x90};
void SpriteLoad(FileChooseContext* this, Sprite* sprite);
void SpriteDraw(FileChooseContext* this, Sprite* sprite, int left, int top, int width, int height);
u8 HasItem(s16 fileIndex, u8 item) {
for (int i = 0; i < ARRAY_COUNT(Save_GetSaveMetaInfo(fileIndex)->inventoryItems); i += 1) {
u8 it = Save_GetSaveMetaInfo(fileIndex)->inventoryItems[i];
if (it == item || (item == ITEM_BOTTLE && it >= ITEM_BOTTLE && it <= ITEM_POE)) {
return 1;
}
}
if (item >= ITEM_SONG_MINUET && item <= ITEM_SONG_STORMS) {
return (Save_GetSaveMetaInfo(fileIndex)->questItems & (1 << (item - 0x54))) != 0;
}
if (item >= ITEM_MEDALLION_FOREST && item <= ITEM_MEDALLION_LIGHT) {
return (Save_GetSaveMetaInfo(fileIndex)->questItems & (1 << (item - 0x66))) != 0;
}
if (item >= ITEM_KOKIRI_EMERALD && item <= ITEM_GERUDO_CARD) {
return (Save_GetSaveMetaInfo(fileIndex)->questItems & (1 << (item - 0x5A))) != 0;
}
if (item >= ITEM_SWORD_KOKIRI && item <= ITEM_SWORD_BGS) {
return (Save_GetSaveMetaInfo(fileIndex)->equipment & (1 << (item - 0x3B))) != 0;
}
if (item >= ITEM_SHIELD_DEKU && item <= ITEM_SHIELD_MIRROR) {
return (Save_GetSaveMetaInfo(fileIndex)->equipment & (1 << (item - 0x3E + 4))) != 0;
}
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_TUNIC_ZORA) {
return (Save_GetSaveMetaInfo(fileIndex)->equipment & (1 << (item - 0x41 + 8))) != 0;
}
if (item >= ITEM_BOOTS_KOKIRI && item <= ITEM_BOOTS_HOVER) {
return (Save_GetSaveMetaInfo(fileIndex)->equipment & (1 << (item - 0x44 + 12))) != 0;
}
if (item == ITEM_SINGLE_MAGIC) {
return Save_GetSaveMetaInfo(fileIndex)->isMagicAcquired;
}
if (item == ITEM_DOUBLE_MAGIC) {
return Save_GetSaveMetaInfo(fileIndex)->isDoubleMagicAcquired;
}
if (item == ITEM_BRACELET) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_STRENGTH]) >> gUpgradeShifts[UPG_STRENGTH]) == 1;
}
if (item == ITEM_GAUNTLETS_SILVER) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_STRENGTH]) >> gUpgradeShifts[UPG_STRENGTH]) == 2;
}
if (item == ITEM_GAUNTLETS_GOLD) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_STRENGTH]) >> gUpgradeShifts[UPG_STRENGTH]) == 3;
}
if (item == ITEM_SCALE_SILVER) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_SCALE]) >> gUpgradeShifts[UPG_SCALE]) == 1;
}
if (item == ITEM_SCALE_GOLDEN) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_SCALE]) >> gUpgradeShifts[UPG_SCALE]) == 2;
}
if (item == ITEM_DOUBLE_DEFENSE) {
return Save_GetSaveMetaInfo(fileIndex)->isDoubleDefenseAcquired;
}
//greg
if (item == ITEM_RUPEE_GREEN) {
return Save_GetSaveMetaInfo(fileIndex)->gregFound;
}
return 0;
}
u8 ShouldRenderItem(s16 fileIndex, u8 item) {
//strength
if (item == ITEM_BRACELET && (HasItem(fileIndex, ITEM_GAUNTLETS_SILVER) || HasItem(fileIndex, ITEM_GAUNTLETS_GOLD))) {
return 0;
}
if (item == ITEM_GAUNTLETS_SILVER && !HasItem(fileIndex, ITEM_GAUNTLETS_SILVER)) {
return 0;
}
if (item == ITEM_GAUNTLETS_GOLD && !HasItem(fileIndex, ITEM_GAUNTLETS_GOLD)) {
return 0;
}
//magic
if (item == ITEM_SINGLE_MAGIC && HasItem(fileIndex, ITEM_DOUBLE_MAGIC)) {
return 0;
}
if (item == ITEM_DOUBLE_MAGIC && !HasItem(fileIndex, ITEM_DOUBLE_MAGIC)) {
return 0;
}
//scales
if (item == ITEM_SCALE_SILVER && HasItem(fileIndex, ITEM_SCALE_GOLDEN)) {
return 0;
}
if (item == ITEM_SCALE_GOLDEN && !HasItem(fileIndex, ITEM_SCALE_GOLDEN)) {
return 0;
}
//hookshot/longshot
if (item == ITEM_HOOKSHOT && HasItem(fileIndex, ITEM_LONGSHOT)) {
return 0;
}
if (item == ITEM_LONGSHOT && !HasItem(fileIndex, ITEM_LONGSHOT)) {
return 0;
}
//ocarinas
if (item == ITEM_OCARINA_FAIRY && HasItem(fileIndex, ITEM_OCARINA_TIME)) {
return 0;
}
if (item == ITEM_OCARINA_TIME && !HasItem(fileIndex, ITEM_OCARINA_TIME)) {
return 0;
}
//trade child
if (item == ITEM_WEIRD_EGG && !HasItem(fileIndex, ITEM_WEIRD_EGG)) {
return 0;
}
if (item == ITEM_CHICKEN && !HasItem(fileIndex, ITEM_CHICKEN)) {
return 0;
}
if (item == ITEM_LETTER_ZELDA && !HasItem(fileIndex, ITEM_LETTER_ZELDA)) {
return 0;
}
if (
item == ITEM_MASK_KEATON &&
(
HasItem(fileIndex, ITEM_WEIRD_EGG) ||
HasItem(fileIndex, ITEM_CHICKEN) ||
HasItem(fileIndex, ITEM_LETTER_ZELDA) ||
HasItem(fileIndex, ITEM_MASK_SKULL) ||
HasItem(fileIndex, ITEM_MASK_SPOOKY) ||
HasItem(fileIndex, ITEM_MASK_BUNNY) ||
HasItem(fileIndex, ITEM_MASK_GORON) ||
HasItem(fileIndex, ITEM_MASK_ZORA) ||
HasItem(fileIndex, ITEM_MASK_GERUDO) ||
HasItem(fileIndex, ITEM_MASK_TRUTH) ||
HasItem(fileIndex, ITEM_SOLD_OUT)
)
) {
return 0;
}
if (item == ITEM_MASK_SKULL && !HasItem(fileIndex, ITEM_MASK_SKULL)) {
return 0;
}
if (item == ITEM_MASK_SPOOKY && !HasItem(fileIndex, ITEM_MASK_SPOOKY)) {
return 0;
}
if (item == ITEM_MASK_BUNNY && !HasItem(fileIndex, ITEM_MASK_BUNNY)) {
return 0;
}
if (item == ITEM_MASK_GORON && !HasItem(fileIndex, ITEM_MASK_GORON)) {
return 0;
}
if (item == ITEM_MASK_ZORA && !HasItem(fileIndex, ITEM_MASK_ZORA)) {
return 0;
}
if (item == ITEM_MASK_GERUDO && !HasItem(fileIndex, ITEM_MASK_GERUDO)) {
return 0;
}
if (item == ITEM_MASK_TRUTH && !HasItem(fileIndex, ITEM_MASK_TRUTH)) {
return 0;
}
if (item == ITEM_SOLD_OUT && !HasItem(fileIndex, ITEM_SOLD_OUT)) {
return 0;
}
//trade adult
if (
item == ITEM_POCKET_EGG &&
(
HasItem(fileIndex, ITEM_POCKET_CUCCO) ||
HasItem(fileIndex, ITEM_COJIRO) ||
HasItem(fileIndex, ITEM_ODD_MUSHROOM) ||
HasItem(fileIndex, ITEM_ODD_POTION) ||
HasItem(fileIndex, ITEM_SAW) ||
HasItem(fileIndex, ITEM_SWORD_BROKEN) ||
HasItem(fileIndex, ITEM_PRESCRIPTION) ||
HasItem(fileIndex, ITEM_FROG) ||
HasItem(fileIndex, ITEM_EYEDROPS) ||
HasItem(fileIndex, ITEM_CLAIM_CHECK)
)
) {
return 0;
}
if (item == ITEM_POCKET_CUCCO && !HasItem(fileIndex, ITEM_POCKET_CUCCO)) {
return 0;
}
if (item == ITEM_COJIRO && !HasItem(fileIndex, ITEM_COJIRO)) {
return 0;
}
if (item == ITEM_ODD_MUSHROOM && !HasItem(fileIndex, ITEM_ODD_MUSHROOM)) {
return 0;
}
if (item == ITEM_ODD_POTION && !HasItem(fileIndex, ITEM_ODD_POTION)) {
return 0;
}
if (item == ITEM_SAW && !HasItem(fileIndex, ITEM_SAW)) {
return 0;
}
if (item == ITEM_SWORD_BROKEN && !HasItem(fileIndex, ITEM_SWORD_BROKEN)) {
return 0;
}
if (item == ITEM_PRESCRIPTION && !HasItem(fileIndex, ITEM_PRESCRIPTION)) {
return 0;
}
if (item == ITEM_FROG && !HasItem(fileIndex, ITEM_FROG)) {
return 0;
}
if (item == ITEM_EYEDROPS && !HasItem(fileIndex, ITEM_EYEDROPS)) {
return 0;
}
if (item == ITEM_CLAIM_CHECK && !HasItem(fileIndex, ITEM_CLAIM_CHECK)) {
return 0;
}
if (item == ITEM_DOUBLE_DEFENSE && !Save_GetSaveMetaInfo(fileIndex)->isDoubleDefenseAcquired) {
return 0;
}
//greg
if (item == ITEM_RUPEE_GREEN) {
return Save_GetSaveMetaInfo(fileIndex)->randoSave;
}
return 1;
}
static void DrawItems(FileChooseContext* this, s16 fileIndex, u8 alpha) {
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
for (int i = 0; i < ARRAY_COUNT(itemData); i += 1) {
ItemData* data = &itemData[i];
if (ShouldRenderItem(fileIndex, data->item)) {
if (HasItem(fileIndex, data->item)) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, data->color.r, data->color.g, data->color.b, color_product(data->color.a, alpha));
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color_product(data->color.r, DIM.r), color_product(data->color.g, DIM.g), color_product(data->color.b, DIM.b), color_product(color_product(data->color.a, DIM.a), alpha));
}
SpriteLoad(this, &(data->sprite));
SpriteDraw(this, &(data->sprite), LEFT_OFFSET + data->pos.left, TOP_OFFSET + data->pos.top, data->size.width, data->size.height);
}
}
gDPPipeSync(POLY_OPA_DISP++);
CLOSE_DISPS(this->state.gfxCtx);
}
typedef enum {
/* 0x00 */ COUNTER_HEALTH,
/* 0x01 */ COUNTER_WALLET_CHILD,
/* 0x02 */ COUNTER_WALLET_ADULT,
/* 0x03 */ COUNTER_WALLET_GIANT,
/* 0x04 */ COUNTER_WALLET_TYCOON,
/* 0x04 */ COUNTER_SKULLTULLAS,
/* 0x04 */ COUNTER_DEATHS,
} CounterID;
typedef struct {
Sprite sprite;
Color_RGBA8 color;
u8 id;
IconPosition pos;
IconSize size;
} CounterData;
static CounterData counterData[7] = {
{CREATE_SPRITE_24(dgQuestIconHeartContainerTex, 101), COUNTER_HEALTH, {0x05, 0x00}, SIZE_COUNTER},
{CREATE_SPRITE_RUPEE(0xC8, 0xFF, 0x64), COUNTER_WALLET_CHILD, {0x05, 0x15}, SIZE_COUNTER},
{CREATE_SPRITE_RUPEE(0x82, 0x82, 0xFF), COUNTER_WALLET_ADULT, {0x05, 0x15}, SIZE_COUNTER},
{CREATE_SPRITE_RUPEE(0xFF, 0x64, 0x64), COUNTER_WALLET_GIANT, {0x05, 0x15}, SIZE_COUNTER},
{CREATE_SPRITE_RUPEE(0xFF, 0x5A, 0xFF), COUNTER_WALLET_TYCOON, {0x05, 0x15}, SIZE_COUNTER},
{CREATE_SPRITE_24(dgQuestIconGoldSkulltulaTex, 103), COUNTER_SKULLTULLAS, {0x05, 0x2A}, SIZE_COUNTER},
{CREATE_SPRITE_SKULL, COUNTER_DEATHS, {0x48, 0x2A}, SIZE_COUNTER},
};
static Sprite counterDigitSprites[10] = {
CREATE_SPRITE_COUNTER_DIGIT(0),
CREATE_SPRITE_COUNTER_DIGIT(1),
CREATE_SPRITE_COUNTER_DIGIT(2),
CREATE_SPRITE_COUNTER_DIGIT(3),
CREATE_SPRITE_COUNTER_DIGIT(4),
CREATE_SPRITE_COUNTER_DIGIT(5),
CREATE_SPRITE_COUNTER_DIGIT(6),
CREATE_SPRITE_COUNTER_DIGIT(7),
CREATE_SPRITE_COUNTER_DIGIT(8),
CREATE_SPRITE_COUNTER_DIGIT(9),
};
u8 ShouldRenderCounter(s16 fileIndex, u8 counterId) {
if (counterId == COUNTER_WALLET_CHILD) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_WALLET]) >> gUpgradeShifts[UPG_WALLET]) == 0;
}
if (counterId == COUNTER_WALLET_ADULT) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_WALLET]) >> gUpgradeShifts[UPG_WALLET]) == 1;
}
if (counterId == COUNTER_WALLET_GIANT) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_WALLET]) >> gUpgradeShifts[UPG_WALLET]) == 2;
}
if (counterId == COUNTER_WALLET_TYCOON) {
return ((Save_GetSaveMetaInfo(fileIndex)->upgrades & gUpgradeMasks[UPG_WALLET]) >> gUpgradeShifts[UPG_WALLET]) == 3;
}
return 1;
}
u16 GetCurrentCounterValue(s16 fileIndex, u8 counter) {
//one heart is 16 healthCapacity
if (counter == COUNTER_HEALTH) {
return Save_GetSaveMetaInfo(fileIndex)->healthCapacity / 16;
}
if (counter >= COUNTER_WALLET_CHILD && counter <= COUNTER_WALLET_TYCOON) {
return Save_GetSaveMetaInfo(fileIndex)->rupees;
}
if (counter == COUNTER_SKULLTULLAS) {
return Save_GetSaveMetaInfo(fileIndex)->gsTokens;
}
if (counter == COUNTER_DEATHS) {
return Save_GetSaveMetaInfo(fileIndex)->deaths;
}
return 0;
}
u16 GetMaxCounterValue(s16 fileIndex, u8 counter) {
if (counter == COUNTER_HEALTH) {
return 20;
}
if (counter == COUNTER_WALLET_CHILD) {
return 99;
}
if (counter == COUNTER_WALLET_ADULT) {
return 200;
}
if (counter == COUNTER_WALLET_GIANT) {
return 500;
}
if (counter == COUNTER_WALLET_TYCOON) {
return 999;
}
if (counter == COUNTER_SKULLTULLAS) {
return 100;
}
if (counter == COUNTER_DEATHS) {
return 999;
}
return 0;
}
void DrawCounterValue(FileChooseContext* this, s16 fileIndex, u8 alpha, CounterData* data) {
u16 currentValue;
u16 maxValue;
s16 hundreds;
s16 tens;
currentValue = GetCurrentCounterValue(fileIndex, data->id);
maxValue = GetMaxCounterValue(fileIndex, data->id);
//to prevent crashes if you use the save editor
if (currentValue > 999) {
currentValue = 999;
}
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (currentValue == 0) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 130, 130, 130, alpha);
} else if (currentValue == maxValue) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 120, 255, 0, alpha);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, alpha);
}
for (hundreds = 0; currentValue >= 100; hundreds++) {
currentValue -= 100;
}
for (tens = 0; currentValue >= 10; tens++) {
currentValue -= 10;
}
if (hundreds != 0) {
SpriteLoad(this, &counterDigitSprites[hundreds]);
SpriteDraw(this, &counterDigitSprites[hundreds], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET - 6 + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
SpriteLoad(this, &counterDigitSprites[tens]);
SpriteDraw(this, &counterDigitSprites[tens], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
SpriteLoad(this, &counterDigitSprites[currentValue]);
SpriteDraw(this, &counterDigitSprites[currentValue], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET + 6 + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
} else if (tens != 0) {
SpriteLoad(this, &counterDigitSprites[tens]);
SpriteDraw(this, &counterDigitSprites[tens], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET - 3 + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
SpriteLoad(this, &counterDigitSprites[currentValue]);
SpriteDraw(this, &counterDigitSprites[currentValue], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET + 3 + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
} else {
SpriteLoad(this, &counterDigitSprites[currentValue]);
SpriteDraw(this, &counterDigitSprites[currentValue], LEFT_OFFSET + COUNTER_DIGITS_LEFT_OFFSET + data->pos.left, TOP_OFFSET + COUNTER_DIGITS_TOP_OFFSET + data->pos.top, 8, 8);
}
gDPPipeSync(POLY_OPA_DISP++);
CLOSE_DISPS(this->state.gfxCtx);
}
static void DrawCounters(FileChooseContext* this, s16 fileIndex, u8 alpha) {
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
for (int i = 0; i < ARRAY_COUNT(counterData); i += 1) {
CounterData* data = &counterData[i];
if (ShouldRenderCounter(fileIndex, data->id)) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, data->color.r, data->color.g, data->color.b, color_product(data->color.a, alpha));
