Shipwright/soh/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.c

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#include "z_kaleido_scope.h"
#include <stdlib.h>
#include "textures/item_name_static/item_name_static.h"
#include "textures/icon_item_static/icon_item_static.h"
#include "textures/icon_item_24_static/icon_item_24_static.h"
#include "textures/icon_item_nes_static/icon_item_nes_static.h"
#include "textures/icon_item_ger_static/icon_item_ger_static.h"
#include "textures/icon_item_fra_static/icon_item_fra_static.h"
#include "textures/icon_item_gameover_static/icon_item_gameover_static.h"
#include "textures/icon_item_gameover_static/icon_item_gameover_static.h"
#include "textures/map_name_static/map_name_static.h"
#include "textures/map_48x85_static/map_48x85_static.h"
#include "vt.h"
#include "soh/frame_interpolation.h"
2022-11-14 06:13:21 -05:00
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
static void* sEquipmentFRATexs[] = {
gPauseEquipment00FRATex, gPauseEquipment01Tex, gPauseEquipment02Tex, gPauseEquipment03Tex, gPauseEquipment04Tex,
gPauseEquipment10FRATex, gPauseEquipment11Tex, gPauseEquipment12Tex, gPauseEquipment13Tex, gPauseEquipment14Tex,
gPauseEquipment20FRATex, gPauseEquipment21Tex, gPauseEquipment22Tex, gPauseEquipment23Tex, gPauseEquipment24Tex,
};
static void* sSelectItemFRATexs[] = {
gPauseSelectItem00FRATex, gPauseSelectItem01Tex, gPauseSelectItem02Tex, gPauseSelectItem03Tex,
gPauseSelectItem04Tex, gPauseSelectItem10FRATex, gPauseSelectItem11Tex, gPauseSelectItem12Tex,
gPauseSelectItem13Tex, gPauseSelectItem14Tex, gPauseSelectItem20FRATex, gPauseSelectItem21Tex,
gPauseSelectItem22Tex, gPauseSelectItem23Tex, gPauseSelectItem24Tex,
};
static void* sMapFRATexs[] = {
gPauseMap00Tex, gPauseMap01Tex, gPauseMap02Tex, gPauseMap03Tex, gPauseMap04Tex,
gPauseMap10FRATex, gPauseMap11Tex, gPauseMap12Tex, gPauseMap13Tex, gPauseMap14Tex,
gPauseMap20Tex, gPauseMap21Tex, gPauseMap22Tex, gPauseMap23Tex, gPauseMap24Tex,
};
static void* sQuestStatusFRATexs[] = {
gPauseQuestStatus00Tex, gPauseQuestStatus01Tex, gPauseQuestStatus02Tex, gPauseQuestStatus03Tex,
gPauseQuestStatus04Tex, gPauseQuestStatus10FRATex, gPauseQuestStatus11Tex, gPauseQuestStatus12Tex,
gPauseQuestStatus13Tex, gPauseQuestStatus14Tex, gPauseQuestStatus20Tex, gPauseQuestStatus21Tex,
gPauseQuestStatus22Tex, gPauseQuestStatus23Tex, gPauseQuestStatus24Tex,
};
static void* sSaveFRATexs[] = {
gPauseSave00FRATex, gPauseSave01Tex, gPauseSave02Tex, gPauseSave03Tex, gPauseSave04Tex,
gPauseSave10FRATex, gPauseSave11Tex, gPauseSave12Tex, gPauseSave13Tex, gPauseSave14Tex,
gPauseSave20FRATex, gPauseSave21Tex, gPauseSave22Tex, gPauseSave23Tex, gPauseSave24Tex,
};
static void* sEquipmentGERTexs[] = {
gPauseEquipment00GERTex, gPauseEquipment01Tex, gPauseEquipment02Tex, gPauseEquipment03Tex, gPauseEquipment04Tex,
gPauseEquipment10GERTex, gPauseEquipment11Tex, gPauseEquipment12Tex, gPauseEquipment13Tex, gPauseEquipment14Tex,
gPauseEquipment20GERTex, gPauseEquipment21Tex, gPauseEquipment22Tex, gPauseEquipment23Tex, gPauseEquipment24Tex,
};
static void* sSelectItemGERTexs[] = {
gPauseSelectItem00GERTex, gPauseSelectItem01Tex, gPauseSelectItem02Tex, gPauseSelectItem03Tex,
gPauseSelectItem04Tex, gPauseSelectItem10GERTex, gPauseSelectItem11Tex, gPauseSelectItem12Tex,
gPauseSelectItem13Tex, gPauseSelectItem14Tex, gPauseSelectItem20GERTex, gPauseSelectItem21Tex,
gPauseSelectItem22Tex, gPauseSelectItem23Tex, gPauseSelectItem24Tex,
};
static void* sMapGERTexs[] = {
gPauseMap00Tex, gPauseMap01Tex, gPauseMap02Tex, gPauseMap03Tex, gPauseMap04Tex,
gPauseMap10GERTex, gPauseMap11Tex, gPauseMap12Tex, gPauseMap13Tex, gPauseMap14Tex,
gPauseMap20Tex, gPauseMap21Tex, gPauseMap22Tex, gPauseMap23Tex, gPauseMap24Tex,
};
static void* sQuestStatusGERTexs[] = {
gPauseQuestStatus00Tex, gPauseQuestStatus01Tex, gPauseQuestStatus02Tex, gPauseQuestStatus03Tex,
gPauseQuestStatus04Tex, gPauseQuestStatus10GERTex, gPauseQuestStatus11Tex, gPauseQuestStatus12Tex,
gPauseQuestStatus13Tex, gPauseQuestStatus14Tex, gPauseQuestStatus20Tex, gPauseQuestStatus21Tex,
gPauseQuestStatus22Tex, gPauseQuestStatus23Tex, gPauseQuestStatus24Tex,
};
static void* sSaveGERTexs[] = {
gPauseSave00Tex, gPauseSave01Tex, gPauseSave02Tex, gPauseSave03Tex, gPauseSave04Tex,
gPauseSave10GERTex, gPauseSave11Tex, gPauseSave12Tex, gPauseSave13Tex, gPauseSave14Tex,
gPauseSave20GERTex, gPauseSave21Tex, gPauseSave22Tex, gPauseSave23Tex, gPauseSave24Tex,
};
static void* sEquipmentENGTexs[] = {
gPauseEquipment00Tex, gPauseEquipment01Tex, gPauseEquipment02Tex, gPauseEquipment03Tex, gPauseEquipment04Tex,
gPauseEquipment10ENGTex, gPauseEquipment11Tex, gPauseEquipment12Tex, gPauseEquipment13Tex, gPauseEquipment14Tex,
gPauseEquipment20Tex, gPauseEquipment21Tex, gPauseEquipment22Tex, gPauseEquipment23Tex, gPauseEquipment24Tex,
};
static void* sSelectItemENGTexs[] = {
gPauseSelectItem00ENGTex, gPauseSelectItem01Tex, gPauseSelectItem02Tex, gPauseSelectItem03Tex,
gPauseSelectItem04Tex, gPauseSelectItem10ENGTex, gPauseSelectItem11Tex, gPauseSelectItem12Tex,
gPauseSelectItem13Tex, gPauseSelectItem14Tex, gPauseSelectItem20ENGTex, gPauseSelectItem21Tex,
gPauseSelectItem22Tex, gPauseSelectItem23Tex, gPauseSelectItem24Tex,
};
static void* sMapENGTexs[] = {
gPauseMap00Tex, gPauseMap01Tex, gPauseMap02Tex, gPauseMap03Tex, gPauseMap04Tex,
gPauseMap10ENGTex, gPauseMap11Tex, gPauseMap12Tex, gPauseMap13Tex, gPauseMap14Tex,
gPauseMap20Tex, gPauseMap21Tex, gPauseMap22Tex, gPauseMap23Tex, gPauseMap24Tex,
};
static void* sQuestStatusENGTexs[] = {
gPauseQuestStatus00ENGTex, gPauseQuestStatus01Tex, gPauseQuestStatus02Tex, gPauseQuestStatus03Tex,
gPauseQuestStatus04Tex, gPauseQuestStatus10ENGTex, gPauseQuestStatus11Tex, gPauseQuestStatus12Tex,
gPauseQuestStatus13Tex, gPauseQuestStatus14Tex, gPauseQuestStatus20ENGTex, gPauseQuestStatus21Tex,
gPauseQuestStatus22Tex, gPauseQuestStatus23Tex, gPauseQuestStatus24Tex,
};
static void* sSaveENGTexs[] = {
gPauseSave00Tex, gPauseSave01Tex, gPauseSave02Tex, gPauseSave03Tex, gPauseSave04Tex,
gPauseSave10ENGTex, gPauseSave11Tex, gPauseSave12Tex, gPauseSave13Tex, gPauseSave14Tex,
gPauseSave20Tex, gPauseSave21Tex, gPauseSave22Tex, gPauseSave23Tex, gPauseSave24Tex,
};
static void* sGameOverTexs[] = {
gPauseSave00Tex, gPauseSave01Tex, gPauseSave02Tex, gPauseSave03Tex, gPauseSave04Tex,
gPauseGameOver10Tex, gPauseSave11Tex, gPauseSave12Tex, gPauseSave13Tex, gPauseSave14Tex,
gPauseSave20Tex, gPauseSave21Tex, gPauseSave22Tex, gPauseSave23Tex, gPauseSave24Tex,
};
static void* sDungeonMapTexs[] = {
gDekuTreePauseScreenMapFloor3LeftTex,
gDekuTreePauseScreenMapFloor3RightTex,
gDekuTreePauseScreenMapFloor2LeftTex,
gDekuTreePauseScreenMapFloor2RightTex,
gDekuTreePauseScreenMapFloor1LeftTex,
gDekuTreePauseScreenMapFloor1RightTex,
gDekuTreePauseScreenMapBasement1LeftTex,
gDekuTreePauseScreenMapBasement1RightTex,
gDekuTreePauseScreenMapBasement2LeftTex,
gDekuTreePauseScreenMapBasement2RightTex,
gDodongosCavernPauseScreenMapFloor2LeftTex,
gDodongosCavernPauseScreenMapFloor2RightTex,
gDodongosCavernPauseScreenMapFloor1LeftTex,
gDodongosCavernPauseScreenMapFloor1RightTex,
gJabuPauseScreenMapFloor1LeftTex,
gJabuPauseScreenMapFloor1RightTex,
gJabuPauseScreenMapBasement1LeftTex,
gJabuPauseScreenMapBasement1RightTex,
gForestTemplePauseScreenMapFloor2LeftTex,
gForestTemplePauseScreenMapFloor2RightTex,
gForestTemplePauseScreenMapFloor1LeftTex,
gForestTemplePauseScreenMapFloor1RightTex,
gForestTemplePauseScreenMapBasement1LeftTex,
gForestTemplePauseScreenMapBasement1RightTex,
gForestTemplePauseScreenMapBasement2LeftTex,
gForestTemplePauseScreenMapBasement2RightTex,
gFireTemplePauseScreenMapFloor5LeftTex,
gFireTemplePauseScreenMapFloor5RightTex,
gFireTemplePauseScreenMapFloor4LeftTex,
gFireTemplePauseScreenMapFloor4RightTex,
gFireTemplePauseScreenMapFloor3LeftTex,
gFireTemplePauseScreenMapFloor3RightTex,
gFireTemplePauseScreenMapFloor2LeftTex,
gFireTemplePauseScreenMapFloor2RightTex,
gFireTemplePauseScreenMapFloor1LeftTex,
gFireTemplePauseScreenMapFloor1RightTex,
gWaterTemplePauseScreenMapFloor3LeftTex,
gWaterTemplePauseScreenMapFloor3RightTex,
gWaterTemplePauseScreenMapFloor2LeftTex,
gWaterTemplePauseScreenMapFloor2RightTex,
gWaterTemplePauseScreenMapFloor1LeftTex,
gWaterTemplePauseScreenMapFloor1RightTex,
gWaterTemplePauseScreenMapBasement1LeftTex,
gWaterTemplePauseScreenMapBasement1RightTex,
gSpiritTemplePauseScreenMapFloor4LeftTex,
gSpiritTemplePauseScreenMapFloor4RightTex,
gSpiritTemplePauseScreenMapFloor3LeftTex,
gSpiritTemplePauseScreenMapFloor3RightTex,
gSpiritTemplePauseScreenMapFloor2LeftTex,
gSpiritTemplePauseScreenMapFloor2RightTex,
gSpiritTemplePauseScreenMapFloor1LeftTex,
gSpiritTemplePauseScreenMapFloor1RightTex,
gShadowTemplePauseScreenMapBasement1LeftTex,
gShadowTemplePauseScreenMapBasement1RightTex,
gShadowTemplePauseScreenMapBasement2LeftTex,
gShadowTemplePauseScreenMapBasement2RightTex,
gShadowTemplePauseScreenMapBasement3LeftTex,
gShadowTemplePauseScreenMapBasement3RightTex,
gShadowTemplePauseScreenMapBasement4LeftTex,
gShadowTemplePauseScreenMapBasement4RightTex,
gBottomOfTheWellPauseScreenMapBasement1LeftTex,
gBottomOfTheWellPauseScreenMapBasement1RightTex,
gBottomOfTheWellPauseScreenMapBasement2LeftTex,
gBottomOfTheWellPauseScreenMapBasement2RightTex,
gBottomOfTheWellPauseScreenMapBasement3LeftTex,
gBottomOfTheWellPauseScreenMapBasement3RightTex,
gIceCavernPauseScreenMapFloor1LeftTex,
gIceCavernPauseScreenMapFloor1RightTex,
};
static void* sEquipmentTexs[] = {
sEquipmentENGTexs,
sEquipmentGERTexs,
sEquipmentFRATexs,
};
static void* sSelectItemTexs[] = {
sSelectItemENGTexs,
sSelectItemGERTexs,
sSelectItemFRATexs,
};
static void* sMapTexs[] = {
sMapENGTexs,
sMapGERTexs,
sMapFRATexs,
};
static void* sQuestStatusTexs[] = {
sQuestStatusENGTexs,
sQuestStatusGERTexs,
sQuestStatusFRATexs,
};
static void* sSaveTexs[] = {
sSaveENGTexs,
sSaveGERTexs,
sSaveFRATexs,
};
static void* iconNameTextures[] =
{
gDekuStickItemNameENGTex,
gDekuNutItemNameENGTex,
gBombItemNameENGTex,
gFairyBowItemNameENGTex,
gFireArrowItemNameENGTex,
gDinsFireItemNameENGTex,
gFairySlingshotItemNameENGTex,
gFairyOcarinaItemNameENGTex,
gOcarinaOfTimeItemNameENGTex,
gBombchuItemNameENGTex,
gHookshotItemNameENGTex,
gLongshotItemNameENGTex,
gIceArrowItemNameENGTex,
gFaroresWindItemNameENGTex,
gBoomerangItemNameENGTex,
gLensItemNameENGTex,
gMagicBeansItemNameENGTex,
gMegatonHammerItemNameENGTex,
gLightArrowItemNameENGTex,
gNayrusLoveItemNameENGTex,
gEmptyBottleItemNameENGTex,
gRedPotionItemNameENGTex,
gGreenPotionItemNameENGTex,
gBluePotionItemNameENGTex,
gBottledFairyItemNameENGTex,
gFishItemNameENGTex,
gFullMilkItemNameENGTex,
gRutosLetterItemNameENGTex,
gBlueFireItemNameENGTex,
gBugItemNameENGTex,
gBigPoeItemNameENGTex,
gHalfMilkItemNameENGTex,
gPoeItemNameENGTex,
gWeirdEggItemNameENGTex,
gCuccoItemNameENGTex,
gZeldasLetterItemNameENGTex,
gKeatonMaskItemNameENGTex,
gSkullMaskItemNameENGTex,
gSpookyMaskItemNameENGTex,
gBunnyHoodItemNameENGTex,
gGoronMaskItemNameENGTex,
gZoraMaskItemNameENGTex,
gGerudoMaskItemNameENGTex,
gMaskofTruthItemNameENGTex,
gSOLDOUTItemNameENGTex,
gPocketEggItemNameENGTex,
gPocketCuccoItemNameENGTex,
gCojiroItemNameENGTex,
gOddMushroomItemNameENGTex,
gOddPotionItemNameENGTex,
gPoachersSawItemNameENGTex,
gBrokenGoronsSwordItemNameENGTex,
gPrescriptionItemNameENGTex,
gEyeBallFrogItemNameENGTex,
gEyeDropsItemNameENGTex,
gClaimCheckItemNameENGTex,
gUnusedWindMedallionItemName1JPNTex,
gUnusedFireMedallionItemName1JPNTex,
gUnusedIceMedallionItemName1JPNTex,
gKokiriSwordItemNameENGTex,
gMasterSwordItemNameENGTex,
gGiantsKnifeItemNameENGTex,
gDekuShieldItemNameENGTex,
gHylianShieldItemNameENGTex,
gMirrorShieldItemNameENGTex,
gKokiriTunicItemNameENGTex,
gGoronTunicItemNameENGTex,
gZoraTunicItemNameENGTex,
gKokiriBootsItemNameENGTex,
gIronBootsItemNameENGTex,
gHoverBootsItemNameENGTex,
gBulletBag30ItemNameENGTex,
gBulletBag40ItemNameENGTex,
gBulletBag50ItemNameENGTex,
gQuiver30ItemNameENGTex,
gQuiver40ItemNameENGTex,
gQuiver50ItemNameENGTex,
gBombBag20ItemNameENGTex,
gBombBag30ItemNameENGTex,
gBombBag40ItemNameENGTex,
gGoronsBraceletItemNameENGTex,
gSilverGauntletsItemNameENGTex,
gGoldenGauntletsItemNameENGTex,
gSilverScaleItemNameENGTex,
gGoldenScaleItemNameENGTex,
gBrokenGiantsKnifeItemNameENGTex,
gUnusedBossKeyItemName1JPNTex,
gUnusedBossKeyItemName2JPNTex,
gUnusedBossKeyItemName3JPNTex,
gUnusedBossKeyItemName4JPNTex,
gMinuetOfForestItemNameENGTex,
gBoleroOfFireItemNameENGTex,
gSerenadeOfWaterItemNameENGTex,
gRequiemOfSpiritItemNameENGTex,
gNocturneOfShadowItemNameENGTex,
gPreludeOfLightItemNameENGTex,
gZeldasLullabyItemNameENGTex,
gEponasSongItemNameENGTex,
gSariasSongItemNameENGTex,
gSunsSongItemNameENGTex,
gSongOfTimeItemNameENGTex,
gSongOfStormsItemNameENGTex,
gForestMedallionItemNameENGTex,
gFireMedallionItemNameENGTex,
gWaterMedallionItemNameENGTex,
gSpiritMedallionItemNameENGTex,
gShadowMedallionItemNameENGTex,
gLightMedallionItemNameENGTex,
gKokiriEmeraldItemNameENGTex,
gGoronsRubyItemNameENGTex,
gZorasSapphireItemNameENGTex,
gStoneofAgonyItemNameENGTex,
gGerudosCardItemNameENGTex,
gGoldSkulltulaItemNameENGTex,
gPieceOfHeartItemNameENGTex,
gUnusedPieceOfHeartItemName1JPNTex,
gUnusedBigKeyItemNameENGTex,
gCompassItemNameENGTex,
gDungeonMapItemNameENGTex,
gUnusedBossKeyItemName5JPNTex,
gUnusedBossKeyItemName6JPNTex,
gUnusedBossKeyItemName7JPNTex,
gBiggoronsSwordItemNameENGTex,
gDekuStickItemNameGERTex,
gDekuNutItemNameGERTex,
gBombItemNameItemNameGERTex,
gFairyBowItemNameGERTex,
gFireArrowItemNameUnk2GERTex,
gDinsFireItemNameGERTex,
gFairySlingshotItemNameGERTex,
gFairyOcarinaItemNameGERTex,
gOcarinaOfTimeItemNameGERTex,
gBombchuItemNameGERTex,
gHookshotItemNameGERTex,
gLongshotItemNameGERTex,
gIceArrowItemNameGERTex,
gFaroresWindItemNameGERTex,
gBoomerangItemNameGERTex,
gLensItemNameGERTex,
gMagicBeansItemNameGERTex,
gMegatonHammerItemNameGERTex,
gLightArrowItemNameGERTex,
gNayrusLoveItemNameGERTex,
gEmptyBottleItemNameGERTex,
gRedPotionItemNameGERTex,
gGreenPotionItemNameGERTex,
gBluePotionItemNameGERTex,
gBottledFairyItemNameGERTex,
gFishItemNameGERTex,
gFullMilkItemNameGERTex,
gRutosLetterItemNameGERTex,
gBlueFireItemNameGERTex,
gBugItemNameGERTex,
gBigPoeItemNameGERTex,
gHalfMilkItemNameGERTex,
gPoeItemNameGERTex,
gWeirdEggItemNameGERTex,
gCuccoItemNameGERTex,
gZeldasLetterItemNameGERTex,
gKeatonMaskItemNameGERTex,
gSkullMaskItemNameGERTex,
gSpookyMaskItemNameGERTex,
gBunnyHoodItemNameGERTex,
gGoronMaskItemNameGERTex,
gZoraMaskItemNameGERTex,
gGerudoMaskItemNameGERTex,
gMaskofTruthItemNameGERTex,
gSOLDOUTItemNameGERTex,
gPocketEggItemNameGERTex,
gPocketCuccoItemNameGERTex,
gCojiroItemNameGERTex,
gOddMushroomItemNameGERTex,
gOddPotionItemNameGERTex,
gPoachersSawItemNameGERTex,
gBrokenGoronsSwordItemNameGERTex,
gPrescriptionItemNameGERTex,
gEyeBallFrogItemNameGERTex,
gEyeDropsItemNameGERTex,
gClaimCheckItemNameGERTex,
gUnusedWindMedallionItemName2JPNTex,
gUnusedFireMedallionItemName2JPNTex,
gUnusedIceMedallionItemName2JPNTex,
gKokiriSwordItemNameGERTex,
gMasterSwordItemNameGERTex,
gGiantsKnifeItemNameGERTex,
gDekuShieldItemNameGERTex,
gHylianShieldItemNameGERTex,
gMirrorShieldItemNameGERTex,
gKokiriTunicItemNameGERTex,
gGoronTunicItemNameGERTex,
gZoraTunicItemNameGERTex,
gKokiriBootsItemNameGERTex,
gIronBootsItemNameGERTex,
gHoverBootsItemNameGERTex,
gBulletBag30ItemNameGERTex,
gBulletBag40ItemNameGERTex,
gBulletBag50ItemNameGERTex,
gQuiver30ItemNameGERTex,
gQuiver40ItemNameGERTex,
gQuiver50ItemNameGERTex,
gBombBag20ItemNameGERTex,
gBombBag30ItemNameGERTex,
gBombBag40ItemNameGERTex,
gGoronsBraceletItemNameGERTex,
gSilverGauntletsItemNameGERTex,
gGoldenGauntletsItemNameGERTex,
gSilverScaleItemNameGERTex,
gGoldenScaleItemNameGERTex,
gBrokenGiantsKnifeItemNameGERTex,
gUnusedBossKeyItemName8JPNTex,
gUnusedBossKeyItemName9JPNTex,
gUnusedBossKeyItemName10JPNTex,
gUnusedBossKeyItemName11JPNTex,
gMinuetOfForestItemNameGERTex,
gBoleroOfFireItemNameGERTex,
gSerenadeOfWaterItemNameGERTex,
gRequiemOfSpiritItemNameGERTex,
gNocturneOfShadowItemNameGERTex,
gPreludeOfLightItemNameGERTex,
gZeldasLullabyItemNameGERTex,
gEponasSongItemNameGERTex,
gSariasSongItemNameGERTex,
gSunsSongItemNameGERTex,
gSongOfTimeItemNameGERTex,
gSongOfStormsItemNameGERTex,
gForestMedallionItemNameGERTex,
gFireMedallionItemNameGERTex,
gWaterMedallionItemNameGERTex,
gSpiritMedallionItemNameGERTex,
gShadowMedallionItemNameGERTex,
gLightMedallionItemNameGERTex,
gKokiriEmeraldItemNameGERTex,
gGoronsRubyItemNameGERTex,
gZorasSapphireItemNameGERTex,
gStoneofAgonyItemNameGERTex,
gGerudosCardItemNameGERTex,
gGoldSkulltulaItemNameGERTex,
gHeartContainerItemNameGERTex,
gUnusedPieceOfHeartItemName2JPNTex,
gBigKeyItemNameGERTex,
gCompassItemNameGERTex,
gDungeonMapItemNameGERTex,
gUnusedBossKeyItemName12JPNTex,
gUnusedBossKeyItemName13JPNTex,
gUnusedBossKeyItemName14JPNTex,
gBiggoronsSwordItemNameGERTex,
gDekuStickItemNameFRATex,
gDekuNutItemNameFRATex,
gBombItemNameFRATex,
gFairyBowItemNameFRATex,
gFireArrowItemNameFRATex,
gDinsFireItemNameFRATex,
gFairySlingshotItemNameFRATex,
gFairyOcarinaItemNameFRATex,
gOcarinaOfTimeItemNameFRATex,
gBombchuItemNameFRATex,
gHookshotItemNameFRATex,
gLongshotItemNameFRATex,
gIceArrowItemNameFRATex,
gFaroresWindItemNameFRATex,
gBoomerangItemNameFRATex,
gLensItemNameFRATex,
gMagicBeansItemNameFRATex,
gMegatonHammerItemNameFRATex,
gLightArrowItemNameFRATex,
gNayrusLoveItemNameFRATex,
gEmptyBottleItemNameFRATex,
gRedPotionItemNameFRATex,
gGreenPotionItemNameFRATex,
gBluePotionItemNameFRATex,
gBottledFairyItemNameFRATex,
gFishItemNameFRATex,
gFullMilkItemNameFRATex,
gRutosLetterItemNameFRATex,
gBlueFireItemNameFRATex,
gBugItemNameFRATex,
gBigPoeItemNameFRATex,
gHalfMilkItemNameFRATex,
gPoeItemNameFRATex,
gWeirdEggItemNameFRATex,
gCuccoItemNameFRATex,
gZeldasLetterItemNameFRATex,
gKeatonMaskItemNameFRATex,
gSkullMaskItemNameFRATex,
gSpookyMaskItemNameFRATex,
gBunnyHoodItemNameFRATex,
gGoronMaskItemNameFRATex,
gZoraMaskItemNameFRATex,
gGerudoMaskItemNameFRATex,
gMaskofTruthItemNameFRATex,
gSOLDOUTItemNameFRATex,
gPocketEggItemNameFRATex,
gPocketCuccoItemNameFRATex,
gCojiroItemNameFRATex,
gOddMushroomItemNameFRATex,
gOddPotionItemNameFRATex,
gPoachersSawItemNameFRATex,
gBrokenGoronsSwordItemNameFRATex,
gPrescriptionItemNameFRATex,
gEyeBallFrogItemNameFRATex,
gEyeDropsItemNameFRATex,
gClaimCheckItemNameFRATex,
gUnusedWindMedallionItemName3JPNTex,
gUnusedFireMedallionItemName3JPNTex,
gUnusedIceMedallionItemName3JPNTex,
gKokiriSwordItemNameFRATex,
gMasterSwordItemNameFRATex,
gGiantsKnifeItemNameFRATex,
gDekuShieldItemNameFRATex,
gHylianShieldItemNameFRATex,
gMirrorShieldItemNameFRATex,
gKokiriTunicItemNameFRATex,
gGoronTunicItemNameFRATex,
gZoraTunicItemNameFRATex,
gKokiriBootsItemNameFRATex,
gIronBootsItemNameFRATex,
gHoverBootsItemNameFRATex,
gBulletBag30ItemNameFRATex,
gBulletBag40ItemNameFRATex,
gBulletBag50ItemNameFRATex,
gQuiver30ItemNameFRATex,
gQuiver40ItemNameFRATex,
gQuiver50ItemNameFRATex,
gBombBag20ItemNameFRATex,
gBombBag30ItemNameFRATex,
gBombBag40ItemNameFRATex,
gGoronsBraceletItemNameFRATex,
gSilverGauntletsItemNameFRATex,
gGoldenGauntletsItemNameFRATex,
gSilverScaleItemNameFRATex,
gGoldenScaleItemNameFRATex,
gBrokenGiantsKnifeItemNameFRATex,
gUnusedBossKeyItemName15JPNTex,
gUnusedBossKeyItemName16JPNTex,
gUnusedBossKeyItemName17JPNTex,
gUnusedBossKeyItemName18JPNTex,
gMinuetOfForestItemNameFRATex,
gBoleroOfFireItemNameFRATex,
gSerenadeOfWaterItemNameFRATex,
gRequiemOfSpiritItemNameFRATex,
gNocturneOfShadowItemNameFRATex,
gPreludeOfLightItemNameFRATex,
gZeldasLullabyItemNameFRATex,
gEponasSongItemNameFRATex,
gSariasSongItemNameFRATex,
gSunsSongItemNameFRATex,
gSongOfTimeItemNameFRATex,
gSongOfStormsItemNameFRATex,
gForestMedallionItemNameFRATex,
gFireMedallionItemNameFRATex,
gWaterMedallionItemNameFRATex,
gSpiritMedallionItemNameFRATex,
gShadowMedallionItemNameFRATex,
gLightMedallionItemNameFRATex,
gKokiriEmeraldItemNameFRATex,
gGoronsRubyItemNameFRATex,
gZorasSapphireItemNameFRATex,
gStoneofAgonyItemNameFRATex,
gGerudosCardItemNameFRATex,
gGoldSkulltulaItemNameFRATex,
gHeartContainerItemNameFRATex,
gUnusedPieceOfHeartItemName3JPNTex,
gBossKeyItemNameFRATex,
gCompassItemNameFRATex,
gDungeonMapItemNameFRATex,
gUnusedBossKeyItemName19JPNTex,
gUnusedBossKeyItemName20JPNTex,
gUnusedBossKeyItemName21JPNTex,
gBiggoronsSwordItemNameFRATex,
gBiggoronsSwordItemNameFRATex,
};
static void* mapNameTextures[] =
{
gHauntedWastelandPointNameENGTex,
gGerudosFortressPointNameENGTex,
gGerudoValleyPointNameENGTex,
gHyliaLakesidePointNameENGTex,
gLonLonRanchPointNameENGTex,
gMarketPointNameENGTex,
gHyruleFieldPointNameENGTex,
gDeathMountainPointNameENGTex,
gKakarikoVillagePointNameENGTex,
gLostWoodsPointNameENGTex,
gKokiriForestPointNameENGTex,
gZorasDomainPointNameENGTex,
gHauntedWastelandPointNameGERTex,
gGerudosFortressPointNameGERTex,
gGerudoValleyPointNameGERTex,
gHyliaLakesidePointNameGERTex,
gLonLonRanchPointNameGERTex,
gMarketPointNameGERTex,
gHyruleFieldPointNameGERTex,
gDeathMountainPointNameGERTex,
gKakarikoVillagePointNameGERTex,
gLostWoodsPointNameGERTex,
gKokiriForestPointNameGERTex,
gZorasDomainPointNameGERTex,
gHauntedWastelandPointNameFRATex,
gGerudosFortressPointNameFRATex,
gGerudoValleyPointNameFRATex,
gHyliaLakesidePointNameFRATex,
gLonLonRanchPointNameFRATex,
gMarketPointNameFRATex,
gHyruleFieldPointNameFRATex,
gDeathMountainPointNameFRATex,
gKakarikoVillagePointNameFRATex,
gLostWoodsPointNameFRATex,
gKokiriForestPointNameFRATex,
gZorasDomainPointNameFRATex,
gHyruleFieldPositionNameENGTex,
gKakarikoVillagePositionNameENGTex,
gGraveyardPositionNameENGTex,
gZorasRiverPositionNameENGTex,
gKokiriForestPositionNameENGTex,
gSacredForestMeadowPositionNameENGTex,
gLakeHyliaPositionNameENGTex,
gZorasDomainPositionNameENGTex,
gZorasFountainPositionNameENGTex,
gGerudoValleyPositionNameENGTex,