SpriteLoad(this, &(data->sprite));
SpriteDraw(this, &(data->sprite), LEFT_OFFSET + data->pos.left, TOP_OFFSET + data->pos.top, data->size.width, data->size.height);
DrawCounterValue(this, fileIndex, alpha, data);
}
}
gDPPipeSync(POLY_OPA_DISP++);
CLOSE_DISPS(this->state.gfxCtx);
}
static void DrawMoreInfo(FileChooseContext* this, s16 fileIndex, u8 alpha) {
DrawItems(this, fileIndex, alpha);
DrawCounters(this, fileIndex, alpha);
}
#define MIN_QUEST (ResourceMgr_GameHasOriginal() ? QUEST_NORMAL : QUEST_MASTER)
#define MAX_QUEST QUEST_BOSSRUSH
void Sram_InitDebugSave(void);
void Sram_InitBossRushSave();
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
u8 hasRandomizerQuest() {
if (strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
return 1;
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
return 0;
}
void FileChoose_DrawTextureI8(GraphicsContext* gfxCtx, const void* texture, s16 texWidth, s16 texHeight, s16 rectLeft, s16 rectTop,
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
s16 rectWidth, s16 rectHeight, s16 dsdx, s16 dtdy) {
OPEN_DISPS(gfxCtx);
gDPLoadTextureBlock(POLY_OPA_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, texWidth, texHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(POLY_OPA_DISP++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2, (rectTop + rectHeight) << 2,
G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
CLOSE_DISPS(gfxCtx);
}
void FileChoose_DrawImageRGBA32(GraphicsContext* gfxCtx, s16 centerX, s16 centerY, const char* source, u32 width, u32 height) {
u8* curTexture;
s32 textureCount;
u32 rectLeft;
u32 rectTop;
u32 textureHeight;
s32 remainingSize;
s32 textureSize;
s32 pad;
s32 i;
OPEN_DISPS(gfxCtx);
rectLeft = centerX - (width / 2);
rectTop = centerY - (height / 2);
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
gDPSetTileCustom(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_32b, width, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
gDPSetTextureImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_32b, width, source);
gDPLoadSync(POLY_OPA_DISP++);
gDPLoadTile(POLY_OPA_DISP++, G_TX_LOADTILE, 0, 0, (width - 1) << 2, (height - 1) << 2);
gSPTextureRectangle(POLY_OPA_DISP++, rectLeft << 2, rectTop << 2, (rectLeft + (s32)width) << 2,
(rectTop + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
CLOSE_DISPS(gfxCtx);
}
void FileChoose_DrawTextRec(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a, f32 x, f32 y, f32 z, s32 s, s32 t,
f32 dx, f32 dy) {
f32 unk;
s32 ulx, uly, lrx, lry;
f32 w, h;
s32 dsdx, dtdy;
OPEN_DISPS(gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, r, g, b, a);
w = 8.0f * z;
h = 12.0f * z;
unk = (1.0f / z) * 1024;
dsdx = unk * dx;
dtdy = dy * unk;
ulx = (x - w) * 4.0f;
uly = (y - h) * 4.0f;
lrx = (x + w) * 4.0f;
lry = (y + h) * 4.0f;
gSPTextureRectangle(POLY_OPA_DISP++, ulx, uly, lrx, lry, G_TX_RENDERTILE, s, t, dsdx, dtdy);
CLOSE_DISPS(gfxCtx);
}
static s16 sUnused = 106;
static s16 sScreenFillAlpha = 255;
static u8 isFastFileIdIncompatible = 0;
static Gfx sScreenFillSetupDL[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_1PRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_CLD_SURF | G_RM_CLD_SURF2),
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsSPEndDisplayList(),
};
static s16 sFileInfoBoxPartWidths[] = { 36, 36, 36, 36, 24 };
s16 sWindowContentColors[2][3] = {
{ 100, 150, 255 }, // blue
{ 100, 100, 100 }, // gray
};
static int FileChoose_IsSaveCompatible(const SaveFileMetaInfo* restrict meta) {
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
bool valid = true;
if (meta->requiresMasterQuest) {
valid = valid && ResourceMgr_GameHasMasterQuest();
}
if (meta->requiresOriginal) {
valid = valid && ResourceMgr_GameHasOriginal();
}
return valid;
}
void FileChoose_SetView(FileChooseContext* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
Vec3f eye;
Vec3f lookAt;
Vec3f up;
lookAt.x = lookAt.y = lookAt.z = 0.0f;
up.x = up.z = 0.0f;
eye.x = eyeX;
eye.y = eyeY;
eye.z = eyeZ;
up.y = 1.0f;
func_800AA358(&this->view, &eye, &lookAt, &up);
func_800AAA50(&this->view, 0x7F);
}
Gfx* FileChoose_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, s16 point)
{
gDPLoadTextureBlock(gfx++, texture, G_IM_FMT_IA, G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(gfx++, point, point + 2, point + 3, point + 1, 0);
return gfx;
}
void FileChoose_InitModeUpdate(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
if (this->menuMode == FS_MENU_MODE_INIT) {
this->menuMode = FS_MENU_MODE_CONFIG;
this->configMode = CM_FADE_IN_START;
this->nextTitleLabel = FS_TITLE_OPEN_FILE;
}
}
void FileChoose_InitModeDraw(GameState* thisx) {
}
/**
* Fade in the menu window and title label.
* If a file is occupied fade in the name, name box, and connector.
* Fade in the copy erase and options button according to the window alpha.
*/
void FileChoose_FadeInMenuElements(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 i;
this->titleAlpha[0] += VREG(1);
this->windowAlpha += VREG(2);
for (i = 0; i < 3; i++) {
this->fileButtonAlpha[i] = this->windowAlpha;
if (Save_GetSaveMetaInfo(i)->valid) {
this->nameBoxAlpha[i] = this->nameAlpha[i] = this->windowAlpha;
this->connectorAlpha[i] += VREG(1);
if (this->connectorAlpha[i] >= 255) {
this->connectorAlpha[i] = 255;
}
}
}
this->actionButtonAlpha[FS_BTN_ACTION_COPY] = this->actionButtonAlpha[FS_BTN_ACTION_ERASE] =
this->optionButtonAlpha = this->windowAlpha;
}
/**
* Converts a numerical value to ones-tens-hundreds digits
*/
void FileChoose_SplitNumber(u16 value, s16* hundreds, s16* tens, s16* ones) {
*hundreds = 0;
*tens = 0;
*ones = value;
while (true) {
if ((*ones - 100) < 0) {
break;
}
(*hundreds)++;
*ones -= 100;
}
while (true) {
if ((*ones - 10) < 0) {
break;
}
(*tens)++;
*ones -= 10;
}
}
/**
* Reduce the alpha of the black screen fill to create a fade in effect.
* Additionally, slide the window from the right to the center of the screen.
* Update function for `CM_FADE_IN_START`
*/
void FileChoose_StartFadeIn(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
FileChoose_FadeInMenuElements(&this->state);
sScreenFillAlpha -= 40;
this->windowPosX -= 20;
if (this->windowPosX <= -94) {
this->windowPosX = -94;
this->configMode = CM_FADE_IN_END;
sScreenFillAlpha = 0;
}
}
/**
* Finish fading in the remaining menu elements.
* Fade in the controls text at the bottom of the screen.
* Update function for `CM_FADE_IN_END`
*/
void FileChoose_FinishFadeIn(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->controlsAlpha += VREG(1);
FileChoose_FadeInMenuElements(&this->state);
if (this->titleAlpha[0] >= 255) {
this->titleAlpha[0] = 255;
this->controlsAlpha = 255;
this->windowAlpha = 200;
this->configMode = CM_MAIN_MENU;
2023-03-02 03:27:28 -05:00
GameInteractor_ExecuteOnPresentFileSelect();
}
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
void SpriteLoad(FileChooseContext* this, Sprite* sprite) {
OPEN_DISPS(this->state.gfxCtx);
/*
* Due to macro expansion and the token-pasting operator (##), we cannot pass sprite->im_siz in directly.
* Instead we must call gDPLoadTextureBlock with the raw IM_SIZ define name itself to properly expand the correct
* defines internally.
*/
if (sprite->im_siz == G_IM_SIZ_8b) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
gDPLoadTextureBlock(POLY_OPA_DISP++, sprite->tex, sprite->im_fmt,
G_IM_SIZ_8b,
sprite->width, sprite->height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
} else if (sprite->im_siz == G_IM_SIZ_16b) {
gDPLoadTextureBlock(POLY_OPA_DISP++, sprite->tex, sprite->im_fmt,
G_IM_SIZ_16b,
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
sprite->width, sprite->height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
} else {
gDPLoadTextureBlock(POLY_OPA_DISP++, sprite->tex, sprite->im_fmt,
G_IM_SIZ_32b,
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
sprite->width, sprite->height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
}
CLOSE_DISPS(this->state.gfxCtx);
}
void SpriteDraw(FileChooseContext* this, Sprite* sprite, int left, int top, int width, int height) {
int width_factor = (1 << 10) * sprite->width / width;
int height_factor = (1 << 10) * sprite->height / height;
OPEN_DISPS(this->state.gfxCtx);
gSPWideTextureRectangle(POLY_OPA_DISP++, left << 2, top << 2, (left + width) << 2, (top + height) << 2,
G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
CLOSE_DISPS(this->state.gfxCtx);
}
bool fileSelectSpoilerFileLoaded = false;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
void DrawSeedHashSprites(FileChooseContext* this) {
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
// Draw icons on the main menu, when a rando file is selected, and when quest selection is set to rando
if ((this->configMode == CM_MAIN_MENU &&
(this->selectMode != SM_CONFIRM_FILE || Save_GetSaveMetaInfo(this->selectedFileIndex)->randoSave == 1)) ||
(this->configMode == CM_QUEST_MENU && this->questType[this->buttonIndex] == QUEST_RANDOMIZER)) {
if (this->fileInfoAlpha[this->selectedFileIndex] > 0) {
// Use file info alpha to match fading
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0xFF, 0xFF, 0xFF, this->fileInfoAlpha[this->selectedFileIndex]);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
u16 xStart = 64;
// Draw Seed Icons for specific file
for (unsigned int i = 0; i < 5; i++) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (Save_GetSaveMetaInfo(this->selectedFileIndex)->randoSave == 1) {
SpriteLoad(this, GetSeedTexture(Save_GetSaveMetaInfo(this->selectedFileIndex)->seedHash[i]));
SpriteDraw(this, GetSeedTexture(Save_GetSaveMetaInfo(this->selectedFileIndex)->seedHash[i]),
xStart + (40 * i), 10, 24, 24);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
}
}
// Fade top seed icons based on main menu fade and if save supports rando
u8 alpha = MAX(this->optionButtonAlpha, Save_GetSaveMetaInfo(this->selectedFileIndex)->randoSave == 1 ? 0xFF : 0);
if (alpha >= 200) {
alpha = 0xFF;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0xFF, 0xFF, 0xFF, alpha);
// Draw Seed Icons for spoiler log
if (this->configMode == CM_QUEST_MENU && this->questType[this->buttonIndex] == QUEST_RANDOMIZER &&
strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0 && fileSelectSpoilerFileLoaded) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
u16 xStart = 64;
for (unsigned int i = 0; i < 5; i++) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
SpriteLoad(this, GetSeedTexture(gSaveContext.seedIcons[i]));
SpriteDraw(this, GetSeedTexture(gSaveContext.seedIcons[i]), xStart + (40 * i), 10, 24, 24);
}
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
gDPPipeSync(POLY_OPA_DISP++);
CLOSE_DISPS(this->state.gfxCtx);
}
u8 generating;
void FileChoose_UpdateRandomizer() {
if (CVarGetInteger("gRandoGenerating", 0) != 0 && generating == 0) {
generating = 1;
func_800F5E18(SEQ_PLAYER_BGM_MAIN, NA_BGM_HORSE, 0, 7, 1);
return;
} else if (CVarGetInteger("gRandoGenerating", 0) == 0 && generating) {
if (SpoilerFileExists(CVarGetString("gSpoilerLog", ""))) {
Audio_PlayFanfare(NA_BGM_HORSE_GOAL);
} else {
func_80078884(NA_SE_SY_OCARINA_ERROR);
}
func_800F5E18(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1);
generating = 0;
return;
} else if (generating) {
return;
}
if (!SpoilerFileExists(CVarGetString("gSpoilerLog", "")) && !CVarGetInteger("gRandomizerDontGenerateSpoiler", 0)) {
CVarSetString("gSpoilerLog", "");
fileSelectSpoilerFileLoaded = false;
}
if ((CVarGetInteger("gRandomizerNewFileDropped", 0) != 0) || (CVarGetInteger("gNewSeedGenerated", 0) != 0) ||
(!fileSelectSpoilerFileLoaded && SpoilerFileExists(CVarGetString("gSpoilerLog", "")))) {
if (CVarGetInteger("gRandomizerNewFileDropped", 0) != 0) {
CVarSetString("gSpoilerLog", CVarGetString("gRandomizerDroppedFile", "None"));
}
bool silent = true;
if ((CVarGetInteger("gRandomizerNewFileDropped", 0) != 0) || (CVarGetInteger("gNewSeedGenerated", 0) != 0)) {
silent = false;
}
CVarSetInteger("gNewSeedGenerated", 0);
CVarSetInteger("gRandomizerNewFileDropped", 0);
CVarSetString("gRandomizerDroppedFile", "");
fileSelectSpoilerFileLoaded = false;
const char* fileLoc = CVarGetString("gSpoilerLog", "");
Randomizer_LoadSettings(fileLoc);
Randomizer_LoadHintLocations(fileLoc);
Randomizer_LoadRequiredTrials(fileLoc);
Randomizer_LoadItemLocations(fileLoc, silent);
Randomizer_LoadMerchantMessages(fileLoc);
Randomizer_LoadMasterQuestDungeons(fileLoc);
2022-11-14 06:13:21 -05:00
Randomizer_LoadEntranceOverrides(fileLoc, silent);
fileSelectSpoilerFileLoaded = true;
if (SpoilerFileExists(CVarGetString("gSpoilerLog", "")) && CVarGetInteger("gRandomizerDontGenerateSpoiler", 0)) {
remove(fileLoc);
}
}
}
static s16 sLastFileChooseButtonIndex;
2023-03-02 03:27:28 -05:00
/**
* Update the cursor and wait for the player to select a button to change menus accordingly.
* If an empty file is selected, enter the name entry config mode.
* If an occupied file is selected, enter the `Select` menu mode.
* If copy, erase, or options is selected, set config mode accordingly.
* Lastly, set any warning labels if appropriate.