gLostWoodsPositionNameENGTex,
gDesertColossusPositionNameENGTex,
gGerudosFortressPositionNameENGTex,
gHauntedWastelandPositionNameENGTex,
gMarketPositionNameENGTex,
gHyruleCastlePositionNameENGTex,
gDeathMountainTrailPositionNameENGTex,
gDeathMountainCraterPositionNameENGTex,
gGoronCityPositionNameENGTex,
gLonLonRanchPositionNameENGTex,
gQuestionMarkPositionNameENGTex,
gGanonsCastlePositionNameENGTex,
gHyruleFieldPositionNameGERTex,
gKakarikoVillagePositionNameGERTex,
gGraveyardPositionNameGERTex,
gZorasRiverPositionNameGERTex,
gKokiriForestPositionNameGERTex,
gSacredForestMeadowPositionNameGERTex,
gLakeHyliaPositionNameGERTex,
gZorasDomainPositionNameGERTex,
gZorasFountainPositionNameGERTex,
gGerudoValleyPositionNameGERTex,
gLostWoodsPositionNameGERTex,
gDesertColossusPositionNameGERTex,
gGerudosFortressPositionNameGERTex,
gHauntedWastelandPositionNameGERTex,
gMarketPositionNameGERTex,
gHyruleCastlePositionNameGERTex,
gDeathMountainTrailPositionNameGERTex,
gDeathMountainCraterPositionNameGERTex,
gGoronCityPositionNameGERTex,
gLonLonRanchPositionNameGERTex,
gQuestionMarkPositionNameGERTex,
gGanonsCastlePositionNameGERTex,
gHyruleFieldPositionNameFRATex,
gKakarikoVillagePositionNameFRATex,
gGraveyardPositionNameFRATex,
gZorasRiverPositionNameFRATex,
gKokiriForestPositionNameFRATex,
gSacredForestMeadowPositionNameFRATex,
gLakeHyliaPositionNameFRATex,
gZorasDomainPositionNameFRATex,
gZorasFountainPositionNameFRATex,
gGerudoValleyPositionNameFRATex,
gLostWoodsPositionNameFRATex,
gDesertColossusPositionNameFRATex,
gGerudosFortressPositionNameFRATex,
gHauntedWastelandPositionNameFRATex,
gMarketPositionNameFRATex,
gHyruleCastlePositionNameFRATex,
gDeathMountainTrailPositionNameFRATex,
gDeathMountainCraterPositionNameFRATex,
gGoronCityPositionNameFRATex,
gLonLonRanchPositionNameFRATex,
gQuestionMarkPositionNameFRATex,
gGanonsCastlePositionNameFRATex,
};
s16 D_8082AAEC[] = {
32, 112, 32, 48, 32, 32, 32, 48, 32, 64, 32, 48, 48, 48, 48, 64, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 80, 64,
};
s16 D_8082AB2C[] = {
24, 72, 13, 22, 19, 20, 19, 27, 14, 26, 22, 21, 49, 32, 45, 60, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 16, 32, 8,
};
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static u8 D_8082AB6C[][ARRAY_COUNT(gSaveContext.buttonStatus)] = {
{ BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED },
{ BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_DISABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED },
{ BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED },
{ BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED },
{ BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_ENABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED, BTN_DISABLED },
{ BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_DISABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED, BTN_ENABLED },
};
static s16 D_8082AB8C = 0;
static s16 D_8082AB90 = 0;
static s16 D_8082AB94 = 0;
static s16 D_8082AB98 = 255;
static s16 D_8082AB9C = 255;
static s16 D_8082ABA0 = 0;
static s16 D_8082ABA4 = 0;
static s16 sInDungeonScene = false;
static f32 D_8082ABAC[] = {
-4.0f, 4.0f, 4.0f, 4.0f, 4.0f, -4.0f, -4.0f, -4.0f,
};
static f32 D_8082ABCC[] = {
-4.0f, -4.0f, -4.0f, 4.0f, 4.0f, 4.0f, 4.0f, -4.0f,
};
static u16 D_8082ABEC[] = {
PAUSE_MAP, PAUSE_EQUIP, PAUSE_QUEST, PAUSE_ITEM, PAUSE_EQUIP, PAUSE_MAP, PAUSE_ITEM, PAUSE_QUEST,
};
u8 gSlotAgeReqs[] = {
1, 9, 9, 0, 0, 9, 1, 9, 9, 0, 0, 9, 1, 9, 1, 0, 0, 9, 9, 9, 9, 9, 0, 1,
};
u8 gEquipAgeReqs[][4] = {
{ 0, 1, 0, 0 },
{ 9, 1, 9, 0 },
{ 0, 9, 0, 0 },
{ 9, 9, 0, 0 },
};
u8 gItemAgeReqs[] = {
1, 9, 9, 0, 0, 9, 1, 9, 9, 9, 0, 0, 0, 9, 1, 9, 1, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9,
9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 1, 9, 0, 9, 0, 0, 9, 0, 0, 1, 1, 1, 0, 0, 0, 9, 9, 9, 1, 0, 0, 9, 9, 0,
};
u8 gAreaGsFlags[] = {
0x0F, 0x1F, 0x0F, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x07, 0x07, 0x03,
0x0F, 0x07, 0x0F, 0x0F, 0xFF, 0xFF, 0xFF, 0x1F, 0x0F, 0x03, 0x0F,
};
static void* sCursorTexs[] = {
gPauseMenuCursorTopLeftTex,
gPauseMenuCursorTopRightTex,
gPauseMenuCursorBottomLeftTex,
gPauseMenuCursorBottomRightTex,
};
static s16 sCursorColors[][3] = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 0, 255, 50 },
};
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const Color_RGB8 Cursor_ABTN_ori = {0, 255, 50};
const Color_RGB8 Cursor_ABTNN64_ori = {0, 50, 255};
const Color_RGB8 Cursor_CBTN_ori = {255, 255, 0};
const Color_RGB8 Cursor_StartBTN_ori = {255, 255, 255};
Color_RGB8 Cursor_ABTN;
Color_RGB8 Cursor_CBTN;
static void* sSavePromptTexs[] = {
gPauseSavePromptENGTex,
gPauseSavePromptGERTex,
gPauseSavePromptFRATex,
};
static void* sSaveConfirmationTexs[] = {
gPauseSaveConfirmationENGTex,
gPauseSaveConfirmationGERTex,
gPauseSaveConfirmationFRATex,
};
static void* sContinuePromptTexs[] = {
gContinuePlayingENGTex,
gContinuePlayingGERTex,
gContinuePlayingFRATex,
};
static void* sPromptChoiceTexs[][2] = {
{ gPauseYesENGTex, gPauseNoENGTex },
{ gPauseYesGERTex, gPauseNoGERTex },
{ gPauseYesFRATex, gPauseNoFRATex },
};
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static u8 sButtonStatusSave[ARRAY_COUNT(gSaveContext.buttonStatus)];
static PreRender sPlayerPreRender;
static void* sPreRenderCvg;
extern int fbTest;
void KaleidoScope_ProcessPlayerPreRender(void) {
PreRender_Calc(&sPlayerPreRender);
PreRender_Destroy(&sPlayerPreRender);
}
Gfx* KaleidoScope_QuadTextureIA4(Gfx* gfx, void* texture, s16 width, s16 height, u16 point) {
gDPLoadTextureBlock_4b(gfx++, texture, G_IM_FMT_IA, 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;
}
Gfx* KaleidoScope_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, u16 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 KaleidoScope_OverridePalIndexCI4(u8* texture, ptrdiff_t size, s32 targetIndex, s32 newIndex) {
s32 i;
targetIndex &= 0xF;
newIndex &= 0xF;
if ((size == 0) || (targetIndex == newIndex) || (texture == NULL)) {
return;
}
for (i = 0; i < size; i++) {
s32 index1;
s32 index2;
index1 = index2 = texture[i];
index1 = (index1 >> 4) & 0xF;
index2 = index2 & 0xF;
if (index1 == targetIndex) {
index1 = newIndex;
}
if (index2 == targetIndex) {
index2 = newIndex;
}
texture[i] = (index1 << 4) | index2;
}
}
void KaleidoScope_MoveCursorToSpecialPos(PlayState* play, u16 specialPos) {
PauseContext* pauseCtx = &play->pauseCtx;
pauseCtx->cursorSpecialPos = specialPos;
pauseCtx->pageSwitchTimer = 0;
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
void KaleidoScope_DrawQuadTextureRGBA32(GraphicsContext* gfxCtx, void* texture, u16 width, u16 height, u16 point) {
OPEN_DISPS(gfxCtx);
gDPLoadTextureBlock(POLY_KAL_DISP++, texture, G_IM_FMT_RGBA, G_IM_SIZ_32b, 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(POLY_KAL_DISP++, point, point + 2, point + 3, point + 1, 0);
CLOSE_DISPS(gfxCtx);
}
void KaleidoScope_SetDefaultCursor(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
s16 s;
s16 i;
gSelectingMask = false;
switch (pauseCtx->pageIndex) {
case PAUSE_ITEM:
s = pauseCtx->cursorSlot[PAUSE_ITEM];
if (gSaveContext.inventory.items[s] == ITEM_NONE) {
i = s + 1;
while (true) {
if (gSaveContext.inventory.items[i] != ITEM_NONE) {
break;
}
i++;
if (i >= 24) {
i = 0;
}
if (i == s) {
pauseCtx->cursorItem[PAUSE_ITEM] = pauseCtx->namedItem = PAUSE_ITEM_NONE;
return;
}
}
pauseCtx->cursorItem[PAUSE_ITEM] = gSaveContext.inventory.items[i];
pauseCtx->cursorSlot[PAUSE_ITEM] = i;
}
break;
case PAUSE_MAP:
case PAUSE_QUEST:
case PAUSE_EQUIP:
break;
}
}
void KaleidoScope_SwitchPage(PauseContext* pauseCtx, u8 pt) {
pauseCtx->unk_1E4 = 1;
pauseCtx->unk_1EA = 0;
gSelectingMask = false;
if (!pt) {
pauseCtx->mode = pauseCtx->pageIndex * 2 + 1;
Audio_PlaySoundGeneral(NA_SE_SY_WIN_SCROLL_LEFT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
pauseCtx->cursorSpecialPos = PAUSE_CURSOR_PAGE_RIGHT;
} else {
pauseCtx->mode = pauseCtx->pageIndex * 2;
Audio_PlaySoundGeneral(NA_SE_SY_WIN_SCROLL_RIGHT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
pauseCtx->cursorSpecialPos = PAUSE_CURSOR_PAGE_LEFT;
}
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for (int buttonIndex = 1; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = D_8082AB6C[pauseCtx->pageIndex + pt][buttonIndex];
}
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if ((CVar_GetS32("gAssignableTunicsAndBoots", 0) != 0) && (D_8082ABEC[pauseCtx->mode] == PAUSE_EQUIP)) {
gSaveContext.buttonStatus[1] = BTN_ENABLED;
gSaveContext.buttonStatus[2] = BTN_ENABLED;
gSaveContext.buttonStatus[3] = BTN_ENABLED;
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// A-Button is already enabled
gSaveContext.buttonStatus[5] = BTN_ENABLED;
gSaveContext.buttonStatus[6] = BTN_ENABLED;
gSaveContext.buttonStatus[7] = BTN_ENABLED;
gSaveContext.buttonStatus[8] = BTN_ENABLED;
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}
osSyncPrintf("kscope->kscp_pos+pt = %d\n", pauseCtx->pageIndex + pt);
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
}
void KaleidoScope_HandlePageToggles(PauseContext* pauseCtx, Input* input) {
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s16 Debug_BTN = BTN_L;
s16 PageLeft_BTN = BTN_Z;
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if (CVar_GetS32("gNGCKaleidoSwitcher", 0) != 0) {
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Debug_BTN = BTN_Z;
PageLeft_BTN = BTN_L;
}
if (CVar_GetS32("gDebugEnabled", 0) && (pauseCtx->debugState == 0) && CHECK_BTN_ALL(input->press.button, Debug_BTN)) {
pauseCtx->debugState = 1;
return;
}
if (CHECK_BTN_ALL(input->press.button, BTN_R)) {
KaleidoScope_SwitchPage(pauseCtx, 2);
return;
}
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if (CHECK_BTN_ALL(input->press.button, PageLeft_BTN)) {
KaleidoScope_SwitchPage(pauseCtx, 0);
return;
}
bool dpad = CVar_GetS32("gDpadPause", 0);
if (pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) {
if ((pauseCtx->stickRelX < -30) || (dpad && CHECK_BTN_ALL(input->cur.button, BTN_DLEFT))) {
pauseCtx->pageSwitchTimer++;
if ((pauseCtx->pageSwitchTimer >= 10) || (pauseCtx->pageSwitchTimer == 0)) {
KaleidoScope_SwitchPage(pauseCtx, 0);
}
} else {
pauseCtx->pageSwitchTimer = -1;
}
} else if (pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_RIGHT) {
if ((pauseCtx->stickRelX > 30) || (dpad && CHECK_BTN_ALL(input->cur.button, BTN_DRIGHT))) {
pauseCtx->pageSwitchTimer++;
if ((pauseCtx->pageSwitchTimer >= 10) || (pauseCtx->pageSwitchTimer == 0)) {
KaleidoScope_SwitchPage(pauseCtx, 2);
}
} else {
pauseCtx->pageSwitchTimer = -1;
}
}
}
void KaleidoScope_DrawCursor(PlayState* play, u16 pageIndex) {
PauseContext* pauseCtx = &play->pauseCtx;
u16 temp;
OPEN_DISPS(play->state.gfxCtx);
temp = pauseCtx->unk_1E4;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
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//Will be converted to ColorRGB later.