* Update function for `CM_MAIN_MENU`
*/
void FileChoose_UpdateMainMenu(GameState* thisx) {
static u8 emptyName[] = { 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E };
static u8 linkName[] = { 0x15, 0x2C, 0x31, 0x2E, 0x3E, 0x3E, 0x3E, 0x3E };
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
bool dpad = CVarGetInteger("gDpadText", 0);
FileChoose_UpdateRandomizer();
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_A)) {
if (this->buttonIndex <= FS_BTN_MAIN_FILE_3) {
if (!Save_GetSaveMetaInfo(this->buttonIndex)->valid) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->prevConfigMode = this->configMode;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->configMode = CM_ROTATE_TO_QUEST_MENU;
this->logoAlpha = 0;
} else if(!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(this->buttonIndex))) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else if (this->n64ddFlags[this->buttonIndex] == this->n64ddFlag) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->actionTimer = 8;
this->selectMode = SM_FADE_MAIN_TO_SELECT;
this->selectedFileIndex = this->buttonIndex;
this->menuMode = FS_MENU_MODE_SELECT;
this->nextTitleLabel = FS_TITLE_OPEN_FILE;
} else if (!this->n64ddFlags[this->buttonIndex]) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
} else {
if (this->warningLabel == FS_WARNING_NONE) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->prevConfigMode = this->configMode;
if (this->buttonIndex == FS_BTN_MAIN_COPY) {
this->configMode = CM_SETUP_COPY_SOURCE;
this->nextTitleLabel = FS_TITLE_COPY_FROM;
} else if (this->buttonIndex == FS_BTN_MAIN_ERASE) {
this->configMode = CM_SETUP_ERASE_SELECT;
this->nextTitleLabel = FS_TITLE_ERASE_FILE;
} else {
this->configMode = CM_MAIN_TO_OPTIONS;
this->kbdButton = 0;
this->kbdX = 0;
this->kbdY = 0;
this->charBgAlpha = 0;
this->newFileNameCharCount = 0;
this->nameEntryBoxPosX = 120;
}
sLastFileChooseButtonIndex = -1;
this->actionTimer = 8;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
}
} else {
if ((ABS(this->stickRelY) > 30) || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP))) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if ((this->stickRelY > 30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DUP))) {
this->buttonIndex--;
if (this->buttonIndex < FS_BTN_MAIN_FILE_1) {
this->buttonIndex = FS_BTN_MAIN_OPTIONS;
}
} else {
this->buttonIndex++;
if (this->buttonIndex > FS_BTN_MAIN_OPTIONS) {
this->buttonIndex = FS_BTN_MAIN_FILE_1;
}
}
}
if (this->buttonIndex == FS_BTN_MAIN_COPY) {
if (!Save_GetSaveMetaInfo(0)->valid && !Save_GetSaveMetaInfo(1)->valid && !Save_GetSaveMetaInfo(2)->valid) {
this->warningButtonIndex = this->buttonIndex;
this->warningLabel = FS_WARNING_NO_FILE_COPY;
this->emptyFileTextAlpha = 255;
} else if (Save_GetSaveMetaInfo(0)->valid && Save_GetSaveMetaInfo(1)->valid &&
Save_GetSaveMetaInfo(2)->valid) {
this->warningButtonIndex = this->buttonIndex;
this->warningLabel = FS_WARNING_NO_EMPTY_FILES;
this->emptyFileTextAlpha = 255;
} else {
this->warningLabel = FS_WARNING_NONE;
}
} else if (this->buttonIndex == FS_BTN_MAIN_ERASE) {
if (!Save_GetSaveMetaInfo(0)->valid && !Save_GetSaveMetaInfo(1)->valid && !Save_GetSaveMetaInfo(2)->valid) {
this->warningButtonIndex = this->buttonIndex;
this->warningLabel = FS_WARNING_NO_FILE_ERASE;
this->emptyFileTextAlpha = 255;
} else {
this->warningLabel = FS_WARNING_NONE;
}
} else {
this->warningLabel = FS_WARNING_NONE;
}
if (sLastFileChooseButtonIndex != this->buttonIndex) {
2023-03-02 03:27:28 -05:00
GameInteractor_ExecuteOnUpdateFileSelectSelection(this->buttonIndex);
sLastFileChooseButtonIndex = this->buttonIndex;
2023-03-02 03:27:28 -05:00
}
}
}
void FileChoose_UpdateStickDirectionPromptAnim(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
f32 arrowAnimTween;
f32 new_var3; // likely fake temp
s32 new_var2 = 155; // likely fake temp
f32 stickAnimTween;
arrowAnimTween = this->arrowAnimTween;
stickAnimTween = this->stickAnimTween;
if (this->arrowAnimState == 0) {
arrowAnimTween += 0.027f;
if (arrowAnimTween > 1.0f) {
arrowAnimTween = 1.0f;
this->arrowAnimState = 1;
}
} else {
arrowAnimTween -= 0.027f;
if (arrowAnimTween < 0.0f) {
arrowAnimTween = 0.0f;
this->arrowAnimState = 0;
}
}
this->arrowAnimTween = arrowAnimTween;
if (this->stickAnimState == 0) {
stickAnimTween += 0.027f;
if (stickAnimTween > 1.0f) {
stickAnimTween = 1.0f;
this->stickAnimState = 1;
}
} else {
stickAnimTween = 0.0f;
this->stickAnimState = 0;
}
this->stickAnimTween = stickAnimTween;
this->stickLeftPrompt.arrowColorR = (u8)(155 - ((s32)(75.0f * arrowAnimTween)));
this->stickLeftPrompt.arrowColorG = (u8)(new_var2 - (s32)(55.0f * arrowAnimTween));
new_var3 = (75.0f * arrowAnimTween);
this->stickLeftPrompt.arrowColorB = (u8)(255 - ((s32)(75.0f * arrowAnimTween)));
this->stickLeftPrompt.arrowColorA = (u8)(200 - ((s32)(50.0f * arrowAnimTween)));
this->stickRightPrompt.arrowColorR = (u8)(new_var2 - (s32)new_var3);
this->stickRightPrompt.arrowColorG = (u8)(155 - (s32)new_var3);
this->stickRightPrompt.arrowColorB = (u8)(255 - ((s32)(75.0f * arrowAnimTween)));
this->stickRightPrompt.arrowColorA = (u8)(200 - ((s32)(50.0f * arrowAnimTween)));
this->stickRightPrompt.arrowTexX = 260.0f;
this->stickLeftPrompt.arrowTexX = 63.0f;
this->stickRightPrompt.stickTexX = 244.0f;
this->stickLeftPrompt.stickTexX = 79.0f;
this->stickRightPrompt.stickTexX += (8.0f * stickAnimTween);
this->stickLeftPrompt.stickTexX -= (8.0f * stickAnimTween);
this->stickLeftPrompt.arrowTexY = this->stickRightPrompt.arrowTexY = 135.0f;
this->stickLeftPrompt.stickTexY = this->stickRightPrompt.stickTexY = 139.0f;
}
void FileChoose_StartQuestMenu(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->logoAlpha += 25;
if (this->logoAlpha >= 255) {
this->logoAlpha = 255;
this->configMode = CM_QUEST_MENU;
GameInteractor_ExecuteOnUpdateFileQuestSelection(this->questType[this->buttonIndex]);
}
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
void FileChoose_StartBossRushMenu(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->logoAlpha -= 25;
this->bossRushUIAlpha = 0;
this->bossRushArrowOffset = 0;
if (this->logoAlpha >= 0) {
this->logoAlpha = 0;
this->configMode = CM_BOSS_RUSH_MENU;
}
}
void FileChoose_UpdateQuestMenu(GameState* thisx) {
static u8 emptyName[] = { 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E };
static u8 linkName[] = { 0x15, 0x2C, 0x31, 0x2E, 0x3E, 0x3E, 0x3E, 0x3E };
FileChoose_UpdateStickDirectionPromptAnim(thisx);
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
s8 i = 0;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
bool dpad = CVarGetInteger("gDpadText", 0);
FileChoose_UpdateRandomizer();
if (ABS(this->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
if (this->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
this->questType[this->buttonIndex] += 1;
while (this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) {
// If Master Quest is selected without a Master Quest OTR present, skip past it.
this->questType[this->buttonIndex] += 1;
}
} else if (this->stickRelX < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT))) {
this->questType[this->buttonIndex] -= 1;
while (this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) {
// If Master Quest is selected without a Master Quest OTR present, skip past it.
this->questType[this->buttonIndex] -= 1;
}
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
// If current buttonIndex is higher or lower than the min/max value, wrap around.
if (this->questType[this->buttonIndex] > MAX_QUEST) {
this->questType[this->buttonIndex] = MIN_QUEST;
} else if (this->questType[this->buttonIndex] < MIN_QUEST) {
this->questType[this->buttonIndex] = MAX_QUEST;
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
GameInteractor_ExecuteOnUpdateFileQuestSelection(this->questType[this->buttonIndex]);
}
if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
gSaveContext.questId = this->questType[this->buttonIndex];
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->questType[this->buttonIndex] == QUEST_BOSSRUSH) {
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->prevConfigMode = this->configMode;
this->configMode = CM_ROTATE_TO_BOSS_RUSH_MENU;
return;
} else if (this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest()) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
} else {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
osSyncPrintf("Selected Dungeon Quest: %d\n", IS_MASTER_QUEST);
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->prevConfigMode = this->configMode;
this->configMode = CM_ROTATE_TO_NAME_ENTRY;
this->logoAlpha = 0;
CVarSetInteger("gOnFileSelectNameEntry", 1);
this->kbdButton = FS_KBD_BTN_NONE;
this->charPage = FS_CHAR_PAGE_ENG;
this->kbdX = 0;
this->kbdY = 0;
this->charIndex = 0;
this->charBgAlpha = 0;
this->newFileNameCharCount = CVarGetInteger("gLinkDefaultName", 0) ? 4 : 0;
this->nameEntryBoxPosX = 120;
this->nameEntryBoxAlpha = 0;
memcpy(Save_GetSaveMetaInfo(this->buttonIndex)->playerName, CVarGetInteger("gLinkDefaultName", 0) ? &linkName : &emptyName, 8);
return;
}
}
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
this->configMode = CM_QUEST_TO_MAIN;
sLastFileChooseButtonIndex = -1;
return;
}
}
static s8 sLastBossRushOptionIndex = -1;
static s8 sLastBossRushOptionValue = -1;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
void FileChoose_UpdateBossRushMenu(GameState* thisx) {
FileChoose_UpdateStickDirectionPromptAnim(thisx);
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
bool dpad = CVarGetInteger("gDpadText", 0);
// Fade in elements after opening Boss Rush options menu
this->bossRushUIAlpha += 25;
if (this->bossRushUIAlpha > 255) {
this->bossRushUIAlpha = 255;
}
// Animate up/down arrows.
this->bossRushArrowOffset += 1;
if (this->bossRushArrowOffset >= 30) {
this->bossRushArrowOffset = 0;
}
// Move menu selection up or down.
if (ABS(this->stickRelY) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP))) {
// Move down
if (this->stickRelY < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN))) {
// When selecting past the last option, cycle back to the first option.
if ((this->bossRushIndex + 1) > BOSSRUSH_OPTIONS_AMOUNT - 1) {
this->bossRushIndex = 0;
this->bossRushOffset = 0;
} else {
this->bossRushIndex++;
// When last visible option is selected when moving down, offset the list down by one.
if (this->bossRushIndex - this->bossRushOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN - 1) {
this->bossRushOffset++;
}
}
} else if (this->stickRelY > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DUP))) {
// When selecting past the first option, cycle back to the last option and offset the list to view it properly.
if ((this->bossRushIndex - 1) < 0) {
this->bossRushIndex = BOSSRUSH_OPTIONS_AMOUNT - 1;
this->bossRushOffset = this->bossRushIndex - BOSSRUSH_MAX_OPTIONS_ON_SCREEN + 1;
} else {
// When first visible option is selected when moving up, offset the list up by one.
if (this->bossRushIndex - this->bossRushOffset == 0) {
this->bossRushOffset--;
}
this->bossRushIndex--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
// Cycle through choices for currently selected option.
if (ABS(this->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
if (this->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
// If exceeding the amount of choices for the selected option, cycle back to the first.
if ((gSaveContext.bossRushOptions[this->bossRushIndex] + 1) == BossRush_GetSettingOptionsAmount(this->bossRushIndex)) {
gSaveContext.bossRushOptions[this->bossRushIndex] = 0;
} else {
gSaveContext.bossRushOptions[this->bossRushIndex]++;
}
} else if (this->stickRelX < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT))) {
// If cycling back when already at the first choice for the selected option, cycle back to the last choice.
if ((gSaveContext.bossRushOptions[this->bossRushIndex] - 1) < 0) {
gSaveContext.bossRushOptions[this->bossRushIndex] = BossRush_GetSettingOptionsAmount(this->bossRushIndex) - 1;
} else {
gSaveContext.bossRushOptions[this->bossRushIndex]--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
if (sLastBossRushOptionIndex != this->bossRushIndex ||
sLastBossRushOptionValue != gSaveContext.bossRushOptions[this->bossRushIndex]) {
GameInteractor_ExecuteOnUpdateFileBossRushOptionSelection(this->bossRushIndex, gSaveContext.bossRushOptions[this->bossRushIndex]);
sLastBossRushOptionIndex = this->bossRushIndex;
sLastBossRushOptionValue = gSaveContext.bossRushOptions[this->bossRushIndex];
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
this->configMode = CM_BOSS_RUSH_TO_QUEST;
return;
}
// Load into the game.
if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_A)) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->buttonIndex = 0xFE;
this->menuMode = FS_MENU_MODE_SELECT;
this->selectMode = SM_FADE_OUT;
this->prevConfigMode = this->configMode;
return;
}
}
/**
* Update function for `CM_UNUSED_31`
*/
void FileChoose_UnusedCM31(GameState* thisx) {
}
/**
* Delay the next config mode from running until `XREG(73)` reaches 254.
* Because the timer increments by 2, the delay is 127 frames (assuming the value was not changed by reg editor).
* Unused in the final game, was possibly used for debugging.
* Update function for `CM_UNUSED_DELAY`
*/
void FileChoose_UnusedCMDelay(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
XREG(73) += 2;
if (XREG(73) == 254) {
this->configMode = this->nextConfigMode;
XREG(73) = 0;
}
}
/**
* Rotate the window from the main menu to the name entry menu.
* Update function for `CM_ROTATE_TO_NAME_ENTRY`
*/
void FileChoose_RotateToNameEntry(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->windowRot += VREG(16);
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->windowRot >= 628.0f) {
this->windowRot = 628.0f;
this->configMode = CM_START_NAME_ENTRY;
}
}
/**
* Rotate the window from the main menu to the options menu.
* Update function for `CM_MAIN_TO_OPTIONS`
*/
void FileChoose_RotateToOptions(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->windowRot += VREG(16);
if (this->windowRot >= 314.0f) {
this->windowRot = 314.0f;
this->configMode = CM_START_OPTIONS;
}
}
/**
* Rotate the window from the options menu to the main menu.
* Update function for `CM_NAME_ENTRY_TO_MAIN` and `CM_OPTIONS_TO_MAIN`
*/
void FileChoose_RotateToMain(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->configMode == CM_QUEST_TO_MAIN || this->configMode == CM_OPTIONS_TO_MAIN) {
this->windowRot -= VREG(16);
if (this->windowRot <= 0.0f) {
this->windowRot = 0.0f;
this->configMode = CM_MAIN_MENU;
}
}
if (this->configMode == CM_NAME_ENTRY_TO_MAIN && this->prevConfigMode == CM_MAIN_MENU) {
this->windowRot += VREG(16);
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->windowRot >= 942.0f) {
this->windowRot = 0.0f;
this->configMode = CM_MAIN_MENU;
}
}
}
void FileChoose_RotateToQuest(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->configMode == CM_NAME_ENTRY_TO_QUEST_MENU || this->configMode == CM_BOSS_RUSH_TO_QUEST) {
this->windowRot -= VREG(16);
if (this->windowRot <= 314.0f) {
this->windowRot = 314.0f;
this->configMode = CM_START_QUEST_MENU;
}
} else {
this->windowRot += VREG(16);
if (this->windowRot >= 314.0f) {
this->windowRot = 314.0f;
this->configMode = CM_START_QUEST_MENU;
}
}
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
void FileChoose_RotateToBossRush(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->windowRot += VREG(16);
if (this->windowRot >= 628.0f) {
this->windowRot = 628.0f;
this->configMode = CM_START_BOSS_RUSH_MENU;
}
}
static void (*gConfigModeUpdateFuncs[])(GameState*) = {
FileChoose_StartFadeIn, FileChoose_FinishFadeIn,
FileChoose_UpdateMainMenu, FileChoose_SetupCopySource,
FileChoose_SelectCopySource, FileChoose_SetupCopyDest1,
FileChoose_SetupCopyDest2, FileChoose_SelectCopyDest,
FileChoose_ExitToCopySource1, FileChoose_ExitToCopySource2,
FileChoose_SetupCopyConfirm1, FileChoose_SetupCopyConfirm2,
FileChoose_CopyConfirm, FileChoose_ReturnToCopyDest,
FileChoose_CopyAnim1, FileChoose_CopyAnim2,
FileChoose_CopyAnim3, FileChoose_CopyAnim4,
FileChoose_CopyAnim5, FileChoose_ExitCopyToMain,
FileChoose_SetupEraseSelect, FileChoose_EraseSelect,
FileChoose_SetupEraseConfirm1, FileChoose_SetupEraseConfirm2,
FileChoose_EraseConfirm, FileChoose_ExitToEraseSelect1,
FileChoose_ExitToEraseSelect2, FileChoose_EraseAnim1,
FileChoose_EraseAnim2, FileChoose_EraseAnim3,
FileChoose_ExitEraseToMain, FileChoose_UnusedCM31,
FileChoose_RotateToNameEntry, FileChoose_UpdateKeyboardCursor,
FileChoose_StartNameEntry, FileChoose_RotateToMain,
FileChoose_RotateToOptions, FileChoose_UpdateOptionsMenu,
FileChoose_StartOptions, FileChoose_RotateToMain,
FileChoose_UnusedCMDelay, FileChoose_RotateToQuest,
FileChoose_UpdateQuestMenu, FileChoose_StartQuestMenu,
FileChoose_RotateToMain, FileChoose_RotateToQuest,
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
FileChoose_RotateToBossRush, FileChoose_UpdateBossRushMenu,
FileChoose_StartBossRushMenu, FileChoose_RotateToQuest,
};
/**
* Updates the alpha of the cursor to make it pulsate.