sCursorColors[1][0] = Cursor_CBTN_ori.r;
sCursorColors[1][1] = Cursor_CBTN_ori.g;
sCursorColors[1][2] = Cursor_CBTN_ori.b;
sCursorColors[2][0] = Cursor_ABTNN64_ori.r;
sCursorColors[2][1] = Cursor_ABTNN64_ori.g;
sCursorColors[2][2] = Cursor_ABTNN64_ori.b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 1) {
2022-08-23 20:20:56 -04:00
sCursorColors[1][0] = Cursor_CBTN_ori.r;
sCursorColors[1][1] = Cursor_CBTN_ori.g;
sCursorColors[1][2] = Cursor_CBTN_ori.b;
sCursorColors[2][0] = Cursor_ABTN_ori.r;
sCursorColors[2][1] = Cursor_ABTN_ori.g;
sCursorColors[2][2] = Cursor_ABTN_ori.b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 2) {
2022-08-23 20:20:56 -04:00
sCursorColors[1][0] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).r;
sCursorColors[1][1] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).g;
sCursorColors[1][2] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).b;
sCursorColors[2][0] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).r;
sCursorColors[2][1] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).g;
sCursorColors[2][2] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if ((((pauseCtx->unk_1E4 == 0) || (temp == 8)) && (pauseCtx->state == 6)) ||
((pauseCtx->pageIndex == PAUSE_QUEST) && ((temp < 3) || (temp == 5) || (temp == 8)))) {
if (pauseCtx->pageIndex == pageIndex) {
s16 i;
s16 j;
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineLERP(POLY_KAL_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, sCursorColors[pauseCtx->cursorColorSet >> 2][0],
sCursorColors[pauseCtx->cursorColorSet >> 2][1],
sCursorColors[pauseCtx->cursorColorSet >> 2][2], 255);
gDPSetEnvColor(POLY_KAL_DISP++, D_8082AB8C, D_8082AB90, D_8082AB94, 255);
gSPVertex(POLY_KAL_DISP++, pauseCtx->cursorVtx, 16, 0);
for (i = j = 0; i < 4; i++, j += 4) {
gDPLoadTextureBlock_4b(POLY_KAL_DISP++, sCursorTexs[i], G_IM_FMT_IA, 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);
gSP1Quadrangle(POLY_KAL_DISP++, j, j + 2, j + 3, j + 1, 0);
}
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetEnvColor(POLY_KAL_DISP++, 0, 0, 0, 255);
}
CLOSE_DISPS(play->state.gfxCtx);
}
Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, void** textures) {
s32 i;
s32 j;
gSPVertex(gfx++, vertices, 32, 0);
i = 0;
j = 0;
while (j < 32) {
gDPPipeSync(gfx++);
gDPLoadTextureBlock(gfx++, textures[i], G_IM_FMT_IA, G_IM_SIZ_8b, 80, 32, 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++, j, j + 2, j + 3, j + 1, 0);
j += 4;
i++;
}
gSPVertex(gfx++, vertices + 32, 28, 0);
j = 0;
while (j < 28) {
gDPPipeSync(gfx++);
gDPLoadTextureBlock(gfx++, textures[i], G_IM_FMT_IA, G_IM_SIZ_8b, 80, 32, 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++, j, j + 2, j + 3, j + 1, 0);
j += 4;
i++;
}
return gfx;
}
void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
static s16 D_8082ACF4[][3] = {
{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 255, 255, 0 }, { 0, 0, 0 },
{ 0, 0, 0 }, { 255, 255, 0 }, { 0, 255, 50 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 255, 50 },
};
2022-08-23 20:20:56 -04:00
const Color_RGB8 A_BTN_ori = {100, 255, 100};
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {
2022-08-23 20:20:56 -04:00
D_8082ACF4[4][0] = Cursor_CBTN_ori.r;
D_8082ACF4[4][1] = Cursor_CBTN_ori.g;
D_8082ACF4[4][2] = Cursor_CBTN_ori.b;
D_8082ACF4[7][0] = Cursor_CBTN_ori.r;
D_8082ACF4[7][1] = Cursor_CBTN_ori.g;
D_8082ACF4[7][2] = Cursor_CBTN_ori.b;
D_8082ACF4[8][0] = Cursor_ABTNN64_ori.r;
D_8082ACF4[8][1] = Cursor_ABTNN64_ori.g;
D_8082ACF4[8][2] = Cursor_ABTNN64_ori.b;
D_8082ACF4[11][0] = Cursor_ABTNN64_ori.r;
D_8082ACF4[11][1] = Cursor_ABTNN64_ori.g;
D_8082ACF4[11][2] = Cursor_ABTNN64_ori.b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 1) {
2022-08-23 20:20:56 -04:00
D_8082ACF4[4][0] = Cursor_CBTN_ori.r;
D_8082ACF4[4][1] = Cursor_CBTN_ori.g;
D_8082ACF4[4][2] = Cursor_CBTN_ori.b;
D_8082ACF4[7][0] = Cursor_CBTN_ori.r;
D_8082ACF4[7][1] = Cursor_CBTN_ori.g;
D_8082ACF4[7][2] = Cursor_CBTN_ori.b;
D_8082ACF4[8][0] = Cursor_ABTN_ori.r;
D_8082ACF4[8][1] = Cursor_ABTN_ori.g;
D_8082ACF4[8][2] = Cursor_ABTN_ori.b;
D_8082ACF4[11][0] = Cursor_ABTN_ori.r;
D_8082ACF4[11][1] = Cursor_ABTN_ori.g;
D_8082ACF4[11][2] = Cursor_ABTN_ori.b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 2) {
2022-08-23 20:20:56 -04:00
D_8082ACF4[4][0] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).r;
D_8082ACF4[4][1] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).g;
D_8082ACF4[4][2] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).b;
D_8082ACF4[7][0] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).r;
D_8082ACF4[7][1] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).g;
D_8082ACF4[7][2] = CVar_GetRGB("gCCCBtnPrim", Cursor_CBTN_ori).b;
D_8082ACF4[8][0] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).r;
D_8082ACF4[8][1] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).g;
D_8082ACF4[8][2] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).b;
D_8082ACF4[11][0] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).r;
D_8082ACF4[11][1] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).g;
D_8082ACF4[11][2] = CVar_GetRGB("gCCABtnPrim", Cursor_ABTN_ori).b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
static s16 D_8082AD3C = 20;
static s16 D_8082AD40 = 0;
static s16 D_8082AD44 = 0;
static s16 D_8082AD48 = 0;
static s16 D_8082AD4C = 0;
static s16 D_8082AD50 = 0;
const Color_RGB8 A_cursor = CVar_GetRGB("gCCABtnPrim", A_BTN_ori);
PauseContext* pauseCtx = &play->pauseCtx;
Input* input = &play->state.input[0];
s16 stepR;
s16 stepG;
s16 stepB;
FrameInterpolation_RecordOpenChild(NULL, pauseCtx->state + pauseCtx->pageIndex * 100);
OPEN_DISPS(gfxCtx);
if ((pauseCtx->state < 8) || (pauseCtx->state > 0x11)) {
if (pauseCtx->state != 7) {
stepR = ABS(D_8082AB8C - D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][0]) / D_8082AD3C;
stepG = ABS(D_8082AB90 - D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][1]) / D_8082AD3C;
stepB = ABS(D_8082AB94 - D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][2]) / D_8082AD3C;
if (D_8082AB8C >= D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][0]) {
D_8082AB8C -= stepR;
} else {
D_8082AB8C += stepR;
}
if (D_8082AB90 >= D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][1]) {
D_8082AB90 -= stepG;
} else {
D_8082AB90 += stepG;
}
if (D_8082AB94 >= D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][2]) {
D_8082AB94 -= stepB;
} else {
D_8082AB94 += stepB;
}
D_8082AD3C--;
if (D_8082AD3C == 0) {
D_8082AB8C = D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][0];
D_8082AB90 = D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][1];
D_8082AB94 = D_8082ACF4[pauseCtx->cursorColorSet + D_8082AD40][2];
D_8082AD3C = ZREG(28 + D_8082AD40);
D_8082AD40++;
if (D_8082AD40 >= 4) {
D_8082AD40 = 0;
}
}
if (CVar_GetS32("gDpadHoldChange", 1) && CVar_GetS32("gDpadPause", 0)) {
if (CHECK_BTN_ALL(input->cur.button, BTN_DLEFT)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DLEFT)) {
D_8082AD44 = XREG(8);
D_8082AD4C = -1;
} else if (--D_8082AD44 < 0) {
D_8082AD44 = XREG(6);
input->press.button |= BTN_DLEFT;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DLEFT)) {
D_8082AD4C = 0;
} else if (CHECK_BTN_ALL(input->cur.button, BTN_DRIGHT)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DRIGHT)) {
D_8082AD44 = XREG(8);
D_8082AD4C = 1;
} else if (--D_8082AD44 < 0) {
D_8082AD44 = XREG(6);
input->press.button |= BTN_DRIGHT;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DRIGHT)) {
D_8082AD4C = 0;
}
if (CHECK_BTN_ALL(input->cur.button, BTN_DDOWN)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
D_8082AD48 = XREG(8);
D_8082AD50 = -1;
} else if (--D_8082AD48 < 0) {
D_8082AD48 = XREG(6);
input->press.button |= BTN_DDOWN;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DDOWN)) {
D_8082AD50 = 0;
} else if (CHECK_BTN_ALL(input->cur.button, BTN_DUP)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DUP)) {
D_8082AD48 = XREG(8);
D_8082AD50 = 1;
} else if (--D_8082AD48 < 0) {
D_8082AD48 = XREG(6);
input->press.button |= BTN_DUP;
}
} else if (CHECK_BTN_ALL(input->rel.button, BTN_DUP)) {
D_8082AD50 = 0;
}
}
if (pauseCtx->stickRelX < -30) {
if (D_8082AD4C == -1) {
if (--D_8082AD44 < 0) {
D_8082AD44 = XREG(6);
} else {
pauseCtx->stickRelX = 0;
}
} else {
D_8082AD44 = XREG(8);
D_8082AD4C = -1;
}
} else if (pauseCtx->stickRelX > 30) {
if (D_8082AD4C == 1) {
if (--D_8082AD44 < 0) {
D_8082AD44 = XREG(6);
} else {
pauseCtx->stickRelX = 0;
}
} else {
D_8082AD44 = XREG(8);
D_8082AD4C = 1;
}
} else {
D_8082AD4C = 0;
}
if (pauseCtx->stickRelY < -30) {
if (D_8082AD50 == -1) {
if (--D_8082AD48 < 0) {
D_8082AD48 = XREG(6);
} else {
pauseCtx->stickRelY = 0;
}
} else {
D_8082AD48 = XREG(8);
D_8082AD50 = -1;
}
} else if (pauseCtx->stickRelY > 30) {
if (D_8082AD50 == 1) {
if (--D_8082AD48 < 0) {
D_8082AD48 = XREG(6);
} else {
pauseCtx->stickRelY = 0;
}
} else {
D_8082AD48 = XREG(8);
D_8082AD50 = 1;
}
} else {
D_8082AD50 = 0;
}
}
if (pauseCtx->pageIndex) { // pageIndex != PAUSE_ITEM
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, -(f32)WREG(3) / 100.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(-pauseCtx->unk_1F4 / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->itemPageVtx,
sSelectItemTexs[gSaveContext.language]);
KaleidoScope_DrawItemSelect(play);
}
if (pauseCtx->pageIndex != PAUSE_EQUIP) {
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
Matrix_Translate(-(f32)WREG(3) / 100.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(pauseCtx->unk_1F8 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(1.57f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->equipPageVtx,
sEquipmentTexs[gSaveContext.language]);
KaleidoScope_DrawEquipment(play);
}
if (pauseCtx->pageIndex != PAUSE_QUEST) {
gDPPipeSync(POLY_KAL_DISP++);
gDPSetTextureFilter(POLY_KAL_DISP++, G_TF_BILERP);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, (f32)WREG(3) / 100.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(pauseCtx->unk_200 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(3.14f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->questPageVtx,
sQuestStatusTexs[gSaveContext.language]);
KaleidoScope_DrawQuestStatus(play, gfxCtx);
}
if (pauseCtx->pageIndex != PAUSE_MAP) {
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
Matrix_Translate((f32)WREG(3) / 100.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(-pauseCtx->unk_1FC / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(-1.57f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP =
KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->mapPageVtx, sMapTexs[gSaveContext.language]);
if (sInDungeonScene) {
KaleidoScope_DrawDungeonMap(play, gfxCtx);
Gfx_SetupDL_42Opa(gfxCtx);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, gSaveContext.mapIndex)) {
PauseMapMark_Draw(play);
}
} else {
KaleidoScope_DrawWorldMap(play, gfxCtx);
}
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
switch (pauseCtx->pageIndex) {
case PAUSE_ITEM:
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, -(f32)WREG(3) / 100.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(-pauseCtx->unk_1F4 / 100.0f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->itemPageVtx,
sSelectItemTexs[gSaveContext.language]);
KaleidoScope_DrawItemSelect(play);
break;
case PAUSE_MAP:
Matrix_Translate((f32)WREG(3) / 100.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(-pauseCtx->unk_1FC / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(-1.57f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP =
KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->mapPageVtx, sMapTexs[gSaveContext.language]);
if (sInDungeonScene) {
KaleidoScope_DrawDungeonMap(play, gfxCtx);
Gfx_SetupDL_42Opa(gfxCtx);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (pauseCtx->cursorSpecialPos == 0) {
KaleidoScope_DrawCursor(play, PAUSE_MAP);
}
if (CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, gSaveContext.mapIndex)) {
PauseMapMark_Draw(play);
}
} else {
KaleidoScope_DrawWorldMap(play, gfxCtx);
}
break;
case PAUSE_QUEST:
gDPSetTextureFilter(POLY_KAL_DISP++, G_TF_BILERP);
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, (f32)WREG(3) / 100.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(pauseCtx->unk_200 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(3.14f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->questPageVtx,
sQuestStatusTexs[gSaveContext.language]);
KaleidoScope_DrawQuestStatus(play, gfxCtx);
if (pauseCtx->cursorSpecialPos == 0) {
KaleidoScope_DrawCursor(play, PAUSE_QUEST);
}
break;
case PAUSE_EQUIP:
Matrix_Translate(-(f32)WREG(3) / 100.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(pauseCtx->unk_1F8 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(1.57f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->equipPageVtx,
sEquipmentTexs[gSaveContext.language]);
KaleidoScope_DrawEquipment(play);
if (pauseCtx->cursorSpecialPos == 0) {
KaleidoScope_DrawCursor(play, PAUSE_EQUIP);
}
break;
}
}
Gfx_SetupDL_42Opa(gfxCtx);
if ((pauseCtx->state == 7) || ((pauseCtx->state >= 8) && (pauseCtx->state < 0x12))) {
KaleidoScope_UpdatePrompt(play);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
if (!pauseCtx->pageIndex) { // pageIndex == PAUSE_ITEM
pauseCtx->unk_1F4 = pauseCtx->unk_204 + 314.0f;
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, -pauseCtx->unk_1F0 / 10.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(-pauseCtx->unk_204 / 100.0f, MTXMODE_APPLY);
} else if (pauseCtx->pageIndex == PAUSE_MAP) {
pauseCtx->unk_1FC = pauseCtx->unk_204 + 314.0f;
Matrix_Translate(pauseCtx->unk_1F0 / 10.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(-pauseCtx->unk_204 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(-1.57f, MTXMODE_APPLY);
} else if (pauseCtx->pageIndex == PAUSE_QUEST) {
pauseCtx->unk_200 = pauseCtx->unk_204 + 314.0f;
Matrix_Translate(0.0f, (f32)WREG(2) / 100.0f, pauseCtx->unk_1F0 / 10.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(pauseCtx->unk_204 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(3.14f, MTXMODE_APPLY);
} else {
pauseCtx->unk_1F8 = pauseCtx->unk_204 + 314.0f;
Matrix_Translate(-pauseCtx->unk_1F0 / 10.0f, (f32)WREG(2) / 100.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateZ(pauseCtx->unk_204 / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(1.57f, MTXMODE_APPLY);
}
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if ((pauseCtx->state >= 8) && (pauseCtx->state <= 0x11)) {
POLY_KAL_DISP = KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->saveVtx, sGameOverTexs);
} else {
POLY_KAL_DISP =
KaleidoScope_DrawPageSections(POLY_KAL_DISP, pauseCtx->saveVtx, sSaveTexs[gSaveContext.language]);
}
gSPVertex(POLY_KAL_DISP++, &pauseCtx->saveVtx[60], 32, 0);
if (((pauseCtx->state == 7) && (pauseCtx->unk_1EC < 4)) || (pauseCtx->state == 0xE)) {
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sSavePromptTexs[gSaveContext.language], 152, 16, 0);
gDPSetCombineLERP(POLY_KAL_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0,
0, PRIMITIVE, 0);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {//Save prompt cursor colour
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 100, 100, 255, VREG(61));
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 100, 255, 100, VREG(61));
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, A_cursor.r, A_cursor.g, A_cursor.b, VREG(61)); //Save prompt cursor colour
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if (pauseCtx->promptChoice == 0) {
gSPDisplayList(POLY_KAL_DISP++, gPromptCursorLeftDL);
} else {
gSPDisplayList(POLY_KAL_DISP++, gPromptCursorRightDL);
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][0], 48, 16, 12);
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][1], 48, 16, 16);
} else if (((pauseCtx->state == 7 && pauseCtx->unk_1EC >= 4) || pauseCtx->state == 0xF) &&
!CVar_GetS32("gSkipSaveConfirmation", 0)) {
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sSaveConfirmationTexs[gSaveContext.language], 152, 16, 0);
} else if ((pauseCtx->state != 7) || (pauseCtx->unk_1EC < 4)) {
if ((pauseCtx->state != 0xF) && ((pauseCtx->state == 0x10) || (pauseCtx->state == 0x11))) {
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sContinuePromptTexs[gSaveContext.language], 152, 16, 0);
gDPSetCombineLERP(POLY_KAL_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
TEXEL0, 0, PRIMITIVE, 0);
if (CVar_GetS32("gHudColors", 1) == 0) { //Continue prompt cursor colour
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 100, 100, 255, VREG(61));
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 100, 255, 100, VREG(61));
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, A_cursor.r, A_cursor.g, A_cursor.b, VREG(61)); //Continue prompt cursor colour
}
if (pauseCtx->promptChoice == 0) {
gSPDisplayList(POLY_KAL_DISP++, gPromptCursorLeftDL);
} else {
gSPDisplayList(POLY_KAL_DISP++, gPromptCursorRightDL);
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA, G_CC_MODULATEIA);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][0], 48, 16, 12);
POLY_KAL_DISP =
KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][1], 48, 16, 16);
}
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineLERP(POLY_KAL_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
if ((pauseCtx->state != 0x10) && (pauseCtx->state != 0x11)) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 0, pauseCtx->alpha);
gDPSetEnvColor(POLY_KAL_DISP++, 0, 0, 0, 0);
}
}
CLOSE_DISPS(gfxCtx);
FrameInterpolation_RecordCloseChild();
}
void KaleidoScope_DrawInfoPanel(PlayState* play) {
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
static s16 gABtnTexColour[][4] = { //A button colors
{ 0, 255, 100, 255 },//Gamecube
{ 0, 100, 255, 255 },//Original N64
};
2022-08-23 20:20:56 -04:00
Color_RGB8 A_button_ori = {gABtnTexColour[0][0],gABtnTexColour[0][1],gABtnTexColour[0][2]};
Color_RGB8 A_button = CVar_GetRGB("gCCABtnPrim", A_button_ori);
Color_RGB8 C_button_ori = {R_C_BTN_COLOR(0), R_C_BTN_COLOR(1), R_C_BTN_COLOR(2)};
Color_RGB8 C_button_uni = CVar_GetRGB("gCCCBtnPrim", C_button_ori);
Color_RGB8 C_button_U = CVar_GetRGB("gCCCUBtnPrim", C_button_ori);
Color_RGB8 C_button_D = CVar_GetRGB("gCCCDBtnPrim", C_button_ori);
Color_RGB8 C_button_L = CVar_GetRGB("gCCCLBtnPrim", C_button_ori);
Color_RGB8 C_button_R = CVar_GetRGB("gCCCRBtnPrim", C_button_ori);
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static const void* sToEquipTextures[3] = {
gPauseToEquipENGTex,
gPauseToEquipGERTex,
gPauseToEquipFRATex,
};
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static const void* sToDecideTextures[3] = {
gPauseToDecideENGTex,
gPauseToDecideGERTex,
gPauseToDecideFRATex,
};
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static const void* sPlayMelodyTextures[3] = {
gPauseToPlayMelodyENGTex,
gPauseToPlayMelodyGERTex,
gPauseToPlayMelodyFRATex,
};
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static const void* D_8082AD78[][3] = {
{ gPauseToEquipmentENGTex, gPauseToEquipmentGERTex, gPauseToEquipmentFRATex },
{ gPauseToSelectItemENGTex, gPauseToSelectItemGERTex, gPauseToSelectItemFRATex },
{ gPauseToMapENGTex, gPauseToMapGERTex, gPauseToMapFRATex },
{ gPauseToQuestStatusENGTex, gPauseToQuestStatusGERTex, gPauseToQuestStatusFRATex },
};
static void* D_8082ADA8[][3] = {
{ gPauseToMapENGTex, gPauseToMapGERTex, gPauseToMapFRATex },
{ gPauseToQuestStatusENGTex, gPauseToQuestStatusGERTex, gPauseToQuestStatusFRATex },
{ gPauseToEquipmentENGTex, gPauseToEquipmentGERTex, gPauseToEquipmentFRATex },
{ gPauseToSelectItemENGTex, gPauseToSelectItemGERTex, gPauseToSelectItemFRATex },
};
static u16 D_8082ADD8[3] = { 56, 88, 80 };
static u16 D_8082ADE0[3] = { 64, 88, 72 };
static u16 D_8082ADE8[3] = { 80, 104, 112 };
static s16 D_8082ADF0[][4] = {
{ 180, 210, 255, 220 },
{ 100, 100, 150, 220 },
};
static s16 D_8082AE00 = 20;
static s16 D_8082AE04 = 0;
static s16 D_8082AE08[] = {
10, 16, 16, 17, 12, 13, 18, 17, 17, 19, 13, 21, 20, 21, 14, 15, 15, 15, 11, 14,
};
static s16 D_8082AE30[] = {
21, 20, 19, 18, 11, 14, 10, 15, 16, 13, 12, 17,
};
static s16 D_808321A0;
static s16 D_808321A2;
static s16 D_808321A4;
static s16 D_808321A6;
PauseContext* pauseCtx = &play->pauseCtx;
s16 stepR;
s16 stepG;
s16 stepB;
s16 stepA;
s16 temp;
s16 i;
s16 j;
OPEN_DISPS(play->state.gfxCtx);
stepR = ABS(D_808321A0 - D_8082ADF0[D_8082AE04][0]) / D_8082AE00;
stepG = ABS(D_808321A2 - D_8082ADF0[D_8082AE04][1]) / D_8082AE00;
stepB = ABS(D_808321A4 - D_8082ADF0[D_8082AE04][2]) / D_8082AE00;
stepA = ABS(D_808321A6 - D_8082ADF0[D_8082AE04][3]) / D_8082AE00;
if (D_808321A0 >= D_8082ADF0[D_8082AE04][0]) {
D_808321A0 -= stepR;
} else {
D_808321A0 += stepR;
}
if (D_808321A2 >= D_8082ADF0[D_8082AE04][1]) {
D_808321A2 -= stepG;
} else {
D_808321A2 += stepG;
}
if (D_808321A4 >= D_8082ADF0[D_8082AE04][2]) {
D_808321A4 -= stepB;
} else {
D_808321A4 += stepB;
}
if (D_808321A6 >= D_8082ADF0[D_8082AE04][3]) {
D_808321A6 -= stepA;
} else {
D_808321A6 += stepA;
}
D_8082AE00--;
if (D_8082AE00 == 0) {
D_808321A0 = D_8082ADF0[D_8082AE04][0];
D_808321A2 = D_8082ADF0[D_8082AE04][1];
D_808321A4 = D_8082ADF0[D_8082AE04][2];
D_808321A6 = D_8082ADF0[D_8082AE04][3];
D_8082AE00 = ZREG(28);
D_8082AE04 ^= 1;
}
temp = pauseCtx->infoPanelOffsetY - 76;
for (j = 0, i = 0; i < 7; i++, j += 4) {
pauseCtx->infoPanelVtx[j + 0].v.ob[0] = pauseCtx->infoPanelVtx[j + 2].v.ob[0] = -72;
pauseCtx->infoPanelVtx[j + 1].v.ob[0] = pauseCtx->infoPanelVtx[j + 3].v.ob[0] = 0;
pauseCtx->infoPanelVtx[j + 0].v.ob[1] = pauseCtx->infoPanelVtx[j + 1].v.ob[1] = temp;
pauseCtx->infoPanelVtx[j + 2].v.ob[1] = pauseCtx->infoPanelVtx[j + 3].v.ob[1] = temp - 24;
pauseCtx->infoPanelVtx[j + 0].v.ob[2] = pauseCtx->infoPanelVtx[j + 1].v.ob[2] =
pauseCtx->infoPanelVtx[j + 2].v.ob[2] = pauseCtx->infoPanelVtx[j + 3].v.ob[2] = 0;
pauseCtx->infoPanelVtx[j + 0].v.flag = pauseCtx->infoPanelVtx[j + 1].v.flag =
pauseCtx->infoPanelVtx[j + 2].v.flag = pauseCtx->infoPanelVtx[j + 3].v.flag = 0;
pauseCtx->infoPanelVtx[j + 0].v.tc[0] = pauseCtx->infoPanelVtx[j + 0].v.tc[1] =
pauseCtx->infoPanelVtx[j + 1].v.tc[1] = pauseCtx->infoPanelVtx[j + 2].v.tc[0] = 0;
pauseCtx->infoPanelVtx[j + 1].v.tc[0] = pauseCtx->infoPanelVtx[j + 3].v.tc[0] = 0x900;
pauseCtx->infoPanelVtx[j + 2].v.tc[1] = pauseCtx->infoPanelVtx[j + 3].v.tc[1] = 0x300;
pauseCtx->infoPanelVtx[j + 0].v.cn[0] = pauseCtx->infoPanelVtx[j + 2].v.cn[0] =
pauseCtx->infoPanelVtx[j + 0].v.cn[1] = pauseCtx->infoPanelVtx[j + 2].v.cn[1] =
pauseCtx->infoPanelVtx[j + 0].v.cn[2] = pauseCtx->infoPanelVtx[j + 2].v.cn[2] =
pauseCtx->infoPanelVtx[j + 1].v.cn[0] = pauseCtx->infoPanelVtx[j + 3].v.cn[0] =
pauseCtx->infoPanelVtx[j + 1].v.cn[1] = pauseCtx->infoPanelVtx[j + 3].v.cn[1] =
pauseCtx->infoPanelVtx[j + 1].v.cn[2] = pauseCtx->infoPanelVtx[j + 3].v.cn[2] = 200;
pauseCtx->infoPanelVtx[j + 0].v.cn[3] = pauseCtx->infoPanelVtx[j + 2].v.cn[3] =
pauseCtx->infoPanelVtx[j + 1].v.cn[3] = pauseCtx->infoPanelVtx[j + 3].v.cn[3] = pauseCtx->alpha;
}
pauseCtx->infoPanelVtx[4].v.ob[0] = pauseCtx->infoPanelVtx[6].v.ob[0] = pauseCtx->infoPanelVtx[0].v.ob[0] + 72;
pauseCtx->infoPanelVtx[5].v.ob[0] = pauseCtx->infoPanelVtx[7].v.ob[0] = pauseCtx->infoPanelVtx[4].v.ob[0] + 72;
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) && (pauseCtx->unk_1E4 == 0)) {
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = WREG(16);
pauseCtx->infoPanelVtx[9].v.ob[0] = pauseCtx->infoPanelVtx[11].v.ob[0] = pauseCtx->infoPanelVtx[8].v.ob[0] + 24;
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = WREG(18);
pauseCtx->infoPanelVtx[10].v.ob[1] = pauseCtx->infoPanelVtx[11].v.ob[1] =
pauseCtx->infoPanelVtx[8].v.ob[1] - 32;
} else {
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = WREG(16) + 3;
pauseCtx->infoPanelVtx[9].v.ob[0] = pauseCtx->infoPanelVtx[11].v.ob[0] = pauseCtx->infoPanelVtx[8].v.ob[0] + 18;
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = WREG(18) - 3;
pauseCtx->infoPanelVtx[10].v.ob[1] = pauseCtx->infoPanelVtx[11].v.ob[1] =
pauseCtx->infoPanelVtx[8].v.ob[1] - 26;
}
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_RIGHT) && (pauseCtx->unk_1E4 == 0)) {
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = WREG(17);
pauseCtx->infoPanelVtx[13].v.ob[0] = pauseCtx->infoPanelVtx[15].v.ob[0] =
pauseCtx->infoPanelVtx[12].v.ob[0] + 24;
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = WREG(18);
pauseCtx->infoPanelVtx[14].v.ob[1] = pauseCtx->infoPanelVtx[15].v.ob[1] =
pauseCtx->infoPanelVtx[12].v.ob[1] - 32;
} else {
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = WREG(17) + 3;
pauseCtx->infoPanelVtx[13].v.ob[0] = pauseCtx->infoPanelVtx[15].v.ob[0] =
pauseCtx->infoPanelVtx[12].v.ob[0] + 18;
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = WREG(18) - 3;
pauseCtx->infoPanelVtx[14].v.ob[1] = pauseCtx->infoPanelVtx[15].v.ob[1] =
pauseCtx->infoPanelVtx[12].v.ob[1] - 26;
}
pauseCtx->infoPanelVtx[9].v.tc[0] = pauseCtx->infoPanelVtx[11].v.tc[0] = pauseCtx->infoPanelVtx[13].v.tc[0] =
pauseCtx->infoPanelVtx[15].v.tc[0] = 0x300;
pauseCtx->infoPanelVtx[10].v.tc[1] = pauseCtx->infoPanelVtx[11].v.tc[1] = pauseCtx->infoPanelVtx[14].v.tc[1] =
pauseCtx->infoPanelVtx[15].v.tc[1] = 0x400;
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
Matrix_Translate(0.0f, 0.0f, -144.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 90, 100, 130, 255);
gSPVertex(POLY_KAL_DISP++, &pauseCtx->infoPanelVtx[0], 16, 0);
gSPDisplayList(POLY_KAL_DISP++, gItemNamePanelDL);
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) && (pauseCtx->unk_1E4 == 0)) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, D_808321A0, D_808321A2, D_808321A4, D_808321A6);
} else {
if (CVar_GetS32("gUniformLR", 0) != 0) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 180, 210, 255, 255);
}
}
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gSPDisplayList(POLY_KAL_DISP++, gLButtonIconDL);
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if (CVar_GetS32("gUniformLR", 0) == 0) { //Restore the misplace gDPSetPrimColor
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 180, 210, 255, 255);
}
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_RIGHT) && (pauseCtx->unk_1E4 == 0)) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, D_808321A0, D_808321A2, D_808321A4, D_808321A6);
} else {
if (CVar_GetS32("gUniformLR", 0) != 0) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 180, 210, 255, 255);
}
}
gSPDisplayList(POLY_KAL_DISP++, gRButtonIconDL);
if (pauseCtx->cursorSpecialPos != 0) {
j = (pauseCtx->cursorSpecialPos * 4) - 32;
pauseCtx->cursorVtx[0].v.ob[0] = pauseCtx->infoPanelVtx[j].v.ob[0];
pauseCtx->cursorVtx[0].v.ob[1] = pauseCtx->infoPanelVtx[j].v.ob[1];
KaleidoScope_UpdateCursorSize(pauseCtx);
KaleidoScope_DrawCursor(play, pauseCtx->pageIndex);
}
temp = pauseCtx->infoPanelOffsetY - 80;
pauseCtx->infoPanelVtx[16].v.ob[1] = pauseCtx->infoPanelVtx[17].v.ob[1] = temp;
pauseCtx->infoPanelVtx[18].v.ob[1] = pauseCtx->infoPanelVtx[19].v.ob[1] = pauseCtx->infoPanelVtx[16].v.ob[1] - 16;
pauseCtx->infoPanelVtx[18].v.tc[1] = pauseCtx->infoPanelVtx[19].v.tc[1] = 0x200;
gDPPipeSync(POLY_KAL_DISP++);
gDPSetCombineLERP(POLY_KAL_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(POLY_KAL_DISP++, 20, 30, 40, 0);
if ((pauseCtx->state == 6) && (pauseCtx->namedItem != PAUSE_ITEM_NONE) && (pauseCtx->nameDisplayTimer < WREG(89)) &&
(!pauseCtx->unk_1E4 || (pauseCtx->unk_1E4 == 2) || ((pauseCtx->unk_1E4 >= 4) && (pauseCtx->unk_1E4 <= 7)) ||
(pauseCtx->unk_1E4 == 8)) &&
(pauseCtx->cursorSpecialPos == 0)) {
if (!pauseCtx->unk_1E4 || (pauseCtx->unk_1E4 == 2) || ((pauseCtx->unk_1E4 >= 4) && (pauseCtx->unk_1E4 <= 7)) ||
(pauseCtx->unk_1E4 == 8)) {
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] = -63;
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 128;
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x1000;
gSPVertex(POLY_KAL_DISP++, &pauseCtx->infoPanelVtx[16], 4, 0);
if (pauseCtx->nameColorSet == 1) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 70, 70, 70, 255);
} else {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
}
POLY_KAL_DISP = KaleidoScope_QuadTextureIA4(POLY_KAL_DISP, pauseCtx->nameSegment, 128, 16, 0);
}
if (pauseCtx->pageIndex == PAUSE_MAP && CVar_GetS32("gSkulltulaDebugEnabled", 0) != 0) {
if (YREG(7) != 0) {
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("キンスタ数(%d) Get_KIN_STA=%x (%x) (%x)\n", YREG(6), GET_GS_FLAGS(YREG(6)),
gAreaGsFlags[YREG(6)], gSaveContext.gsFlags[YREG(6) >> 2]);
osSyncPrintf(VT_RST);
YREG(7) = 0;
SET_GS_FLAGS(D_8082AE30[pauseCtx->cursorPoint[PAUSE_WORLD_MAP]], gAreaGsFlags[D_8082AE30[pauseCtx->cursorPoint[PAUSE_WORLD_MAP]]]);
}
}
if ((pauseCtx->pageIndex == PAUSE_MAP) && !sInDungeonScene) {
if (GET_GS_FLAGS(D_8082AE30[pauseCtx->cursorPoint[PAUSE_WORLD_MAP]]) ==
gAreaGsFlags[D_8082AE30[pauseCtx->cursorPoint[PAUSE_WORLD_MAP]]]) {
pauseCtx->infoPanelVtx[24].v.ob[0] = pauseCtx->infoPanelVtx[26].v.ob[0] = -74;
pauseCtx->infoPanelVtx[25].v.ob[0] = pauseCtx->infoPanelVtx[27].v.ob[0] =
pauseCtx->infoPanelVtx[24].v.ob[0] + 19;
pauseCtx->infoPanelVtx[24].v.ob[1] = pauseCtx->infoPanelVtx[25].v.ob[1] =
pauseCtx->infoPanelVtx[24].v.ob[1] - 2;
pauseCtx->infoPanelVtx[26].v.ob[1] = pauseCtx->infoPanelVtx[27].v.ob[1] =
pauseCtx->infoPanelVtx[24].v.ob[1] - 19;
pauseCtx->infoPanelVtx[25].v.tc[0] = pauseCtx->infoPanelVtx[27].v.tc[0] = 0x300;
gDPPipeSync(POLY_KAL_DISP++);
gSPVertex(POLY_KAL_DISP++, &pauseCtx->infoPanelVtx[24], 4, 0);
gDPSetCombineLERP(POLY_KAL_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
gDPSetEnvColor(POLY_KAL_DISP++, 0, 0, 0, 0);
KaleidoScope_DrawQuadTextureRGBA32(play->state.gfxCtx, gGoldSkulltulaIconTex, 24, 24, 0);
}
}
} else if ((pauseCtx->unk_1E4 < 3) || (pauseCtx->unk_1E4 == 7) || (pauseCtx->unk_1E4 == 8)) {
pauseCtx->infoPanelVtx[20].v.ob[1] = pauseCtx->infoPanelVtx[21].v.ob[1] = temp;
pauseCtx->infoPanelVtx[22].v.ob[1] = pauseCtx->infoPanelVtx[23].v.ob[1] =
pauseCtx->infoPanelVtx[20].v.ob[1] - 16;
pauseCtx->infoPanelVtx[22].v.tc[1] = pauseCtx->infoPanelVtx[23].v.tc[1] = 0x200;
gSPVertex(POLY_KAL_DISP++, &pauseCtx->infoPanelVtx[16], 8, 0);
if (pauseCtx->state == 7) {
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] = WREG(61 + gSaveContext.language);
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 24;
pauseCtx->infoPanelVtx[20].v.ob[0] = pauseCtx->infoPanelVtx[22].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + WREG(52 + gSaveContext.language);
pauseCtx->infoPanelVtx[21].v.ob[0] = pauseCtx->infoPanelVtx[23].v.ob[0] =
pauseCtx->infoPanelVtx[20].v.ob[0] + D_8082ADE0[gSaveContext.language];
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x300;
pauseCtx->infoPanelVtx[21].v.tc[0] = pauseCtx->infoPanelVtx[23].v.tc[0] = D_8082ADE0[gSaveContext.language]
<< 5;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {//A icon to decide in save prompt
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[1][0], gABtnTexColour[1][1], gABtnTexColour[1][2], gABtnTexColour[1][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 1) {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[0][0], gABtnTexColour[0][1], gABtnTexColour[0][2], gABtnTexColour[0][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 2) {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, A_button.r, A_button.g, A_button.b, gABtnTexColour[0][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
//gSPDisplayList(POLY_KAL_DISP++, gAButtonIconDL);//This is changed to load the texture only so we can prim color it.