* On the debug rom, this function also handles switching languages with controller 3.
*/
void FileChoose_PulsateCursor(GameState* thisx) {
static s16 cursorAlphaTargets[] = { 70, 200 };
FileChooseContext* this = (FileChooseContext*)thisx;
s16 alphaStep;
alphaStep = ABS(this->highlightColor[3] - cursorAlphaTargets[this->highlightPulseDir]) / XREG(35);
if (this->highlightColor[3] >= cursorAlphaTargets[this->highlightPulseDir]) {
this->highlightColor[3] -= alphaStep;
} else {
this->highlightColor[3] += alphaStep;
}
XREG(35)--;
if (XREG(35) == 0) {
this->highlightColor[3] = cursorAlphaTargets[this->highlightPulseDir];
XREG(35) = XREG(36 + this->highlightPulseDir);
this->highlightPulseDir ^= 1;
}
}
void FileChoose_ConfigModeUpdate(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
gConfigModeUpdateFuncs[this->configMode](&this->state);
}
void FileChoose_SetWindowVtx(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 i;
s16 j;
s16 x;
s16 tmp;
s16 tmp2;
s16 tmp3;
this->windowVtx = Graph_Alloc(this->state.gfxCtx, sizeof(Vtx) * 80);
tmp = this->windowPosX - 90;
for (x = 0, i = 0; i < 4; i++) {
tmp += 0x40;
tmp2 = (i == 3) ? 0x30 : 0x40;
for (j = 0, tmp3 = 0x50; j < 5; j++, x += 4, tmp3 -= 0x20) {
this->windowVtx[x].v.ob[0] = this->windowVtx[x + 2].v.ob[0] = tmp;
this->windowVtx[x + 1].v.ob[0] = this->windowVtx[x + 3].v.ob[0] = tmp + tmp2;
this->windowVtx[x].v.ob[1] = this->windowVtx[x + 1].v.ob[1] = tmp3;
this->windowVtx[x + 2].v.ob[1] = this->windowVtx[x + 3].v.ob[1] = tmp3 - 0x20;
this->windowVtx[x].v.ob[2] = this->windowVtx[x + 1].v.ob[2] = this->windowVtx[x + 2].v.ob[2] =
this->windowVtx[x + 3].v.ob[2] = 0;
this->windowVtx[x].v.flag = this->windowVtx[x + 1].v.flag = this->windowVtx[x + 2].v.flag =
this->windowVtx[x + 3].v.flag = 0;
this->windowVtx[x].v.tc[0] = this->windowVtx[x].v.tc[1] = this->windowVtx[x + 1].v.tc[1] =
this->windowVtx[x + 2].v.tc[0] = 0;
this->windowVtx[x + 1].v.tc[0] = this->windowVtx[x + 3].v.tc[0] = tmp2 * 0x20;
this->windowVtx[x + 2].v.tc[1] = this->windowVtx[x + 3].v.tc[1] = 0x400;
this->windowVtx[x].v.cn[0] = this->windowVtx[x + 2].v.cn[0] = this->windowVtx[x].v.cn[1] =
this->windowVtx[x + 2].v.cn[1] = this->windowVtx[x].v.cn[2] = this->windowVtx[x + 2].v.cn[2] =
this->windowVtx[x + 1].v.cn[0] = this->windowVtx[x + 3].v.cn[0] = this->windowVtx[x + 1].v.cn[1] =
this->windowVtx[x + 3].v.cn[1] = this->windowVtx[x + 1].v.cn[2] =
this->windowVtx[x + 3].v.cn[2] = this->windowVtx[x].v.cn[3] =
this->windowVtx[x + 2].v.cn[3] = this->windowVtx[x + 1].v.cn[3] =
this->windowVtx[x + 3].v.cn[3] = 255;
}
}
}
static s16 D_80812818[] = { 0x001A, 0x000A, 0x000A, 0x000A };
static s16 D_80812820[] = { 0x0020, 0x000C, 0x000C, 0x000C };
static s16 D_80812828[] = { 0x0010, 0x000C, 0x000C, 0x000C };
static s16 D_80812830[] = { 0x0040, 0x0054, 0x0068, 0x0274, 0x0278, 0x027C };
static s16 D_8081283C[] = { 0x0040, 0x0054, 0x0068, 0x0278 };
static s16 D_80812844[] = { 0x0274, 0x0278 };
static s16 D_80812848[] = { 0x0274, 0x0278 };
void FileChoose_SetWindowContentVtx(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 phi_t2;
s16 phi_t0;
s16 phi_t5;
s16 phi_a1;
s16 phi_ra;
s16 temp_t1;
this->windowContentVtx = Graph_Alloc(this->state.gfxCtx, 0x288 * sizeof(Vtx));
for (phi_t2 = 0; phi_t2 < 0x288; phi_t2 += 4) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = 0x12C;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x10;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] = 0;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2].v.ob[2] = this->windowContentVtx[phi_t2 + 1].v.ob[2] =
this->windowContentVtx[phi_t2 + 2].v.ob[2] = this->windowContentVtx[phi_t2 + 3].v.ob[2] = 0;
this->windowContentVtx[phi_t2].v.flag = this->windowContentVtx[phi_t2 + 1].v.flag =
this->windowContentVtx[phi_t2 + 2].v.flag = this->windowContentVtx[phi_t2 + 3].v.flag = 0;
this->windowContentVtx[phi_t2].v.tc[0] = this->windowContentVtx[phi_t2].v.tc[1] =
this->windowContentVtx[phi_t2 + 1].v.tc[1] = this->windowContentVtx[phi_t2 + 2].v.tc[0] = 0;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 2].v.tc[1] =
this->windowContentVtx[phi_t2 + 3].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[1] = 0x200;
this->windowContentVtx[phi_t2].v.cn[0] = this->windowContentVtx[phi_t2 + 1].v.cn[0] =
this->windowContentVtx[phi_t2 + 2].v.cn[0] = this->windowContentVtx[phi_t2 + 3].v.cn[0] =
this->windowContentVtx[phi_t2].v.cn[1] = this->windowContentVtx[phi_t2 + 1].v.cn[1] =
this->windowContentVtx[phi_t2 + 2].v.cn[1] = this->windowContentVtx[phi_t2 + 3].v.cn[1] =
this->windowContentVtx[phi_t2].v.cn[2] = this->windowContentVtx[phi_t2 + 1].v.cn[2] =
this->windowContentVtx[phi_t2 + 2].v.cn[2] = this->windowContentVtx[phi_t2 + 3].v.cn[2] =
this->windowContentVtx[phi_t2].v.cn[3] = this->windowContentVtx[phi_t2 + 1].v.cn[3] =
this->windowContentVtx[phi_t2 + 2].v.cn[3] =
this->windowContentVtx[phi_t2 + 3].v.cn[3] = 0xFF;
}
this->windowContentVtx[0].v.ob[0] = this->windowContentVtx[2].v.ob[0] = this->windowPosX;
this->windowContentVtx[1].v.ob[0] = this->windowContentVtx[3].v.ob[0] = this->windowContentVtx[0].v.ob[0] + 0x80;
this->windowContentVtx[0].v.ob[1] = this->windowContentVtx[1].v.ob[1] = 0x48;
this->windowContentVtx[2].v.ob[1] = this->windowContentVtx[3].v.ob[1] = this->windowContentVtx[0].v.ob[1] - 0x10;
this->windowContentVtx[1].v.tc[0] = this->windowContentVtx[3].v.tc[0] = 0x1000;
for (phi_a1 = 0, phi_t2 = 4; phi_a1 < 3; phi_a1++) {
phi_t0 = this->windowPosX - 6;
for (phi_t5 = 0; phi_t5 < 5; phi_t5++, phi_t2 += 4) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + sFileInfoBoxPartWidths[phi_t5];
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] =
this->fileNamesY[phi_a1] + 0x2C;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x38;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[0] =
sFileInfoBoxPartWidths[phi_t5] << 5;
this->windowContentVtx[phi_t2 + 2].v.tc[1] = this->windowContentVtx[phi_t2 + 3].v.tc[1] = 0x700;
phi_t0 += sFileInfoBoxPartWidths[phi_t5];
}
}
phi_t0 = this->windowPosX - 6;
phi_ra = 0x2C;
for (phi_t5 = 0; phi_t5 < 3; phi_t5++, phi_t2 += 20, phi_ra -= 0x10) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x40;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] =
this->buttonYOffsets[phi_t5] + phi_ra;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[0] = 0x800;
this->windowContentVtx[phi_t2 + 4].v.ob[0] = this->windowContentVtx[phi_t2 + 6].v.ob[0] = phi_t0 + 0x40;
this->windowContentVtx[phi_t2 + 5].v.ob[0] = this->windowContentVtx[phi_t2 + 7].v.ob[0] =
this->windowContentVtx[phi_t2 + 4].v.ob[0] + 0x6C;
this->windowContentVtx[phi_t2 + 4].v.ob[1] = this->windowContentVtx[phi_t2 + 5].v.ob[1] =
this->buttonYOffsets[phi_t5] + phi_ra;
this->windowContentVtx[phi_t2 + 6].v.ob[1] = this->windowContentVtx[phi_t2 + 7].v.ob[1] =
this->windowContentVtx[phi_t2 + 4].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 5].v.tc[0] = this->windowContentVtx[phi_t2 + 7].v.tc[0] = 0xD80;
if ((this->configMode == CM_COPY_ANIM_2) && (phi_t5 == this->copyDestFileIndex)) {
temp_t1 = this->fileNamesY[phi_t5] + 0x2C;
} else if (((this->configMode == CM_COPY_ANIM_3) || (this->configMode == CM_COPY_ANIM_4)) &&
(phi_t5 == this->copyDestFileIndex)) {
temp_t1 = this->buttonYOffsets[phi_t5] + phi_ra;
} else {
temp_t1 = phi_ra + this->buttonYOffsets[phi_t5] + this->fileNamesY[phi_t5];
}
this->windowContentVtx[phi_t2 + 8].v.ob[0] = this->windowContentVtx[phi_t2 + 10].v.ob[0] = phi_t0 + 0xA8;
this->windowContentVtx[phi_t2 + 9].v.ob[0] = this->windowContentVtx[phi_t2 + 11].v.ob[0] =
this->windowContentVtx[phi_t2 + 8].v.ob[0] + 0x2C;
this->windowContentVtx[phi_t2 + 8].v.ob[1] = this->windowContentVtx[phi_t2 + 9].v.ob[1] = temp_t1;
this->windowContentVtx[phi_t2 + 10].v.ob[1] = this->windowContentVtx[phi_t2 + 11].v.ob[1] =
this->windowContentVtx[phi_t2 + 8].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 9].v.tc[0] = this->windowContentVtx[phi_t2 + 11].v.tc[0] = 0x580;
this->windowContentVtx[phi_t2 + 12].v.ob[0] = this->windowContentVtx[phi_t2 + 14].v.ob[0] = phi_t0 + 0x34;
this->windowContentVtx[phi_t2 + 13].v.ob[0] = this->windowContentVtx[phi_t2 + 15].v.ob[0] =
this->windowContentVtx[phi_t2 + 12].v.ob[0] + 0x18;
this->windowContentVtx[phi_t2 + 12].v.ob[1] = this->windowContentVtx[phi_t2 + 13].v.ob[1] =
this->buttonYOffsets[phi_t5] + phi_ra;
this->windowContentVtx[phi_t2 + 14].v.ob[1] = this->windowContentVtx[phi_t2 + 15].v.ob[1] =
this->windowContentVtx[phi_t2 + 12].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 13].v.tc[0] = this->windowContentVtx[phi_t2 + 15].v.tc[0] = 0x300;
this->windowContentVtx[phi_t2 + 16].v.ob[0] = this->windowContentVtx[phi_t2 + 18].v.ob[0] = phi_t0 + 0x9C;
this->windowContentVtx[phi_t2 + 17].v.ob[0] = this->windowContentVtx[phi_t2 + 19].v.ob[0] =
this->windowContentVtx[phi_t2 + 16].v.ob[0] + 0x18;
this->windowContentVtx[phi_t2 + 16].v.ob[1] = this->windowContentVtx[phi_t2 + 17].v.ob[1] =
this->buttonYOffsets[phi_t5] + phi_ra;
this->windowContentVtx[phi_t2 + 18].v.ob[1] = this->windowContentVtx[phi_t2 + 19].v.ob[1] =
this->windowContentVtx[phi_t2 + 16].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 17].v.tc[0] = this->windowContentVtx[phi_t2 + 19].v.tc[0] = 0x300;
}
phi_ra = 0x2C;
for (phi_t5 = 0; phi_t5 < 3; phi_t5++, phi_ra -= WREG(38)) {
if (Save_GetSaveMetaInfo(phi_t5)->valid) {
phi_t0 = this->windowPosX - WREG(39);
if ((this->configMode == 0xF) && (phi_t5 == this->copyDestFileIndex)) {
temp_t1 = this->fileNamesY[phi_t5] + 0x2C;
} else if (((this->configMode == CM_COPY_ANIM_3) || (this->configMode == CM_COPY_ANIM_4)) &&
(phi_t5 == this->copyDestFileIndex)) {
temp_t1 = this->buttonYOffsets[phi_t5] + phi_ra;
} else {
temp_t1 = phi_ra + this->buttonYOffsets[phi_t5] + this->fileNamesY[phi_t5];
}
temp_t1 += 2;
for (phi_a1 = 0; phi_a1 < 8; phi_a1++, phi_t2 += 4, phi_t0 += WREG(40)) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] =
WREG(41) + phi_t0 + 0x40;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + WREG(42);
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] = temp_t1 - 3;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - WREG(43);
}
phi_t0 = this->windowPosX - 14;
temp_t1 -= 0x16;
for (phi_a1 = 0; phi_a1 < 4; phi_a1++, phi_t2 += 4) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + D_80812820[phi_a1];
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] = temp_t1;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - D_80812828[phi_a1];
phi_t0 += D_80812818[phi_a1];
}
this->windowContentVtx[phi_t2 - 15].v.tc[0] = this->windowContentVtx[phi_t2 - 13].v.tc[0] = 0x400;
phi_t0 = this->windowPosX + 63;
temp_t1 += 4;
for (phi_a1 = 0; phi_a1 < 20; phi_a1++, phi_t2 += 4, phi_t0 += 9) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0xA;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] = temp_t1;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0xA;
if (phi_a1 == 9) {
phi_t0 = this->windowPosX + 54;
temp_t1 -= 8;
}
}
phi_t0 = this->windowPosX + 4;
temp_t1 -= 0xA;
for (phi_a1 = 0; phi_a1 < 10; phi_a1++, phi_t2 += 4, phi_t0 += 0x10) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x10;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] = temp_t1;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x10;
}
} else {
phi_t2 += 0xA8;
}
}
phi_t0 = this->windowPosX - 6;
phi_ra = -0xC;
for (phi_t5 = 0; phi_t5 < 2; phi_t5++, phi_t2 += 4, phi_ra -= 0x10) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x40;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] =
this->buttonYOffsets[phi_t5 + 3] + phi_ra;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[0] = 0x800;
}
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = phi_t0;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x40;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] =