gDPLoadTextureBlock(POLY_KAL_DISP++, gABtnSymbolTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
gDPPipeSync(POLY_KAL_DISP++);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
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POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sToDecideTextures[gSaveContext.language],
D_8082ADE0[gSaveContext.language], 16, 4);
} else if (pauseCtx->cursorSpecialPos != 0) {
if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 0)) {
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] = -63;
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 128;
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x1000;
gDPPipeSync(POLY_KAL_DISP++);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 200, 0, 255);
if (pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) {
POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(
POLY_KAL_DISP, D_8082AD78[pauseCtx->pageIndex][gSaveContext.language], 128, 16, 0);
} else {
POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(
POLY_KAL_DISP, D_8082ADA8[pauseCtx->pageIndex][gSaveContext.language], 128, 16, 0);
}
}
} else {
if (!pauseCtx->pageIndex && (!CVar_GetS32("gPauseAnyCursor", 0) || (gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]] != ITEM_NONE))) { // pageIndex == PAUSE_ITEM
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] =
WREG(49 + gSaveContext.language);
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 48;
pauseCtx->infoPanelVtx[20].v.ob[0] = pauseCtx->infoPanelVtx[22].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + WREG(58 + gSaveContext.language);
pauseCtx->infoPanelVtx[21].v.ob[0] = pauseCtx->infoPanelVtx[23].v.ob[0] =
pauseCtx->infoPanelVtx[20].v.ob[0] + D_8082ADD8[gSaveContext.language];
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x600;
pauseCtx->infoPanelVtx[21].v.tc[0] = pauseCtx->infoPanelVtx[23].v.tc[0] =
D_8082ADD8[gSaveContext.language] << 5;
s16 PosX; //General Pos of C button icon
if (gSaveContext.language == 0) { //eng
PosX = 112;
} else if (gSaveContext.language == 1) { //ger
PosX = 175;
} else {//baguettes
PosX = 98;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
s16 PosY = 200 - pauseCtx->infoPanelOffsetY; //General Pos of C button icon
s16 icon_w = 46; // Original texture size
s16 icon_h = 16;
s32 icon_x_offset;
s16 icon_w_crop = 17.0f; //Left
int height = icon_h * 1.0f; //Adjust Height with scale
int width = icon_w * 1.0f; //Adjust Width with scale
int width_crop = icon_w_crop * 1.0f; //Adjust Width with scale
int height_factor = (1 << 10) * icon_h / height;
int width_factor = (1 << 10) * icon_w / width;
if (CVar_GetS32("gHudColors", 1) == 2 && CVar_GetS32("gCCparated", 0)) {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_uni.r, C_button_uni.g, C_button_uni.b, 255);
for (s16 i=0; i < 3; i++) {
if (i == 0) {
icon_x_offset = width_crop*3-3;
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_R.r, C_button_R.g, C_button_R.b, 255);
} else if (i == 1) {
icon_x_offset = width_crop*2-3;
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_D.r, C_button_D.g, C_button_D.b, 255);
} else if (i == 2) {
icon_x_offset = width_crop;
2022-08-23 20:20:56 -04:00
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_L.r, C_button_L.g, C_button_L.b, 255);
}
gDPLoadTextureBlock(POLY_KAL_DISP++, gCBtnSymbolsTex, G_IM_FMT_IA, G_IM_SIZ_8b, icon_w, icon_h, 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);
//gSPScisTextureRectangle(POLY_KAL_DISP++,PosX << 2, PosY << 2, (PosX + icon_x_offset) << 2, (PosY + height) << 2, G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
gSPWideTextureRectangle(POLY_KAL_DISP++, PosX << 2, PosY << 2, (PosX + icon_x_offset) << 2, (PosY + height) << 2, G_TX_WRAP, 0, 0, width_factor, height_factor);
}
} else {
if (CVar_GetS32("gHudColors", 1) == 0) {//To equip text C button icon
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_ori.r, C_button_ori.g, C_button_ori.b, 255);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
2022-08-23 20:20:56 -04:00
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_ori.r, C_button_ori.g, C_button_ori.b, 255);
} else if (CVar_GetS32("gHudColors", 1) == 2 && !CVar_GetS32("gCCparated", 0)) {
2022-08-23 20:20:56 -04:00
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, C_button_uni.r, C_button_uni.g, C_button_uni.b, 255);
}
gDPLoadTextureBlock(POLY_KAL_DISP++, gCBtnSymbolsTex, G_IM_FMT_IA, G_IM_SIZ_8b, icon_w, icon_h, 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_KAL_DISP++, PosX << 2, PosY << 2, (PosX + width) << 2, (PosY + height) << 2, G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
2022-06-18 23:19:29 -04:00
}
gDPPipeSync(POLY_KAL_DISP++);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sToEquipTextures[gSaveContext.language],
D_8082ADD8[gSaveContext.language], 16, 4);
} else if ((pauseCtx->pageIndex == PAUSE_MAP) && sInDungeonScene) {
} else if ((pauseCtx->pageIndex == PAUSE_QUEST) && (pauseCtx->cursorSlot[PAUSE_QUEST] >= 6) &&
(pauseCtx->cursorSlot[PAUSE_QUEST] <= 0x11)) {
if (pauseCtx->namedItem != PAUSE_ITEM_NONE) {
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] =
WREG(55 + gSaveContext.language);
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 24;
pauseCtx->infoPanelVtx[20].v.ob[0] = pauseCtx->infoPanelVtx[22].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + WREG(52 + gSaveContext.language);
if (gSaveContext.language == LANGUAGE_GER) {
pauseCtx->infoPanelVtx[20].v.ob[0] = pauseCtx->infoPanelVtx[22].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] - 99;
}
pauseCtx->infoPanelVtx[21].v.ob[0] = pauseCtx->infoPanelVtx[23].v.ob[0] =
pauseCtx->infoPanelVtx[20].v.ob[0] + D_8082ADE8[gSaveContext.language];
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x300;
pauseCtx->infoPanelVtx[21].v.tc[0] = pauseCtx->infoPanelVtx[23].v.tc[0] =
D_8082ADE8[gSaveContext.language] << 5;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
if (CVar_GetS32("gHudColors", 1) == 0) {//To play melody A button
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[1][0], gABtnTexColour[1][1], gABtnTexColour[1][2], gABtnTexColour[1][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[0][0], gABtnTexColour[0][1], gABtnTexColour[0][2], gABtnTexColour[0][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else if (CVar_GetS32("gHudColors", 1) == 2) {
2022-08-23 20:20:56 -04:00
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, A_button.r, A_button.g, A_button.b, gABtnTexColour[0][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
//gSPDisplayList(POLY_KAL_DISP++, gAButtonIconDL);
gDPLoadTextureBlock(POLY_KAL_DISP++, gABtnSymbolTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
gDPPipeSync(POLY_KAL_DISP++);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
2022-06-18 23:19:29 -04:00
POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPlayMelodyTextures[gSaveContext.language],
D_8082ADE8[gSaveContext.language], 16, 4);
}
} else if (pauseCtx->pageIndex == PAUSE_EQUIP) {
pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] =
WREG(64 + gSaveContext.language);
pauseCtx->infoPanelVtx[17].v.ob[0] = pauseCtx->infoPanelVtx[19].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + 24;
pauseCtx->infoPanelVtx[20].v.ob[0] = pauseCtx->infoPanelVtx[22].v.ob[0] =
pauseCtx->infoPanelVtx[16].v.ob[0] + WREG(52 + gSaveContext.language);
pauseCtx->infoPanelVtx[21].v.ob[0] = pauseCtx->infoPanelVtx[23].v.ob[0] =
pauseCtx->infoPanelVtx[20].v.ob[0] + D_8082ADD8[gSaveContext.language];
pauseCtx->infoPanelVtx[17].v.tc[0] = pauseCtx->infoPanelVtx[19].v.tc[0] = 0x300;
pauseCtx->infoPanelVtx[21].v.tc[0] = pauseCtx->infoPanelVtx[23].v.tc[0] =
D_8082ADD8[gSaveContext.language] << 5;
2022-06-18 23:19:29 -04:00
if (!(CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) && (pauseCtx->pageIndex == PAUSE_EQUIP) && (pauseCtx->cursorX[PAUSE_EQUIP] != 0)) {
return;
}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
//gSPDisplayList(POLY_KAL_DISP++, gAButtonIconDL);
if (CVar_GetS32("gHudColors", 1) == 0) {//To equip A button
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[1][0], gABtnTexColour[1][1], gABtnTexColour[1][2], gABtnTexColour[1][3]);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, gABtnTexColour[0][0], gABtnTexColour[0][1], gABtnTexColour[0][2], gABtnTexColour[0][3]);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
2022-08-23 20:20:56 -04:00
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, A_button.r, A_button.g, A_button.b, gABtnTexColour[0][3]);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
gDPLoadTextureBlock(POLY_KAL_DISP++, gABtnSymbolTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
gDPPipeSync(POLY_KAL_DISP++);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
2022-06-18 23:19:29 -04:00
POLY_KAL_DISP = KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sToEquipTextures[gSaveContext.language],
D_8082ADD8[gSaveContext.language], 16, 4);
}
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_UpdateNamePanel(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
u16 sp2A;
if ((pauseCtx->namedItem != pauseCtx->cursorItem[pauseCtx->pageIndex]) ||
((pauseCtx->pageIndex == PAUSE_MAP) && (pauseCtx->cursorSpecialPos != 0))) {
pauseCtx->namedItem = pauseCtx->cursorItem[pauseCtx->pageIndex];
sp2A = pauseCtx->namedItem;
osCreateMesgQueue(&pauseCtx->loadQueue, &pauseCtx->loadMsg, 1);
if (CVar_GetS32("gPauseAnyCursor", 0) &&
((pauseCtx->pageIndex == PAUSE_EQUIP && pauseCtx->cursorX[PAUSE_EQUIP] != 0 && !CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) ||
(pauseCtx->pageIndex == PAUSE_ITEM && gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]] == ITEM_NONE))) {
pauseCtx->namedItem = PAUSE_ITEM_NONE;
}
if (pauseCtx->namedItem != PAUSE_ITEM_NONE) {
if ((pauseCtx->pageIndex == PAUSE_MAP) && !sInDungeonScene) {
if (gSaveContext.language) {
sp2A += 12;
}
if (gSaveContext.language == LANGUAGE_FRA) {
sp2A += 12;
}
const char* textureName = mapNameTextures[sp2A];
memcpy(pauseCtx->nameSegment, ResourceMgr_LoadTexByName(textureName), ResourceMgr_LoadTexSizeByName(textureName));
} else {
osSyncPrintf("zoom_name=%d\n", pauseCtx->namedItem);
if (gSaveContext.language) {
sp2A += 123;
}
if (gSaveContext.language == LANGUAGE_FRA) {
sp2A += 123;
}
osSyncPrintf("J_N=%d point=%d\n", gSaveContext.language, sp2A);
const char* textureName = iconNameTextures[sp2A];
memcpy(pauseCtx->nameSegment, ResourceMgr_LoadTexByName(textureName), ResourceMgr_LoadTexSizeByName(textureName));
}
pauseCtx->nameDisplayTimer = 0;
}
} else if (pauseCtx->nameColorSet == 0) {
if (((pauseCtx->pageIndex == PAUSE_QUEST) && (pauseCtx->cursorSlot[PAUSE_QUEST] >= 6) &&
(pauseCtx->cursorSlot[PAUSE_QUEST] <= 0x11) && (pauseCtx->unk_1E4 == 8)) ||
(pauseCtx->pageIndex == PAUSE_ITEM) ||
((pauseCtx->pageIndex == PAUSE_EQUIP) && (pauseCtx->cursorX[PAUSE_EQUIP] != 0))) {