this->buttonYOffsets[5] - 0x34;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[0] = 0x800;
phi_t2 += 4;
if (((this->menuMode == FS_MENU_MODE_CONFIG) && (this->configMode >= CM_MAIN_MENU)) ||
((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == SM_CONFIRM_FILE))) {
if (this->menuMode == FS_MENU_MODE_CONFIG) {
if ((this->configMode == CM_SELECT_COPY_SOURCE) || (this->configMode == CM_SELECT_COPY_DEST) ||
(this->configMode == CM_ERASE_SELECT)) {
phi_t5 = D_8081283C[this->buttonIndex];
} else if ((this->configMode == CM_ERASE_CONFIRM) || (this->configMode == CM_COPY_CONFIRM)) {
phi_t5 = D_80812844[this->buttonIndex];
} else {
phi_t5 = D_80812830[this->buttonIndex];
}
} else {
phi_t5 = D_80812848[this->confirmButtonIndex];
}
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = this->windowPosX - 0xA;
this->windowContentVtx[phi_t2 + 1].v.ob[0] = this->windowContentVtx[phi_t2 + 3].v.ob[0] =
this->windowContentVtx[phi_t2].v.ob[0] + 0x48;
this->windowContentVtx[phi_t2].v.ob[1] = this->windowContentVtx[phi_t2 + 1].v.ob[1] =
this->windowContentVtx[phi_t5].v.ob[1] + 4;
this->windowContentVtx[phi_t2 + 2].v.ob[1] = this->windowContentVtx[phi_t2 + 3].v.ob[1] =
this->windowContentVtx[phi_t2].v.ob[1] - 0x18;
this->windowContentVtx[phi_t2 + 1].v.tc[0] = this->windowContentVtx[phi_t2 + 3].v.tc[0] = 0x900;
this->windowContentVtx[phi_t2 + 2].v.tc[1] = this->windowContentVtx[phi_t2 + 3].v.tc[1] = 0x300;
}
this->windowContentVtx[phi_t2 + 4].v.ob[0] = this->windowContentVtx[phi_t2 + 6].v.ob[0] = this->windowPosX + 0x3A;
this->windowContentVtx[phi_t2 + 5].v.ob[0] = this->windowContentVtx[phi_t2 + 7].v.ob[0] =
this->windowContentVtx[phi_t2 + 4].v.ob[0] + 0x80;
this->windowContentVtx[phi_t2 + 4].v.ob[1] = this->windowContentVtx[phi_t2 + 5].v.ob[1] =
this->windowContentVtx[D_80812830[this->warningButtonIndex]].v.ob[1];
this->windowContentVtx[phi_t2 + 6].v.ob[1] = this->windowContentVtx[phi_t2 + 7].v.ob[1] =
this->windowContentVtx[phi_t2 + 4].v.ob[1] - 0x10;
this->windowContentVtx[phi_t2 + 5].v.tc[0] = this->windowContentVtx[phi_t2 + 7].v.tc[0] = 0x1000;
}
static u16 D_8081284C[] = { 0x007C, 0x0124, 0x01CC };
static void* sQuestItemTextures[] = {
gFileSelKokiriEmeraldTex, gFileSelGoronRubyTex, gFileSelZoraSapphireTex,
gFileSelForestMedallionTex, gFileSelFireMedallionTex, gFileSelWaterMedallionTex,
gFileSelSpiritMedallionTex, gFileSelShadowMedallionTex, gFileSelLightMedallionTex,
};
static s16 sQuestItemRed[] = { 255, 255, 255, 0, 255, 0, 255, 200, 200 };
static s16 sQuestItemGreen[] = { 255, 255, 255, 255, 60, 100, 130, 50, 200 };
static s16 sQuestItemBlue[] = { 255, 255, 255, 0, 0, 255, 0, 255, 0 };
static s16 sQuestItemFlags[] = { 0x0012, 0x0013, 0x0014, 0x0000, 0x0001, 0x0002, 0x0003, 0x0004, 0x0005 };
static s16 sNamePrimColors[2][3] = { { 255, 255, 255 }, { 100, 100, 100 } };
static void* sHeartTextures[] = { gHeartFullTex, gDefenseHeartFullTex };
void FileChoose_DrawFileInfo(GameState* thisx, s16 fileIndex, s16 isActive) {
FileChooseContext* this = (FileChooseContext*)thisx;
Font* sp54 = &this->font;
s32 heartType;
s16 i;
s16 vtxOffset;
s16 j;
s16 deathCountSplit[3];
Color_RGB8 heartColor = {HEARTS_PRIM_R, HEARTS_PRIM_G, HEARTS_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_Hearts.Changed", 0)) {
heartColor = CVarGetColor24("gCosmetics.Consumable_Hearts.Value", heartColor);
}
Color_RGB8 heartBorder = {HEARTS_ENV_R, HEARTS_ENV_G, HEARTS_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_HeartBorder.Changed", 0)) {
heartBorder = CVarGetColor24("gCosmetics.Consumable_HeartBorder.Value", heartBorder);
}
Color_RGB8 ddColor = {HEARTS_DD_ENV_R, HEARTS_DD_ENV_G, HEARTS_DD_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHearts.Changed", 0)) {
ddColor = CVarGetColor24("gCosmetics.Consumable_DDHearts.Value", ddColor);
}
Color_RGB8 ddBorder = {HEARTS_DD_PRIM_R, HEARTS_DD_PRIM_G, HEARTS_DD_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHeartBorder.Changed", 0)) {
ddBorder = CVarGetColor24("gCosmetics.Consumable_DDHeartBorder.Value", ddBorder);
}
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
PRIMITIVE, 0);
// draw file name
if (this->nameAlpha[fileIndex] != 0) {
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[D_8081284C[fileIndex]], 32, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x00, sNamePrimColors[isActive][0], sNamePrimColors[isActive][1],
sNamePrimColors[isActive][2], this->nameAlpha[fileIndex]);
for (i = 0, vtxOffset = 0; vtxOffset < 0x20; i++, vtxOffset += 4) {
FileChoose_DrawCharacter(
this->state.gfxCtx, sp54->fontBuf + Save_GetSaveMetaInfo(fileIndex)->playerName[i] * FONT_CHAR_TEX_SIZE,
vtxOffset);
}
}
if ((fileIndex == this->selectedFileIndex) || (fileIndex == this->copyDestFileIndex)) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0, 0,
PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x00, 255, 255, 255, this->fileInfoAlpha[fileIndex]);
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[D_8081284C[fileIndex]] + 0x24, 12, 0);
FileChoose_SplitNumber(Save_GetSaveMetaInfo(fileIndex)->deaths, &deathCountSplit[0], &deathCountSplit[1],
&deathCountSplit[2]);
// draw death count
if (CVarGetInteger("gFileSelectMoreInfo", 0) == 0 || this->menuMode != FS_MENU_MODE_SELECT) {
for (i = 0, vtxOffset = 0; i < 3; i++, vtxOffset += 4) {
FileChoose_DrawCharacter(this->state.gfxCtx, sp54->fontBuf + deathCountSplit[i] * FONT_CHAR_TEX_SIZE,
vtxOffset);
}
}
gDPPipeSync(POLY_OPA_DISP++);
heartType = (Save_GetSaveMetaInfo(fileIndex)->defense == 0) ? 0 : 1;
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
if (heartType) {
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x00, ddColor.r, ddColor.g, ddColor.b, this->fileInfoAlpha[fileIndex]);
gDPSetEnvColor(POLY_OPA_DISP++, ddBorder.r, ddBorder.g, ddBorder.b, 255);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x00, heartColor.r, heartColor.g, heartColor.b, this->fileInfoAlpha[fileIndex]);
gDPSetEnvColor(POLY_OPA_DISP++, heartBorder.r, heartBorder.g, heartBorder.b, 255);
}
i = Save_GetSaveMetaInfo(fileIndex)->healthCapacity / 0x10;
if (CVarGetInteger("gFileSelectMoreInfo", 0) == 0 || this->menuMode != FS_MENU_MODE_SELECT) {
// draw hearts
for (vtxOffset = 0, j = 0; j < i; j++, vtxOffset += 4) {
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[D_8081284C[fileIndex] + vtxOffset] + 0x30, 4, 0);
POLY_OPA_DISP = FileChoose_QuadTextureIA8(POLY_OPA_DISP, sHeartTextures[heartType], 0x10, 0x10, 0);
}
}
gDPPipeSync(POLY_OPA_DISP++);
// Use file info alpha to match fading
u8 textAlpha = this->fileInfoAlpha[fileIndex];
if (textAlpha >= 200) {
textAlpha = 255;
}
if (CVarGetInteger("gFileSelectMoreInfo", 0) != 0 && this->menuMode == FS_MENU_MODE_SELECT) {
DrawMoreInfo(this, fileIndex, textAlpha);
} else {
// draw quest items
for (vtxOffset = 0, j = 0; j < 9; j++, vtxOffset += 4) {
if (Save_GetSaveMetaInfo(fileIndex)->questItems & gBitFlags[sQuestItemFlags[j]]) {
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[D_8081284C[fileIndex] + vtxOffset] + 0x80, 4, 0);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x00, sQuestItemRed[j], sQuestItemGreen[j], sQuestItemBlue[j],
this->fileInfoAlpha[fileIndex]);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
if (j < 3) {
gDPLoadTextureBlock(POLY_OPA_DISP++, sQuestItemTextures[j], G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
} else {
POLY_OPA_DISP = FileChoose_QuadTextureIA8(POLY_OPA_DISP, sQuestItemTextures[j], 0x10, 0x10, 0);
}
}
}
}
}
CLOSE_DISPS(this->state.gfxCtx);
}
static void* sFileInfoBoxTextures[] = {
gFileSelFileInfoBox1Tex, gFileSelFileInfoBox2Tex, gFileSelFileInfoBox3Tex,
gFileSelFileInfoBox4Tex, gFileSelFileInfoBox5Tex,
};
static void* sTitleLabels[3][9] = {
{ gFileSelPleaseSelectAFileENGTex, gFileSelOpenThisFileENGTex, gFileSelCopyWhichFileENGTex,
gFileSelCopyToWhichFileENGTex, gFileSelAreYouSureENGTex, gFileSelFileCopiedENGTex, gFileSelEraseWhichFileENGTex,
gFileSelAreYouSure2ENGTex, gFileSelFileErasedENGTex },
{ gFileSelPleaseSelectAFileGERTex, gFileSelOpenThisFileGERTex, gFileSelWhichFile1GERTex,
gFileSelCopyToWhichFileGERTex, gFileSelAreYouSureGERTex, gFileSelFileCopiedGERTex, gFileSelWhichFile2GERTex,
gFileSelAreYouSure2GERTex, gFileSelFileErasedGERTex },
{ gFileSelPleaseSelectAFileFRATex, gFileSelOpenThisFileFRATex, gFileSelCopyWhichFileFRATex,
gFileSelCopyToWhichFileFRATex, gFileSelAreYouSureFRATex, gFileSelFileCopiedFRATex, gFileSelEraseWhichFileFRATex,
gFileSelAreYouSure2FRATex, gFileSelFileErasedFRATex }
};
static void* sWarningLabels[3][5] = {
{ gFileSelNoFileToCopyENGTex, gFileSelNoFileToEraseENGTex, gFileSelNoEmptyFileENGTex, gFileSelFileEmptyENGTex,
gFileSelFileInUseENGTex },
{ gFileSelNoFileToCopyGERTex, gFileSelNoFileToEraseGERTex, gFileSelNoEmptyFileGERTex, gFileSelFileEmptyGERTex,
gFileSelFileInUseGERTex },
{ gFileSelNoFileToCopyFRATex, gFileSelNoFileToEraseFRATex, gFileSelNoEmptyFileFRATex, gFileSelFileEmptyFRATex,
gFileSelFileInUseFRATex },
};
static void* sFileButtonTextures[3][3] = {
{ gFileSelFile1ButtonENGTex, gFileSelFile2ButtonENGTex, gFileSelFile3ButtonENGTex },
{ gFileSelFile1ButtonGERTex, gFileSelFile2ButtonGERTex, gFileSelFile3ButtonGERTex },
{ gFileSelFile1ButtonFRATex, gFileSelFile2ButtonFRATex, gFileSelFile3ButtonFRATex },
};
static void* sActionButtonTextures[3][4] = {
{ gFileSelCopyButtonENGTex, gFileSelEraseButtonENGTex, gFileSelYesButtonENGTex, gFileSelQuitButtonENGTex },
{ gFileSelCopyButtonGERTex, gFileSelEraseButtonGERTex, gFileSelYesButtonGERTex, gFileSelQuitButtonGERTex },
{ gFileSelCopyButtonFRATex, gFileSelEraseButtonFRATex, gFileSelYesButtonFRATex, gFileSelQuitButtonFRATex },
};
static void* sOptionsButtonTextures[] = {
gFileSelOptionsButtonENGTex,
gFileSelOptionsButtonGERTex,
gFileSelOptionsButtonENGTex,
};
const char* FileChoose_GetQuestChooseTitleTexName(Language lang) {
switch (lang) {
case LANGUAGE_ENG:
default:
return gFileSelPleaseChooseAQuestENGTex;
case LANGUAGE_FRA:
return gFileSelPleaseChooseAQuestFRATex;
case LANGUAGE_GER:
return gFileSelPleaseChooseAQuestGERTex;
}
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
const char* FileChoose_GetBossRushOptionsTitleTexName(Language lang) {
switch (lang) {
case LANGUAGE_ENG:
default:
return gFileSelBossRushSettingsENGText;
case LANGUAGE_FRA:
return gFileSelBossRushSettingsFRAText;
case LANGUAGE_GER:
return gFileSelBossRushSettingsGERText;
}
}
/**
* Draw most window contents including buttons, labels, and icons.
* Does not include anything from the keyboard and settings windows.
*/
void FileChoose_DrawWindowContents(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 fileIndex;
s16 temp;
s16 i;
s16 quadVtxIndex;
s16 isActive;
s16 pad;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
char* tex;
switch (this->configMode) {
case CM_QUEST_MENU:
case CM_ROTATE_TO_NAME_ENTRY:
case CM_START_QUEST_MENU:
case CM_QUEST_TO_MAIN:
case CM_NAME_ENTRY_TO_QUEST_MENU:
case CM_ROTATE_TO_BOSS_RUSH_MENU:
tex = FileChoose_GetQuestChooseTitleTexName(gSaveContext.language);
break;
case CM_BOSS_RUSH_MENU:
case CM_START_BOSS_RUSH_MENU:
case CM_BOSS_RUSH_TO_QUEST:
tex = FileChoose_GetBossRushOptionsTitleTexName(gSaveContext.language);
break;
default:
tex = sTitleLabels[gSaveContext.language][this->titleLabel];
break;
}
OPEN_DISPS(this->state.gfxCtx);
// draw title label
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[0]);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gSPVertex(POLY_OPA_DISP++, this->windowContentVtx, 4, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_IA,
G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
// draw next title label
if ((this->configMode == CM_QUEST_MENU) || (this->configMode == CM_START_QUEST_MENU) ||
this->configMode == CM_NAME_ENTRY_TO_QUEST_MENU) {
// draw control stick prompts.
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowCursorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 4, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickLeftPrompt.arrowColorR,
this->stickLeftPrompt.arrowColorG, this->stickLeftPrompt.arrowColorB,
this->stickLeftPrompt.arrowColorA, this->stickLeftPrompt.arrowTexX,
this->stickLeftPrompt.arrowTexY, this->stickLeftPrompt.z, 0, 0, -1.0f, 1.0f);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickRightPrompt.arrowColorR,
this->stickRightPrompt.arrowColorG, this->stickRightPrompt.arrowColorB,
this->stickRightPrompt.arrowColorA, this->stickRightPrompt.arrowTexX,
this->stickRightPrompt.arrowTexY, this->stickRightPrompt.z, 0, 0, 1.0f, 1.0f);
gDPLoadTextureBlock(POLY_OPA_DISP++, gControlStickTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 4, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickLeftPrompt.stickColorR,
this->stickLeftPrompt.stickColorG, this->stickLeftPrompt.stickColorB,
this->stickLeftPrompt.stickColorA, this->stickLeftPrompt.stickTexX,
this->stickLeftPrompt.stickTexY, this->stickLeftPrompt.z, 0, 0, -1.0f, 1.0f);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickRightPrompt.stickColorR,
this->stickRightPrompt.stickColorG, this->stickRightPrompt.stickColorB,
this->stickRightPrompt.stickColorA, this->stickRightPrompt.stickTexX,
this->stickRightPrompt.stickTexY, this->stickRightPrompt.z, 0, 0, 1.0f, 1.0f);
switch (this->questType[this->buttonIndex]) {
case QUEST_NORMAL:
default:
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, gTitleZeldaShieldLogoTex, 160, 160);
break;
case QUEST_MASTER:
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, gTitleZeldaShieldLogoMQTex, 160, 160);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 182, 180, gTitleMasterQuestSubtitleTex, 128, 32);
break;
case QUEST_RANDOMIZER:
DrawSeedHashSprites(this);
if (hasRandomizerQuest()) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0x40, 0x40, 0x40, this->logoAlpha);
}
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, ResourceMgr_GameHasOriginal() ? gTitleZeldaShieldLogoTex : gTitleZeldaShieldLogoMQTex, 160, 160);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 182, 180, gTitleRandomizerSubtitleTex, 128, 32);
break;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
case QUEST_BOSSRUSH:
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, ResourceMgr_GameHasOriginal() ? gTitleZeldaShieldLogoTex : gTitleZeldaShieldLogoMQTex, 160, 160);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 182, 180, gTitleBossRushSubtitleTex, 128, 32);
break;
}
} else if (this->configMode == CM_BOSS_RUSH_MENU) {
uint8_t listOffset = this->bossRushOffset;
uint8_t textAlpha = this->bossRushUIAlpha;
// Draw arrows to indicate that the list can scroll up or down.
// Arrow up
if (listOffset > 0) {
uint16_t arrowUpX = 140;
uint16_t arrowUpY = 76 - (this->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowUpTex, G_IM_FMT_IA,
G_IM_SIZ_16b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowUpX << 2, arrowUpY << 2, (arrowUpX + 8) << 2,
(arrowUpY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Arrow down
if (BOSSRUSH_OPTIONS_AMOUNT - listOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN) {
uint16_t arrowDownX = 140;
uint16_t arrowDownY = 181 + (this->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowDownTex, G_IM_FMT_IA,
G_IM_SIZ_16b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowDownX << 2, arrowDownY << 2, (arrowDownX + 8) << 2,
(arrowDownY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Draw options. There's more options than what fits on the screen, so the visible options
// depend on the current offset of the list. Currently selected option pulses in
// color and has arrows surrounding the option.
for (uint8_t i = listOffset; i - listOffset < BOSSRUSH_MAX_OPTIONS_ON_SCREEN; i++) {
uint16_t textYOffset = (i - listOffset) * 16;
// Option name.
Interface_DrawTextLine(this->state.gfxCtx, BossRush_GetSettingName(i, gSaveContext.language),
65, (87 + textYOffset), 255, 255, 80, textAlpha, 0.8f, true);
// Selected choice for option.
uint16_t finalKerning = Interface_DrawTextLine(this->state.gfxCtx, BossRush_GetSettingChoiceName(i, gSaveContext.bossRushOptions[i], gSaveContext.language),
165, (87 + textYOffset), 255, 255, 255, textAlpha, 0.8f, true);
// Draw arrows around selected option.
if (this->bossRushIndex == i) {
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowCursorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 4, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickLeftPrompt.arrowColorR,
this->stickLeftPrompt.arrowColorG, this->stickLeftPrompt.arrowColorB,
textAlpha, 160, (92 + textYOffset), 0.42f, 0, 0, -1.0f,
1.0f);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickRightPrompt.arrowColorR,
this->stickRightPrompt.arrowColorG, this->stickRightPrompt.arrowColorB,
textAlpha, (171 + finalKerning),
(92 + textYOffset), 0.42f, 0, 0, 1.0f, 1.0f);
}
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
} else if (this->configMode != CM_ROTATE_TO_NAME_ENTRY && this->configMode != CM_START_BOSS_RUSH_MENU &&
this->configMode != CM_ROTATE_TO_BOSS_RUSH_MENU && this->configMode != CM_BOSS_RUSH_TO_QUEST) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[1]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sTitleLabels[gSaveContext.language][this->nextTitleLabel], G_IM_FMT_IA,
G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
temp = 4;
gDPPipeSync(POLY_OPA_DISP++);
// draw file info box (large box when a file is selected)
for (fileIndex = 0; fileIndex < 3; fileIndex++, temp += 20) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->fileInfoAlpha[fileIndex]);
// Draw the small file name box instead when more meta info is enabled
if (CVarGetInteger("gFileSelectMoreInfo", 0) != 0 && this->menuMode == FS_MENU_MODE_SELECT) {
// Location of file 1 small name box vertices
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[68], 4, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelNameBoxTex, G_IM_FMT_IA, G_IM_SIZ_16b, 108, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
} else {
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 20, 0);
for (quadVtxIndex = 0, i = 0; i < 5; i++, quadVtxIndex += 4) {
gDPLoadTextureBlock(POLY_OPA_DISP++, sFileInfoBoxTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b,
sFileInfoBoxPartWidths[i], 56, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0);
}
}
}
for (i = 0; i < 3; i++, temp += 20) {
// draw file button
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 20, 0);
isActive = ((this->n64ddFlag == this->n64ddFlags[i]) || (this->nameBoxAlpha[i] == 0)) ? 0 : 1;
if (!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(i)) && Save_GetSaveMetaInfo(i)->valid) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[1][0], sWindowContentColors[1][1],
sWindowContentColors[1][2], this->fileButtonAlpha[i]);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0],
sWindowContentColors[isActive][1], sWindowContentColors[isActive][2],
this->fileButtonAlpha[i]);
}
gDPLoadTextureBlock(POLY_OPA_DISP++, sFileButtonTextures[gSaveContext.language][i], G_IM_FMT_IA,
G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
// draw file name box
if (!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(i))) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[1][0], sWindowContentColors[1][1],
sWindowContentColors[1][2], this->nameBoxAlpha[i]);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0],
sWindowContentColors[isActive][1], sWindowContentColors[isActive][2],
this->nameBoxAlpha[i]);
}
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelNameBoxTex, G_IM_FMT_IA, G_IM_SIZ_16b, 108, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 4, 6, 7, 5, 0);
// draw disk label for 64DD
if (this->n64ddFlags[i]) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0], sWindowContentColors[isActive][1],
sWindowContentColors[isActive][2], this->nameBoxAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelDISKButtonTex, G_IM_FMT_IA, G_IM_SIZ_16b, 44, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
}
// draw rando label
if (Save_GetSaveMetaInfo(i)->randoSave) {
if (!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(i))) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[1][0], sWindowContentColors[1][1],
sWindowContentColors[1][2], this->nameBoxAlpha[i]);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0],
sWindowContentColors[isActive][1], sWindowContentColors[isActive][2],
this->nameAlpha[i]);
}
gDPLoadTextureBlock(POLY_OPA_DISP++,
gFileSelRANDButtonTex,
G_IM_FMT_IA, G_IM_SIZ_16b, 44, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
}
// Draw MQ label
if (Save_GetSaveMetaInfo(i)->requiresMasterQuest && !Save_GetSaveMetaInfo(i)->randoSave &&
Save_GetSaveMetaInfo(i)->valid) {
if (!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(i))) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[1][0], sWindowContentColors[1][1],
sWindowContentColors[1][2], this->nameBoxAlpha[i]);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0],
sWindowContentColors[isActive][1], sWindowContentColors[isActive][2],
this->nameAlpha[i]);
}
gDPLoadTextureBlock(POLY_OPA_DISP++,
gFileSelMQButtonTex,
G_IM_FMT_IA, G_IM_SIZ_16b, 44, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
}
// draw connectors
if (!FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(i)) && Save_GetSaveMetaInfo(i)->valid) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[1][0], sWindowContentColors[1][1],
sWindowContentColors[1][2], this->fileButtonAlpha[i]);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[isActive][0],
sWindowContentColors[isActive][1], sWindowContentColors[isActive][2],
this->connectorAlpha[i]);
}
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelConnectorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0);
if (this->n64ddFlags[i] || Save_GetSaveMetaInfo(i)->randoSave || Save_GetSaveMetaInfo(i)->requiresMasterQuest) {
gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0);
}
}
// draw file info
for (fileIndex = 0; fileIndex < 3; fileIndex++) {
isActive = ((this->n64ddFlag == this->n64ddFlags[fileIndex]) || (this->nameBoxAlpha[fileIndex] == 0)) ? 0 : 1;
FileChoose_DrawFileInfo(&this->state, fileIndex, isActive);
}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[0x274], 20, 0);
// draw primary action buttons (copy/erase)
for (quadVtxIndex = 0, i = 0; i < 2; i++, quadVtxIndex += 4) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->actionButtonAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[gSaveContext.language][i], G_IM_FMT_IA,
G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0);
}
gDPPipeSync(POLY_OPA_DISP++);
// draw confirm buttons (yes/quit)
for (quadVtxIndex = 0, i = 0; i < 2; i++, quadVtxIndex += 4) {
temp = this->confirmButtonTexIndices[i];
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->confirmButtonAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[gSaveContext.language][temp], G_IM_FMT_IA,
G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0);
}
// draw options button
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->optionButtonAlpha);
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsButtonTextures[gSaveContext.language], G_IM_FMT_IA, G_IM_SIZ_16b,
64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
// draw highlight over currently selected button
if (((this->menuMode == FS_MENU_MODE_CONFIG) &&
((this->configMode == CM_MAIN_MENU) || (this->configMode == CM_SELECT_COPY_SOURCE) ||
(this->configMode == CM_SELECT_COPY_DEST) || (this->configMode == CM_COPY_CONFIRM) ||
(this->configMode == CM_ERASE_SELECT) || (this->configMode == CM_ERASE_CONFIRM))) ||
((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == SM_CONFIRM_FILE))) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0,
0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->highlightColor[0], this->highlightColor[1],
this->highlightColor[2], this->highlightColor[3]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelBigButtonHighlightTex, G_IM_FMT_I, G_IM_SIZ_8b, 72, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0);
}
// draw warning labels
if (this->warningLabel > FS_WARNING_NONE) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->emptyFileTextAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, sWarningLabels[gSaveContext.language][this->warningLabel], G_IM_FMT_IA,
G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0);
}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA);
CLOSE_DISPS(this->state.gfxCtx);
}
}
void FileChoose_ConfigModeDraw(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
f32 eyeX;
f32 eyeY;
f32 eyeZ;
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
eyeX = 1000.0f * Math_CosS(ZREG(11)) - 1000.0f * Math_SinS(ZREG(11));
eyeY = ZREG(13);
eyeZ = 1000.0f * Math_SinS(ZREG(11)) + 1000.0f * Math_CosS(ZREG(11));
FileChoose_SetView(this, eyeX, eyeY, eyeZ);
SkyboxDraw_Draw(&this->skyboxCtx, this->state.gfxCtx, 1, this->envCtx.skyboxBlend, eyeX, eyeY, eyeZ);
gDPSetTextureLUT(POLY_OPA_DISP++, G_TT_NONE);
ZREG(11) += ZREG(10);
Environment_UpdateSkybox(NULL, SKYBOX_NORMAL_SKY, &this->envCtx, &this->skyboxCtx);
gDPPipeSync(POLY_OPA_DISP++);
Gfx_SetupDL_42Opa(this->state.gfxCtx);
FileChoose_SetView(this, 0.0f, 0.0f, 64.0f);
FileChoose_SetWindowVtx(&this->state);
FileChoose_SetWindowContentVtx(&this->state);
FrameInterpolation_RecordOpenChild(this, this->configMode);
if ((this->configMode != CM_NAME_ENTRY) && (this->configMode != CM_START_NAME_ENTRY) &&
(this->configMode != CM_QUEST_MENU) && this->configMode != CM_NAME_ENTRY_TO_QUEST_MENU) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
if (this->windowRot != 0) {
if (this->configMode == CM_ROTATE_TO_QUEST_MENU ||
(this->configMode >= CM_MAIN_TO_OPTIONS && this->configMode <= CM_OPTIONS_TO_MAIN) ||
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->configMode == CM_QUEST_TO_MAIN) {
Matrix_RotateX(this->windowRot / 100.0f, MTXMODE_APPLY);
} else {
Matrix_RotateX((this->windowRot - 942.0f) / 100.0f, MTXMODE_APPLY);
}
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_DrawWindowContents(&this->state);
}
// draw name entry menu
if ((this->configMode >= CM_ROTATE_TO_NAME_ENTRY) && (this->configMode <= CM_NAME_ENTRY_TO_MAIN)) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Matrix_RotateX((this->windowRot - 628.0f) / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_DrawNameEntry(&this->state);
}
// draw options menu
if ((this->configMode >= CM_MAIN_TO_OPTIONS) && (this->configMode <= CM_OPTIONS_TO_MAIN)) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX((this->windowRot - 314.0f) / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_DrawOptions(&this->state);
}
// draw quest menu
if ((this->configMode == CM_QUEST_MENU) || (this->configMode == CM_ROTATE_TO_QUEST_MENU) ||
(this->configMode == CM_ROTATE_TO_NAME_ENTRY) || this->configMode == CM_QUEST_TO_MAIN ||
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->configMode == CM_NAME_ENTRY_TO_QUEST_MENU || this->configMode == CM_ROTATE_TO_BOSS_RUSH_MENU) {
// window
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX((this->windowRot - 314.0f) / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_DrawWindowContents(&this->state);
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
// Draw Boss Rush Options Menu
if (this->configMode == CM_BOSS_RUSH_MENU || this->configMode == CM_ROTATE_TO_BOSS_RUSH_MENU ||
this->configMode == CM_START_BOSS_RUSH_MENU || this->configMode == CM_BOSS_RUSH_TO_QUEST) {
// window
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX((this->windowRot - 628.0f) / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_DrawWindowContents(&this->state);
}
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_SetView(this, 0.0f, 0.0f, 64.0f);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
DrawSeedHashSprites(this);
FrameInterpolation_RecordCloseChild();
CLOSE_DISPS(this->state.gfxCtx);
}
/**
* Fade out the main menu elements to transition to select mode.
* Update function for `SM_FADE_MAIN_TO_SELECT`
*/
void FileChoose_FadeMainToSelect(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 i;
for (i = 0; i < 3; i++) {
if (i != this->buttonIndex) {
this->fileButtonAlpha[i] -= 25;
this->actionButtonAlpha[FS_BTN_ACTION_COPY] = this->actionButtonAlpha[FS_BTN_ACTION_ERASE] =
this->optionButtonAlpha = this->fileButtonAlpha[i];
if (Save_GetSaveMetaInfo(i)->valid) {
this->nameAlpha[i] = this->nameBoxAlpha[i] = this->fileButtonAlpha[i];
this->connectorAlpha[i] -= 31;
}
}
}
this->titleAlpha[0] -= 31;
this->titleAlpha[1] += 31;
this->actionTimer--;
if (this->actionTimer == 0) {
this->actionTimer = 8;
this->selectMode++;
this->confirmButtonIndex = FS_BTN_CONFIRM_YES;
sLastFileChooseButtonIndex = -1;
}
}
/**
* Moves the selected file to the top of the window.
* Update function for `SM_MOVE_FILE_TO_TOP`
*/
void FileChoose_MoveSelectedFileToTop(GameState* thisx) {
static s16 fileYOffsets[] = { 0, 16, 32 }; // amount to move by to reach the top of the screen
FileChooseContext* this = (FileChooseContext*)thisx;
s16 yStep;
yStep = ABS(this->buttonYOffsets[this->buttonIndex] - fileYOffsets[this->buttonIndex]) / this->actionTimer;
this->buttonYOffsets[this->buttonIndex] += yStep;
this->actionTimer--;
if ((this->actionTimer == 0) || (this->buttonYOffsets[this->buttonIndex] == fileYOffsets[this->buttonIndex])) {
this->buttonYOffsets[FS_BTN_SELECT_YES] = this->buttonYOffsets[FS_BTN_SELECT_QUIT] = -24;
this->actionTimer = 8;
this->selectMode++;
}
}
/**
* Fade in the file info for the selected file.
* Update function for `SM_FADE_IN_FILE_INFO`
*/
void FileChoose_FadeInFileInfo(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->fileInfoAlpha[this->buttonIndex] += 25;
this->nameBoxAlpha[this->buttonIndex] -= 50;
if (this->nameBoxAlpha[this->buttonIndex] <= 0) {
this->nameBoxAlpha[this->buttonIndex] = 0;
}
this->actionTimer--;
if (this->actionTimer == 0) {
this->fileInfoAlpha[this->buttonIndex] = 200;
this->actionTimer = 8;
this->selectMode++;
}
this->confirmButtonAlpha[FS_BTN_CONFIRM_YES] = this->confirmButtonAlpha[FS_BTN_CONFIRM_QUIT] =
this->fileInfoAlpha[this->buttonIndex];
}
/**
* Update the cursor and handle the option that the player picks for confirming the selected file.
* Update function for `SM_CONFIRM_FILE`
*/
void FileChoose_ConfirmFile(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
bool dpad = CVarGetInteger("gDpadText", 0);
if (CHECK_BTN_ALL(input->press.button, BTN_START) || (CHECK_BTN_ALL(input->press.button, BTN_A))) {
if (this->confirmButtonIndex == FS_BTN_CONFIRM_YES) {
func_800AA000(300.0f, 180, 20, 100);
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->selectMode = SM_FADE_OUT;
func_800F6964(0xF);
} else {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CLOSE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->selectMode++;
}
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CLOSE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->selectMode++;
} else if ((ABS(this->stickRelY) >= 30) || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP))) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->confirmButtonIndex ^= 1;
}
if (sLastFileChooseButtonIndex != this->confirmButtonIndex) {
GameInteractor_ExecuteOnUpdateFileSelectConfirmationSelection(this->confirmButtonIndex);
sLastFileChooseButtonIndex = this->confirmButtonIndex;
}
}
/**
* Fade out the file info for the selected file before returning to the main menu.
* Update function for `SM_FADE_OUT_FILE_INFO`
*/
void FileChoose_FadeOutFileInfo(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
this->fileInfoAlpha[this->buttonIndex] -= 25;
this->nameBoxAlpha[this->buttonIndex] += 25;
this->actionTimer--;
if (this->actionTimer == 0) {
this->buttonYOffsets[FS_BTN_SELECT_YES] = this->buttonYOffsets[FS_BTN_SELECT_QUIT] = 0;
this->nameBoxAlpha[this->buttonIndex] = 200;
this->fileInfoAlpha[this->buttonIndex] = 0;
this->nextTitleLabel = FS_TITLE_SELECT_FILE;
this->actionTimer = 8;
this->selectMode++;
sLastFileChooseButtonIndex = -1;
}
this->confirmButtonAlpha[0] = this->confirmButtonAlpha[1] = this->fileInfoAlpha[this->buttonIndex];
}
/**
* Move the selected file back to the slot position then go to config mode for the main menu.
* Update function for `SM_MOVE_FILE_TO_SLOT`
*/
void FileChoose_MoveSelectedFileToSlot(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
s16 yStep;
s16 i;
yStep = ABS(this->buttonYOffsets[this->buttonIndex]) / this->actionTimer;
this->buttonYOffsets[this->buttonIndex] -= yStep;
if (this->buttonYOffsets[this->buttonIndex] <= 0) {
this->buttonYOffsets[this->buttonIndex] = 0;
}
for (i = 0; i < 3; i++) {
if (i != this->buttonIndex) {
this->fileButtonAlpha[i] += 25;
if (this->fileButtonAlpha[i] >= 200) {
this->fileButtonAlpha[i] = 200;
}
this->actionButtonAlpha[FS_BTN_ACTION_COPY] = this->actionButtonAlpha[FS_BTN_ACTION_ERASE] =
this->optionButtonAlpha = this->fileButtonAlpha[i];
if (Save_GetSaveMetaInfo(i)->valid) {
this->nameBoxAlpha[i] = this->nameAlpha[i] = this->fileButtonAlpha[i];
this->connectorAlpha[i] += 31;
}
}
}
this->titleAlpha[0] -= 31;
this->titleAlpha[1] += 31;
this->actionTimer--;
if (this->actionTimer == 0) {
this->titleAlpha[0] = 255;
this->titleAlpha[1] = 0;
this->titleLabel = this->nextTitleLabel;
this->actionTimer = 8;
this->menuMode = FS_MENU_MODE_CONFIG;
this->configMode = CM_MAIN_MENU;
this->nextConfigMode = CM_MAIN_MENU;
this->selectMode = SM_FADE_MAIN_TO_SELECT;
}
}
/**
* Fill the screen with black to fade out.
* Update function for `SM_FADE_OUT`
*/
void FileChoose_FadeOut(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
sScreenFillAlpha += VREG(10);
if (sScreenFillAlpha >= 255) {
sScreenFillAlpha = 255;
this->selectMode++;
}
}
/**
* Load the save for the appropriate file and start the game.
* Note: On Debug ROM, File 1 will go to Map Select.
* Update function for `SM_LOAD_GAME`
*/
void FileChoose_LoadGame(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
u16 swordEquipValue;
s32 pad;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
gSaveContext.fileNum = this->buttonIndex;
gSaveContext.gameMode = 0;
if ((this->buttonIndex == FS_BTN_SELECT_FILE_1 && CVarGetInteger("gDebugEnabled", 0)) || this->buttonIndex == 0xFF) {
if (this->buttonIndex == 0xFF) {
Sram_InitDebugSave();
} else {
Sram_OpenSave();
}
SET_NEXT_GAMESTATE(&this->state, Select_Init, SelectContext);
} else {
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
if (this->buttonIndex == 0xFE) {
Sram_InitBossRushSave();
} else {
Sram_OpenSave();
}
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->state.running = false;
Randomizer_LoadSettings("");
Randomizer_LoadHintLocations("");
Randomizer_LoadItemLocations("", true);
Randomizer_LoadRequiredTrials("");
Randomizer_LoadMerchantMessages("");
Randomizer_LoadMasterQuestDungeons("");
2022-11-14 06:13:21 -05:00
Randomizer_LoadEntranceOverrides("", true);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
gSaveContext.respawn[0].entranceIndex = ENTR_LOAD_OPENING;
gSaveContext.respawnFlag = 0;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.showTitleCard = true;
if (!CVarGetInteger("gDogFollowsEverywhere", 0)) {
gSaveContext.dogParams = 0;
}
gSaveContext.timer1State = 0;
gSaveContext.timer2State = 0;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
gSaveContext.eventInf[3] = 0;
gSaveContext.unk_13EE = 0x32;
gSaveContext.nayrusLoveTimer = 0;
gSaveContext.healthAccumulator = 0;
2023-10-19 19:13:33 -04:00
gSaveContext.magicState = MAGIC_STATE_IDLE;
gSaveContext.prevMagicState = MAGIC_STATE_IDLE;
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
gSaveContext.skyboxTime = 0;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.nextCutsceneIndex = 0xFFEF;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = 0;
gSaveContext.nextDayTime = 0xFFFF;
gSaveContext.retainWeatherMode = 0;
2022-06-22 22:24:20 -04:00
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED;
}
gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
gSaveContext.magicCapacity = 0;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magic = 0;
gSaveContext.magicLevel = gSaveContext.magic;
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("Z_MAGIC_NOW_NOW=%d MAGIC_NOW=%d\n", ((void)0, gSaveContext.magicFillTarget), gSaveContext.magic);
osSyncPrintf(VT_RST);
gSaveContext.naviTimer = 0;
// SWORDLESS LINK IS BACK BABY
if (CVarGetInteger("gSwordlessLink", 0) != 0)
{
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
swordEquipValue = (BOMSWAP16(gEquipMasks[EQUIP_TYPE_SWORD]) & gSaveContext.equips.equipment) >> (EQUIP_TYPE_SWORD * 4);
gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_TYPE_SWORD];
gSaveContext.inventory.equipment ^= (gBitFlags[swordEquipValue - 1] << BOMSWAP16(gEquipShifts[EQUIP_TYPE_SWORD]));
}
}
2022-12-06 18:37:50 -05:00
if (IS_RANDO) {
// Setup the modified entrance table and entrance shuffle table for rando
Entrance_Init();
// Handle randomized spawn positions after the save context has been setup from load
// When remeber save location is on, set save warp if the save was in an a grotto, or
// the entrance index is -1 from shuffle overwarld spawn
if (Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES) && ((!CVarGetInteger("gRememberSaveLocation", 0) ||
gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN || gSaveContext.savedSceneNum == SCENE_GROTTOS) ||
(CVarGetInteger("gRememberSaveLocation", 0) && Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS) && gSaveContext.entranceIndex == ENTR_LOAD_OPENING))) {
Entrance_SetSavewarpEntrance();
}
2022-12-06 18:37:50 -05:00
}
GameInteractor_ExecuteOnLoadGame(gSaveContext.fileNum);
}
static void (*gSelectModeUpdateFuncs[])(GameState*) = {
FileChoose_FadeMainToSelect, FileChoose_MoveSelectedFileToTop, FileChoose_FadeInFileInfo, FileChoose_ConfirmFile,
FileChoose_FadeOutFileInfo, FileChoose_MoveSelectedFileToSlot, FileChoose_FadeOut, FileChoose_LoadGame,
};
void FileChoose_SelectModeUpdate(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
gSelectModeUpdateFuncs[this->selectMode](&this->state);
}
void FileChoose_SelectModeDraw(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
f32 eyeX;
f32 eyeY;
f32 eyeZ;
OPEN_DISPS(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
eyeX = 1000.0f * Math_CosS(ZREG(11)) - 1000.0f * Math_SinS(ZREG(11));
eyeY = ZREG(13);
eyeZ = 1000.0f * Math_SinS(ZREG(11)) + 1000.0f * Math_CosS(ZREG(11));
FileChoose_SetView(this, eyeX, eyeY, eyeZ);
SkyboxDraw_Draw(&this->skyboxCtx, this->state.gfxCtx, 1, this->envCtx.skyboxBlend, eyeX, eyeY, eyeZ);
gDPSetTextureLUT(POLY_OPA_DISP++, G_TT_NONE);
ZREG(11) += ZREG(10);
Environment_UpdateSkybox(NULL, SKYBOX_NORMAL_SKY, &this->envCtx, &this->skyboxCtx);
gDPPipeSync(POLY_OPA_DISP++);
Gfx_SetupDL_42Opa(this->state.gfxCtx);
FileChoose_SetView(this, 0.0f, 0.0f, 64.0f);
FileChoose_SetWindowVtx(&this->state);
FileChoose_SetWindowContentVtx(&this->state);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->windowAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(this->windowRot / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(this->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow1DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[32], 32, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow2DL);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[64], 16, 0);
gSPDisplayList(POLY_OPA_DISP++, gFileSelWindow3DL);
FileChoose_DrawWindowContents(&this->state);
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_SetView(this, 0.0f, 0.0f, 64.0f);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
DrawSeedHashSprites(this);
CLOSE_DISPS(this->state.gfxCtx);
}
static void (*gFileSelectDrawFuncs[])(GameState*) = {
FileChoose_InitModeDraw,
FileChoose_ConfigModeDraw,
FileChoose_SelectModeDraw,
};
static void (*gFileSelectUpdateFuncs[])(GameState*) = {
FileChoose_InitModeUpdate,
FileChoose_ConfigModeUpdate,
FileChoose_SelectModeUpdate,
};
static const char* randoVersionWarningText[] = {
// English
"This save was created on a different version of SoH.\nThings may be broken. Play at your own risk.",
// German
"Dieser Spielstand wurde auf einer anderen Version\nvon SoH erstellt.\nEs könnten Fehler auftreten.",
// French
"Cette sauvegarde a été créée sur une version\ndifférente de SoH.\nCertaines fonctionnalités peuvent être corrompues."
};
void FileChoose_DrawRandoSaveVersionWarning(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
OPEN_DISPS(this->state.gfxCtx);
// Draw rando seed warning when build version doesn't match for Major or Minor number
for (int fileIndex = 0; fileIndex < 3; fileIndex++) {
if (Save_GetSaveMetaInfo(fileIndex)->randoSave == 1 &&
this->menuMode == FS_MENU_MODE_SELECT &&
(gBuildVersionMajor != Save_GetSaveMetaInfo(fileIndex)->buildVersionMajor ||
gBuildVersionMinor != Save_GetSaveMetaInfo(fileIndex)->buildVersionMinor)) {
// Use file info alpha to match fading
u8 textAlpha = this->fileInfoAlpha[fileIndex];
if (textAlpha >= 200) {
textAlpha = 225;
}
// Compute the height for a "squished" textbox texture
s16 height = gSaveContext.language == LANGUAGE_ENG ? 32 : 40; // English is only 2 lines
// float math to get a S5.10 number that will squish the texture
f32 texCoordinateHeightF = 512 / ((f32)height / 64);
s16 texCoordinateHeightScale = texCoordinateHeightF + 0.5f;
s16 bottomOffset = 4;
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetAlphaDither(POLY_OPA_DISP++, G_AD_DISABLE);
gSPClearGeometryMode(POLY_OPA_DISP++, G_SHADE);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, textAlpha);
gDPLoadTextureBlock_4b(POLY_OPA_DISP++, gDefaultMessageBackgroundTex, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR,
G_TX_MIRROR, 7, 0, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(POLY_OPA_DISP++, 32 << 2, (SCREEN_HEIGHT - height - bottomOffset) << 2,
(SCREEN_WIDTH - 32) << 2, (SCREEN_HEIGHT - bottomOffset) << 2, G_TX_RENDERTILE, 0, 0,
1 << 10, texCoordinateHeightScale << 1);
Interface_DrawTextLine(this->state.gfxCtx, randoVersionWarningText[gSaveContext.language], 36,
SCREEN_HEIGHT - height, 255, 255, 255, textAlpha, 0.8f, 1);
}
}
CLOSE_DISPS(this->state.gfxCtx);
}
static const char* noRandoGeneratedText[] = {
// English
"No Randomizer seed currently available.\nGenerate one in the Randomizer Settings"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
#endif
// German
"No Randomizer seed currently available.\nGenerate one in the Randomizer Settings"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
#endif
// French
"Aucune Seed de Randomizer actuellement disponible.\nGénérez-en une dans les \"Randomizer Settings\""
#if (defined(__WIIU__) || defined(__SWITCH__))
"."
#else
"\nou glissez un spoilerlog sur la fenêtre du jeu."
#endif
};
void FileChoose_DrawNoRandoGeneratedWarning(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
OPEN_DISPS(this->state.gfxCtx);
// Draw rando seed warning when build version doesn't match for Major or Minor number
if (this->configMode == CM_QUEST_MENU && this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest()) {
uint8_t textAlpha = 225;
uint8_t textboxAlpha = 170;
float textboxScale = 0.7f;
// float math to get a S5.10 number that will squish the texture
float texCoordinateHeightF = 512 / textboxScale;
uint16_t texCoordinateHeightScale = texCoordinateHeightF + 0.5f;
float texCoordinateWidthF = 512 / textboxScale;
uint16_t texCoordinateWidthScale = texCoordinateWidthF + 0.5f;
uint16_t textboxWidth = 256 * textboxScale;
uint16_t textboxHeight = 64 * textboxScale;
uint8_t leftOffset = 72;
uint8_t bottomOffset = 84;
uint8_t textVerticalOffset;
#if defined(__WIIU__) || defined(__SWITCH__)
textVerticalOffset = 127; // 2 lines
#else
textVerticalOffset = 122; // 3 lines
#endif
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetAlphaDither(POLY_OPA_DISP++, G_AD_DISABLE);
gSPClearGeometryMode(POLY_OPA_DISP++, G_SHADE);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, textboxAlpha);
gDPLoadTextureBlock_4b(POLY_OPA_DISP++, gDefaultMessageBackgroundTex, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR,
G_TX_MIRROR, 7, 0, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(POLY_OPA_DISP++, leftOffset << 2, (SCREEN_HEIGHT - bottomOffset - textboxHeight) << 2,
(textboxWidth + leftOffset) << 2, (SCREEN_HEIGHT - bottomOffset) << 2, G_TX_RENDERTILE, 0, 0,
texCoordinateWidthScale << 1, texCoordinateHeightScale << 1);
Interface_DrawTextLine(this->state.gfxCtx, noRandoGeneratedText[gSaveContext.language], 80, textVerticalOffset,
255, 255, 255, textAlpha, 0.6f, 1);
}
CLOSE_DISPS(this->state.gfxCtx);
}
void FileChoose_Main(GameState* thisx) {
static void* controlsTextures[] = {
gFileSelControlsENGTex,
gFileSelControlsGERTex,
gFileSelControlsFRATex,
};
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
Color_RGB8 helpTextColor = { 100, 255, 255 };
if (CVarGetInteger("gCosmetics.Title_FileChoose.Changed", 0)) {
Color_RGB8 backgroundColor = CVarGetColor24("gCosmetics.Title_FileChoose.Value", (Color_RGB8){ 100, 150, 255 });
this->windowColor[0] = backgroundColor.r;
this->windowColor[1] = backgroundColor.g;
this->windowColor[2] = backgroundColor.b;
this->highlightColor[0] = MIN(backgroundColor.r + 100, 255);
this->highlightColor[1] = MIN(backgroundColor.g + 100, 255);
this->highlightColor[2] = MIN(backgroundColor.b + 100, 255);
helpTextColor.r = MIN(backgroundColor.r + 100, 255);
helpTextColor.g = MIN(backgroundColor.g + 100, 255);
helpTextColor.b = MIN(backgroundColor.b + 100, 255);
sWindowContentColors[0][0] = backgroundColor.r;
sWindowContentColors[0][1] = backgroundColor.g;
sWindowContentColors[0][2] = backgroundColor.b;
} else {
this->windowColor[0] = 100;
this->windowColor[1] = 150;
this->windowColor[2] = 255;
this->highlightColor[0] = 155;
this->highlightColor[1] = 255;
this->highlightColor[2] = 255;
sWindowContentColors[0][0] = 100;
sWindowContentColors[0][1] = 150;
sWindowContentColors[0][2] = 255;
}
if (CVarGetInteger("gTimeFlowFileSelect", 0) != 0) {
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gSaveContext.skyboxTime += 0x10;
}
if (CVarGetInteger("gSkipLogoTitle", 0) && CVarGetInteger("gSaveFileID", FASTFILE_1) <= FASTFILE_3 && !isFastFileIdIncompatible) {
if (Save_Exist(CVarGetInteger("gSaveFileID", FASTFILE_1)) && FileChoose_IsSaveCompatible(Save_GetSaveMetaInfo(CVarGetInteger("gSaveFileID", FASTFILE_1)))) {
this->buttonIndex = CVarGetInteger("gSaveFileID", FASTFILE_1);
this->menuMode = FS_MENU_MODE_SELECT;
this->selectMode = SM_LOAD_GAME;
} else {
isFastFileIdIncompatible = 1;
}
} else if (CVarGetInteger("gSkipLogoTitle", 0) && CVarGetInteger("gSaveFileID", FASTFILE_1) == FASTFILE_MAP_SELECT) {
this->buttonIndex = 0xFF;
this->menuMode = FS_MENU_MODE_SELECT;
this->selectMode = SM_LOAD_GAME;
}
OPEN_DISPS(this->state.gfxCtx);
this->n64ddFlag = 0;
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x01, this->staticSegment);
gSPSegment(POLY_OPA_DISP++, 0x02, this->parameterSegment);
Gfx_SetupFrame(this->state.gfxCtx, 0, 0, 0);
this->stickRelX = input->rel.stick_x;
this->stickRelY = input->rel.stick_y;
if (CVarGetInteger("gDpadHoldChange", 1) && CVarGetInteger("gDpadText", 0)) {
if (CHECK_BTN_ALL(input->cur.button, BTN_DLEFT)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DLEFT)) {
this->inputTimerX = 10;
this->stickXDir = -1;
} else if (--(this->inputTimerX) < 0) {
this->inputTimerX = XREG(6);
input->press.button |= BTN_DLEFT;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DLEFT)) {
this->stickXDir = 0;
} else if (CHECK_BTN_ALL(input->cur.button, BTN_DRIGHT)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DRIGHT)) {
this->inputTimerX = 10;
this->stickXDir = 1;
} else if (--(this->inputTimerX) < 0) {
this->inputTimerX = XREG(6);
input->press.button |= BTN_DRIGHT;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DRIGHT)) {
this->stickXDir = 0;
}
if (CHECK_BTN_ALL(input->cur.button, BTN_DDOWN)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
this->inputTimerY = 10;
this->stickYDir = -1;
} else if (--(this->inputTimerY) < 0) {
this->inputTimerY = XREG(6);
input->press.button |= BTN_DDOWN;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DDOWN)) {
this->stickYDir = 0;
} else if (CHECK_BTN_ALL(input->cur.button, BTN_DUP)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DUP)) {
this->inputTimerY = 10;
this->stickYDir = -1;
} else if (--(this->inputTimerY) < 0) {
this->inputTimerY = XREG(6);
input->press.button |= BTN_DUP;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DUP)) {
this->stickYDir = 0;
}
}
if (this->stickRelX < -30) {
if (this->stickXDir == -1) {
this->inputTimerX--;
if (this->inputTimerX < 0) {
this->inputTimerX = 2;
} else {
this->stickRelX = 0;
}
} else {
this->inputTimerX = 10;
this->stickXDir = -1;
}
} else if (this->stickRelX > 30) {
if (this->stickXDir == 1) {
this->inputTimerX--;
if (this->inputTimerX < 0) {
this->inputTimerX = 2;
} else {
this->stickRelX = 0;
}
} else {
this->inputTimerX = 10;
this->stickXDir = 1;
}
} else {
this->stickXDir = 0;
}
if (this->stickRelY < -30) {
if (this->stickYDir == -1) {
this->inputTimerY--;
if (this->inputTimerY < 0) {
this->inputTimerY = 2;
} else {
this->stickRelY = 0;
}
} else {
this->inputTimerY = 10;
this->stickYDir = -1;
}
} else if (this->stickRelY > 30) {
if (this->stickYDir == 1) {
this->inputTimerY--;
if (this->inputTimerY < 0) {
this->inputTimerY = 2;
} else {
this->stickRelY = 0;
}
} else {
this->inputTimerY = 10;
this->stickYDir = 1;
}
} else {
this->stickYDir = 0;
}
this->emptyFileTextAlpha = 0;
FileChoose_PulsateCursor(&this->state);
gFileSelectUpdateFuncs[this->menuMode](&this->state);
FrameInterpolation_StartRecord();
gFileSelectDrawFuncs[this->menuMode](&this->state);
FrameInterpolation_StopRecord();
// do not draw controls text in the options menu
if ((this->configMode <= CM_NAME_ENTRY_TO_MAIN) || (this->configMode >= CM_UNUSED_DELAY)) {
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, helpTextColor.r, helpTextColor.g, helpTextColor.b, this->controlsAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, controlsTextures[gSaveContext.language], G_IM_FMT_IA, G_IM_SIZ_8b, 144, 16,
0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(POLY_OPA_DISP++, 0x0168, 0x0330, 0x03A8, 0x0370, G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
}
// Draw rando save version warning over the controls text, but before the screen fill fade out
FileChoose_DrawRandoSaveVersionWarning(&this->state);
FileChoose_DrawNoRandoGeneratedWarning(&this->state);
gDPPipeSync(POLY_OPA_DISP++);
gSPDisplayList(POLY_OPA_DISP++, sScreenFillSetupDL);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, sScreenFillAlpha);
gDPFillRectangle(POLY_OPA_DISP++, 0, 0, gScreenWidth - 1, gScreenHeight - 1);
CLOSE_DISPS(this->state.gfxCtx);
}
void FileChoose_InitContext(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
EnvironmentContext* envCtx = &this->envCtx;
ZREG(7) = 32;
ZREG(8) = 22;
ZREG(9) = 20;
ZREG(10) = -10;
ZREG(11) = 0;
ZREG(12) = 1000;
ZREG(13) = -700;
ZREG(14) = 164;
ZREG(15) = 104;
ZREG(16) = 160;
ZREG(17) = 100;
ZREG(18) = 162;
ZREG(19) = 152;
ZREG(20) = 214;
XREG(13) = 580;
XREG(14) = 400;
XREG(35) = 20;
XREG(36) = 20;
XREG(37) = 20;
XREG(43) = 8;
XREG(44) = -78;
XREG(45) = 0;
XREG(46) = 0;
XREG(47) = 0;
XREG(48) = 0;
XREG(49) = 3;
XREG(50) = 8;
XREG(51) = 8;
XREG(52) = 10;
XREG(73) = 0;
VREG(0) = 14;
VREG(1) = 5;
VREG(2) = 4;
VREG(4) = 1;
VREG(5) = 6;
VREG(6) = 2;
VREG(7) = 6;
VREG(8) = 80;
sScreenFillAlpha = 255;
VREG(10) = 10;
VREG(11) = 30;
VREG(12) = -100;
VREG(13) = -85;
VREG(14) = 4;
VREG(16) = 25;
VREG(17) = 1;
VREG(18) = 1;
VREG(20) = 92;
VREG(21) = 171;
VREG(22) = 11;
VREG(23) = 10;
VREG(24) = 26;
VREG(25) = 2;
VREG(26) = 1;
VREG(27) = 0;
VREG(28) = 0;
VREG(29) = 160;
VREG(30) = 64;
VREG(31) = 154;
VREG(32) = 152;
VREG(33) = 106;
WREG(38) = 16;
WREG(39) = 9;
WREG(40) = 10;
WREG(41) = 14;
WREG(42) = 11;
WREG(43) = 12;
this->menuMode = FS_MENU_MODE_INIT;
this->buttonIndex = this->selectMode = this->selectedFileIndex = this->copyDestFileIndex =
this->confirmButtonIndex = 0;
this->confirmButtonTexIndices[0] = 2;
this->confirmButtonTexIndices[1] = 3;
this->titleLabel = FS_TITLE_SELECT_FILE;
this->nextTitleLabel = FS_TITLE_OPEN_FILE;
this->highlightPulseDir = 1;
this->unk_1CAAC = 0xC;
this->highlightColor[0] = 155;
this->highlightColor[1] = 255;
this->highlightColor[2] = 255;
this->highlightColor[3] = 70;
this->configMode = CM_FADE_IN_START;
this->windowRot = 0.0f;
this->stickXDir = this->inputTimerX = 0;
this->stickYDir = this->inputTimerY = 0;
this->kbdX = this->kbdY = this->charIndex = 0;
this->kbdButton = FS_KBD_BTN_NONE;
this->windowColor[0] = 100;
this->windowColor[1] = 150;
this->windowColor[2] = 255;
this->windowAlpha = this->titleAlpha[0] = this->titleAlpha[1] = this->fileButtonAlpha[0] =
this->fileButtonAlpha[1] = this->fileButtonAlpha[2] = this->nameBoxAlpha[0] = this->nameBoxAlpha[1] =
this->nameBoxAlpha[2] = this->nameAlpha[0] = this->nameAlpha[1] = this->nameAlpha[2] =
this->connectorAlpha[0] = this->connectorAlpha[1] = this->connectorAlpha[2] = this->fileInfoAlpha[0] =
this->fileInfoAlpha[1] = this->fileInfoAlpha[2] = this->actionButtonAlpha[FS_BTN_ACTION_COPY] =
this->actionButtonAlpha[FS_BTN_ACTION_ERASE] = this->confirmButtonAlpha[FS_BTN_CONFIRM_YES] =
this->confirmButtonAlpha[FS_BTN_CONFIRM_QUIT] = this->optionButtonAlpha =
this->nameEntryBoxAlpha = this->controlsAlpha = this->emptyFileTextAlpha = 0;
this->windowPosX = 6;
this->actionTimer = 8;
this->warningLabel = FS_WARNING_NONE;
this->warningButtonIndex = this->buttonYOffsets[0] = this->buttonYOffsets[1] = this->buttonYOffsets[2] =
this->buttonYOffsets[3] = this->buttonYOffsets[4] = this->buttonYOffsets[5] = this->fileNamesY[0] =
this->fileNamesY[1] = this->fileNamesY[2] = 0;
this->unk_1CAD6[0] = 0;
this->unk_1CAD6[1] = 3;
this->unk_1CAD6[2] = 6;
this->unk_1CAD6[3] = 8;
this->unk_1CAD6[4] = 10;
this->stickLeftPrompt.stickColorR = 200;
this->stickLeftPrompt.stickColorG = 200;
this->stickLeftPrompt.stickColorB = 200;
this->stickLeftPrompt.stickColorA = 180;
this->stickLeftPrompt.stickTexX = 79;
this->stickLeftPrompt.stickTexY = 139;
this->stickLeftPrompt.arrowColorR = 155;
this->stickLeftPrompt.arrowColorG = 155;
this->stickLeftPrompt.arrowColorB = 255;
this->stickLeftPrompt.arrowColorA = 200;
this->stickLeftPrompt.arrowTexX = 63;
this->stickLeftPrompt.arrowTexY = 135;
this->stickLeftPrompt.z = 1;
this->stickLeftPrompt.isEnabled = false;
this->stickRightPrompt.stickColorR = 200;
this->stickRightPrompt.stickColorG = 200;
this->stickRightPrompt.stickColorB = 200;
this->stickRightPrompt.stickColorA = 180;
this->stickRightPrompt.stickTexX = 244;
this->stickRightPrompt.stickTexY = 139;
this->stickRightPrompt.arrowColorR = 155;
this->stickRightPrompt.arrowColorG = 155;
this->stickRightPrompt.arrowColorB = 255;
this->stickRightPrompt.arrowColorA = 200;
this->stickRightPrompt.arrowTexX = 260;
this->stickRightPrompt.arrowTexY = 135;
this->stickRightPrompt.z = 1;
this->stickRightPrompt.isEnabled = false;
this->arrowAnimState = 0;
this->stickAnimState = 0;
this->arrowAnimTween = 0;
this->stickAnimTween = 0;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
this->bossRushIndex = 0;
this->bossRushOffset = 0;
ShrinkWindow_SetVal(0);
gSaveContext.skyboxTime = 0;
gSaveContext.dayTime = 0;
Skybox_Init(&this->state, &this->skyboxCtx, SKYBOX_NORMAL_SKY);
gTimeIncrement = 10;
envCtx->unk_19 = 0;
envCtx->unk_1A = 0;
envCtx->unk_21 = 0;
envCtx->unk_22 = 0;
envCtx->skyboxDmaState = SKYBOX_DMA_INACTIVE;
envCtx->skybox1Index = 99;
envCtx->skybox2Index = 99;
envCtx->unk_1F = 0;
envCtx->unk_20 = 0;
envCtx->unk_BD = 0;
envCtx->unk_17 = 2;
envCtx->skyboxDisabled = 0;
envCtx->skyboxBlend = 0;
envCtx->unk_84 = 0.0f;
envCtx->unk_88 = 0.0f;
Environment_UpdateSkybox(NULL, SKYBOX_NORMAL_SKY, &this->envCtx, &this->skyboxCtx);
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for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED;
}
this->n64ddFlags[0] = this->n64ddFlags[1] = this->n64ddFlags[2] = 0;
}
void FileChoose_Destroy(GameState* thisx) {
}
void FileChoose_Init(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
size_t size = (u32)_title_staticSegmentRomEnd - (u32)_title_staticSegmentRomStart;
s32 pad;
this->logoAlpha = 0;
this->questType[0] = MIN_QUEST;
this->questType[1] = MIN_QUEST;
this->questType[2] = MIN_QUEST;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
fileSelectSpoilerFileLoaded = false;
isFastFileIdIncompatible = 0;
CVarSetInteger("gOnFileSelectNameEntry", 0);
SREG(30) = 1;
osSyncPrintf("SIZE=%x\n", size);
this->staticSegment = GAMESTATE_ALLOC_MC(&this->state, size);
assert(this->staticSegment != NULL);
DmaMgr_SendRequest1(this->staticSegment, (u32)_title_staticSegmentRomStart, size, __FILE__, __LINE__);
size = (u32)_parameter_staticSegmentRomEnd - (u32)_parameter_staticSegmentRomStart;
this->parameterSegment = GAMESTATE_ALLOC_MC(&this->state, size);
assert(this->parameterSegment != NULL);
DmaMgr_SendRequest1(this->parameterSegment, (u32)_parameter_staticSegmentRomStart, size, __FILE__,
__LINE__);
// Load some registers used by the dialog system
Regs_InitData(NULL); // Passing in NULL as we dont have a playstate, and it isn't used in the func
Matrix_Init(&this->state);
View_Init(&this->view, this->state.gfxCtx);
this->state.main = FileChoose_Main;
this->state.destroy = FileChoose_Destroy;
FileChoose_InitContext(&this->state);
Font_LoadOrderedFont(&this->font);
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
func_800F5E18(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1);
// Originally this was only set when transitioning from the title screen, but gSkipLogoTitle skips that process so we're ensuring it's set here
gSaveContext.gameMode = GAMEMODE_FILE_SELECT;
}