if (pauseCtx->namedItem != ITEM_SOLD_OUT) {
pauseCtx->nameDisplayTimer++;
if (pauseCtx->nameDisplayTimer > WREG(88)) {
pauseCtx->nameDisplayTimer = 0;
}
}
} else {
pauseCtx->nameDisplayTimer = 0;
}
} else {
pauseCtx->nameDisplayTimer = 0;
}
}
void func_808237B4(PlayState* play, Input* input) {
PauseContext* pauseCtx = &play->pauseCtx;
s32 cond = false;
s32 mode;
if (ZREG(13) && !CHECK_BTN_ALL(input->press.button, BTN_L)) {
cond = true;
}
if (!cond) {
mode = pauseCtx->mode;
pauseCtx->eye.x += D_8082ABAC[mode];
pauseCtx->eye.z += D_8082ABCC[mode];
if (pauseCtx->unk_1EA < 32) {
WREG(16) -= WREG(25) / WREG(6);
WREG(17) -= WREG(26) / WREG(6);
} else {
WREG(16) += WREG(25) / WREG(6);
WREG(17) += WREG(26) / WREG(6);
}
pauseCtx->unk_1EA += 4;
if (pauseCtx->unk_1EA == 64) {
pauseCtx->unk_1EA = 0;
pauseCtx->pageIndex = D_8082ABEC[pauseCtx->mode];
pauseCtx->unk_1E4 = 0;
}
}
}
void KaleidoScope_SetView(PauseContext* pauseCtx, f32 x, f32 y, f32 z) {
Vec3f eye;
Vec3f lookAt;
Vec3f up;
eye.x = x;
eye.y = y;
eye.z = z;
lookAt.x = lookAt.y = lookAt.z = 0.0f;
up.x = up.z = 0.0f;
up.y = 1.0f;
func_800AA358(&pauseCtx->view, &eye, &lookAt, &up);
func_800AAA50(&pauseCtx->view, 127);
}
static u8 D_8082AE48[][4] = {
{ 10, 70, 70, 10 }, { 10, 90, 90, 10 }, { 80, 140, 140, 80 },
{ 80, 120, 120, 80 }, { 80, 140, 140, 80 }, { 50, 110, 110, 50 },
};
static u8 D_8082AE60[][4] = {
{ 50, 100, 100, 50 }, { 50, 100, 100, 50 }, { 40, 60, 60, 40 },
{ 80, 120, 120, 80 }, { 40, 60, 60, 40 }, { 50, 110, 110, 50 },
};
static u8 D_8082AE78[][4] = {
{ 80, 130, 130, 80 }, { 40, 60, 60, 40 }, { 30, 60, 60, 30 },
{ 50, 70, 70, 50 }, { 30, 60, 60, 30 }, { 50, 110, 110, 50 },
};
static s16 D_8082AE90[] = {
0x0000,
0x0000,
};
static s16 D_8082AE94[] = {
0x0000,
0x0000,
};
static s16 D_8082AE98[] = {
0xFFDC, 0x000C, 0xFFEE, 0x0046, 0x0046, 0x0046, 0xFFA8, 0xFFA8, 0xFFA8,
0xFFA8, 0xFFA8, 0xFFA8, 0xFFA8, 0xFFA8, 0xFF96, 0xFFC2, 0xFFD8, 0x0000,
};
static s16 D_8082AEBC[] = {
0x0000,
0x0000,
};
static s16 D_8082AEC0[] = {
0x002F, 0xFFCF, 0xFFEF, 0xFFF1, 0xFFF7, 0x0018, 0x002B, 0x000E, 0x0009, 0x0026, 0x0052,
0x0047, 0xFFB4, 0xFFA9, 0xFF94, 0xFFCA, 0xFFA3, 0xFFBD, 0xFFC8, 0xFFDF, 0xFFF6, 0x0001,
0x000E, 0x0018, 0x0023, 0x003A, 0x004A, 0x0059, 0x0000, 0xFFC6, 0x0013, 0x001C,
};
static s16 D_8082AF00[] = {
0xFFB4, 0xFFC6, 0x000A, 0xFFC6, 0x000A, 0x0000,
};
static s16 D_8082AF0C[] = {
0x0000,
0x0000,
};
static s16 D_8082AF10[] = {
0x0000,
0x0000,
};
static s16 D_8082AF14[] = {
0x0030, 0x0030, 0x0060, 0x0018, 0x0018, 0x0018, 0x0018, 0x0018, 0x0018,
0x0018, 0x0018, 0x0018, 0x0018, 0x0018, 0x0010, 0x0010, 0x0018, 0x0000,
};
static s16 D_8082AF38[] = {
0x0000,
0x0000,
};
static s16 D_8082AF3C[] = {
0x0098, 0x0030, 0x0030, 0x0030, 0x0030, 0x0000,
};
static s16 D_8082AF48[] = {
0x0000,
0x0000,
};
static s16 D_8082AF4C[] = {
0x0000,
0x0000,
};
static s16 D_8082AF50[] = {
0x001C, 0x001C, 0x002E, 0x001C, 0xFFFE, 0xFFE0, 0x0032, 0x0024, 0x0016,
0x0008, 0xFFFA, 0xFFEC, 0xFFDE, 0xFFD0, 0x0012, 0x0012, 0x0032, 0x0000,
};
static s16 D_8082AF74[] = {
0x0000,
0x0000,
};
static s16 D_8082AF78[] = {
0x000F, 0x0028, 0x000B, 0x002D, 0x0034, 0x0025, 0x0024, 0x0039, 0x0036, 0x0021, 0x001F,
0x002D, 0x0020, 0x002A, 0x0031, 0xFFF6, 0x001F, 0x001B, 0x000F, 0xFFCF, 0x0008, 0x0026,
0x0007, 0x002F, 0x001E, 0x0001, 0xFFF7, 0x0019, 0x0000, 0x0001, 0xFFE0, 0xFFE6,
};
static s16 D_8082AFB8[] = {
0x0024, 0x000A, 0x000A, 0xFFFA, 0xFFFA, 0x0000,
};
static s16 D_8082AFC4[] = {
0x0000,
0x0000,
};
static s16 D_8082AFC8[] = {
0x0000,
0x0000,
};
static s16 D_8082AFCC[] = {
0x0055, 0x0055, 0x0010, 0x0018, 0x0018, 0x0018, 0x0010, 0x0010, 0x0010,
0x0010, 0x0010, 0x0010, 0x0010, 0x0010, 0x0010, 0x0010, 0x0018, 0x0000,
};
static s16 D_8082AFF0[] = {
0x0000,
0x0000,
};
static s16 D_8082AFF4[] = {
0x0010, 0x0030, 0x0030, 0x0010, 0x0010, 0x0000,
};
static s16* D_8082B000[] = {
D_8082AE90, D_8082AE94, D_8082AE98, D_8082AEBC, D_8082AEC0, D_8082AF00,
};
static s16* D_8082B018[] = {
D_8082AF0C, D_8082AF10, D_8082AF14, D_8082AF38, D_8082AAEC, D_8082AF3C,
};
static s16* D_8082B030[] = {
D_8082AF48, D_8082AF4C, D_8082AF50, D_8082AF74, D_8082AF78, D_8082AFB8,
};
static s16* D_8082B048[] = {
D_8082AFC4, D_8082AFC8, D_8082AFCC, D_8082AFF0, D_8082AB2C, D_8082AFF4,
};
static s16 D_8082B060[] = {
0xFFC6, 0x000B, 0x001E, 0x001E, 0x000F, 0x0026, 0xFFC2, 0x003C, 0x003D, 0xFFB2, 0xFED4,
0xFFAA, 0xFFBF, 0xFED4, 0xFED4, 0xFFEB, 0x000E, 0x000D, 0x0014, 0xFFDE, 0xFED4, 0x0000,
};
static s16 D_8082B08C[] = {
0x0059, 0x0014, 0x000E, 0x0023, 0x0020, 0x0011, 0x0032, 0x0010, 0x0015, 0x0014, 0xFFFF,
0x0020, 0x0010, 0xFFFF, 0xFFFF, 0x0013, 0x0013, 0x0015, 0x0010, 0x0014, 0xFFFF, 0x0000,
};
static s16 D_8082B0B8[] = {
0x0001, 0x000F, 0x0014, 0x0009, 0xFFE2, 0xFFEF, 0xFFDE, 0x000F, 0x001E, 0x0001, 0xFED4,
0x002A, 0x0007, 0xFED4, 0xFED4, 0x0018, 0x0024, 0x0035, 0x0025, 0xFFF3, 0xFED4, 0x0000,
};
static s16 D_8082B0E4[] = {
0x0024, 0x000F, 0x0010, 0x0017, 0x0017, 0x0010, 0x0018, 0x000D, 0x0011, 0x0012, 0x0001,
0x0019, 0x000D, 0x0001, 0x0001, 0x000D, 0x0015, 0x000F, 0x000D, 0x000C, 0x0001, 0x0000,
};
s16 func_80823A0C(PlayState* play, Vtx* vtx, s16 arg2, s16 arg3) {
static s16 D_8082B110 = 0;
static s16 D_8082B114 = 1;
static s16 D_8082B118 = 0;
PauseContext* pauseCtx = &play->pauseCtx;
s16* ptr1;
s16* ptr2;
s16* ptr3;
s16* ptr4;
s16 phi_s2;
s16 phi_t0;
s16 phi_a1;
s16 phi_a2;
s16 phi_t3;
s16 phi_t1;
phi_t0 = -200;
for (phi_t1 = 0, phi_t3 = 0; phi_t3 < 3; phi_t3++) {
phi_t0 += 80;
for (phi_a1 = 80, phi_a2 = 0; phi_a2 < 5; phi_a2++, phi_t1 += 4, phi_a1 -= 32) {
vtx[phi_t1 + 0].v.ob[0] = vtx[phi_t1 + 2].v.ob[0] = phi_t0;
vtx[phi_t1 + 1].v.ob[0] = vtx[phi_t1 + 3].v.ob[0] = vtx[phi_t1 + 0].v.ob[0] + 80;
vtx[phi_t1 + 0].v.ob[1] = vtx[phi_t1 + 1].v.ob[1] = phi_a1 + pauseCtx->offsetY;
vtx[phi_t1 + 2].v.ob[1] = vtx[phi_t1 + 3].v.ob[1] = vtx[phi_t1 + 0].v.ob[1] - 32;
vtx[phi_t1 + 0].v.ob[2] = vtx[phi_t1 + 1].v.ob[2] = vtx[phi_t1 + 2].v.ob[2] = vtx[phi_t1 + 3].v.ob[2] = 0;
vtx[phi_t1 + 0].v.flag = 0;
vtx[phi_t1 + 1].v.flag = 0;
vtx[phi_t1 + 2].v.flag = 0;
vtx[phi_t1 + 3].v.flag = 0;
vtx[phi_t1 + 0].v.tc[0] = vtx[phi_t1 + 0].v.tc[1] = vtx[phi_t1 + 1].v.tc[1] = vtx[phi_t1 + 2].v.tc[0] = 0;
vtx[phi_t1 + 1].v.tc[0] = vtx[phi_t1 + 3].v.tc[0] = 0xA00;
vtx[phi_t1 + 2].v.tc[1] = vtx[phi_t1 + 3].v.tc[1] = 0x400;
vtx[phi_t1 + 0].v.cn[0] = vtx[phi_t1 + 2].v.cn[0] = D_8082AE48[arg2][phi_t3 + 0];
vtx[phi_t1 + 0].v.cn[1] = vtx[phi_t1 + 2].v.cn[1] = D_8082AE60[arg2][phi_t3 + 0];
vtx[phi_t1 + 0].v.cn[2] = vtx[phi_t1 + 2].v.cn[2] = D_8082AE78[arg2][phi_t3 + 0];
vtx[phi_t1 + 1].v.cn[0] = vtx[phi_t1 + 3].v.cn[0] = D_8082AE48[arg2][phi_t3 + 1];
vtx[phi_t1 + 1].v.cn[1] = vtx[phi_t1 + 3].v.cn[1] = D_8082AE60[arg2][phi_t3 + 1];
vtx[phi_t1 + 1].v.cn[2] = vtx[phi_t1 + 3].v.cn[2] = D_8082AE78[arg2][phi_t3 + 1];
vtx[phi_t1 + 0].v.cn[3] = vtx[phi_t1 + 2].v.cn[3] = vtx[phi_t1 + 1].v.cn[3] = vtx[phi_t1 + 3].v.cn[3] =
pauseCtx->alpha;
}
}
phi_s2 = phi_t1;
if (arg3 != 0) {
ptr1 = D_8082B000[arg2];
ptr2 = D_8082B018[arg2];
ptr3 = D_8082B030[arg2];
ptr4 = D_8082B048[arg2];
for (phi_t3 = 0; phi_t3 < arg3; phi_t3++, phi_t1 += 4) {
vtx[phi_t1 + 2].v.ob[0] = vtx[phi_t1 + 0].v.ob[0] = ptr1[phi_t3];
vtx[phi_t1 + 1].v.ob[0] = vtx[phi_t1 + 3].v.ob[0] = vtx[phi_t1 + 0].v.ob[0] + ptr2[phi_t3];
if (!((pauseCtx->state >= 8) && (pauseCtx->state <= 0x11))) {
vtx[phi_t1 + 0].v.ob[1] = vtx[phi_t1 + 1].v.ob[1] = ptr3[phi_t3] + pauseCtx->offsetY;
} else {
vtx[phi_t1 + 0].v.ob[1] = vtx[phi_t1 + 1].v.ob[1] = YREG(60 + phi_t3) + pauseCtx->offsetY;
}
vtx[phi_t1 + 2].v.ob[1] = vtx[phi_t1 + 3].v.ob[1] = vtx[phi_t1 + 0].v.ob[1] - ptr4[phi_t3];
vtx[phi_t1 + 0].v.ob[2] = vtx[phi_t1 + 1].v.ob[2] = vtx[phi_t1 + 2].v.ob[2] = vtx[phi_t1 + 3].v.ob[2] = 0;
vtx[phi_t1 + 0].v.flag = vtx[phi_t1 + 1].v.flag = vtx[phi_t1 + 2].v.flag = vtx[phi_t1 + 3].v.flag = 0;
vtx[phi_t1 + 0].v.tc[0] = vtx[phi_t1 + 0].v.tc[1] = vtx[phi_t1 + 1].v.tc[1] = vtx[phi_t1 + 2].v.tc[0] = 0;
vtx[phi_t1 + 1].v.tc[0] = vtx[phi_t1 + 3].v.tc[0] = ptr2[phi_t3] << 5;
vtx[phi_t1 + 2].v.tc[1] = vtx[phi_t1 + 3].v.tc[1] = ptr4[phi_t3] << 5;
vtx[phi_t1 + 0].v.cn[0] = vtx[phi_t1 + 2].v.cn[0] = vtx[phi_t1 + 0].v.cn[1] = vtx[phi_t1 + 2].v.cn[1] =
vtx[phi_t1 + 0].v.cn[2] = vtx[phi_t1 + 2].v.cn[2] = vtx[phi_t1 + 1].v.cn[0] = vtx[phi_t1 + 3].v.cn[0] =
vtx[phi_t1 + 1].v.cn[1] = vtx[phi_t1 + 3].v.cn[1] = vtx[phi_t1 + 1].v.cn[2] =
vtx[phi_t1 + 3].v.cn[2] = 255;
vtx[phi_t1 + 0].v.cn[3] = vtx[phi_t1 + 2].v.cn[3] = vtx[phi_t1 + 1].v.cn[3] = vtx[phi_t1 + 3].v.cn[3] =
pauseCtx->alpha;
}
if (arg2 == 4) {
phi_t1 -= 12;
phi_t3 = gSaveContext.worldMapArea;
vtx[phi_t1 + 0].v.ob[0] = vtx[phi_t1 + 2].v.ob[0] = D_8082B060[phi_t3];
if (phi_t3) {}
vtx[phi_t1 + 1].v.ob[0] = vtx[phi_t1 + 3].v.ob[0] = vtx[phi_t1 + 0].v.ob[0] + D_8082B08C[phi_t3];
vtx[phi_t1 + 0].v.ob[1] = vtx[phi_t1 + 1].v.ob[1] = D_8082B0B8[phi_t3] + pauseCtx->offsetY;
vtx[phi_t1 + 2].v.ob[1] = vtx[phi_t1 + 3].v.ob[1] = vtx[phi_t1 + 0].v.ob[1] - D_8082B0E4[phi_t3];
phi_t1 += 12;
if (pauseCtx->tradeQuestLocation != 0xFF) {
if (D_8082B114 == 0) {
D_8082B118++;
switch (D_8082B118) {
case 1:
D_8082B110 = 3;
D_8082B114 = 8;
break;
case 2:
D_8082B110 = 0;
D_8082B114 = 6;
D_8082B118 = 0;
break;
}
} else {
D_8082B114--;
}
phi_t3 = phi_s2 + (pauseCtx->tradeQuestLocation * 4) + 64;
phi_a2 = phi_s2 + 116;
vtx[phi_a2 + 0].v.ob[0] = vtx[phi_a2 + 2].v.ob[0] = vtx[phi_t3 + 0].v.ob[0];
vtx[phi_a2 + 1].v.ob[0] = vtx[phi_a2 + 3].v.ob[0] = vtx[phi_a2 + 0].v.ob[0] + 8;
vtx[phi_a2 + 0].v.ob[1] = vtx[phi_a2 + 1].v.ob[1] = vtx[phi_t3 + 0].v.ob[1] - D_8082B110 + 10;
vtx[phi_a2 + 0].v.ob[2] = vtx[phi_a2 + 1].v.ob[2] = vtx[phi_a2 + 2].v.ob[2] = vtx[phi_a2 + 3].v.ob[2] =
0;
vtx[phi_a2 + 2].v.ob[1] = vtx[phi_a2 + 3].v.ob[1] = vtx[phi_a2 + 0].v.ob[1] - 8;
vtx[phi_a2 + 0].v.flag = vtx[phi_a2 + 1].v.flag = vtx[phi_a2 + 2].v.flag = vtx[phi_a2 + 3].v.flag = 0;
vtx[phi_t1].v.tc[0] = vtx[phi_t1].v.tc[1] = vtx[phi_a2 + 1].v.tc[1] = vtx[phi_a2 + 2].v.tc[0] = 0;
vtx[phi_a2 + 1].v.tc[0] = vtx[phi_a2 + 3].v.tc[0] = 0x100;
vtx[phi_a2 + 2].v.tc[1] = vtx[phi_a2 + 3].v.tc[1] = 0x100;
vtx[phi_a2 + 0].v.cn[0] = vtx[phi_a2 + 2].v.cn[0] = vtx[phi_a2 + 0].v.cn[1] = vtx[phi_a2 + 2].v.cn[1] =
vtx[phi_a2 + 0].v.cn[2] = vtx[phi_a2 + 2].v.cn[2] = vtx[phi_a2 + 1].v.cn[0] =
vtx[phi_a2 + 3].v.cn[0] = vtx[phi_a2 + 1].v.cn[1] = vtx[phi_a2 + 3].v.cn[1] =
vtx[phi_a2 + 1].v.cn[2] = vtx[phi_a2 + 3].v.cn[2] = 255;
vtx[phi_a2 + 0].v.cn[3] = vtx[phi_a2 + 2].v.cn[3] = vtx[phi_a2 + 1].v.cn[3] = vtx[phi_a2 + 3].v.cn[3] =
pauseCtx->alpha;
}
}
}
return phi_t1;
}
static s16 D_8082B11C[] = { 0, 4, 8, 12, 24, 32, 56 };
static s16 D_8082B12C[] = { -114, 12, 44, 76 };
static u8 D_8082B134[] = { 1, 5, 9, 13 };
static s16 D_8082B138[] = {
74, 74, 46, 18, 18, 46, -108, -90, -72, -54, -36, -18, -108, -90, -72, -54,
-36, -18, 20, 46, 72, -110, -86, -110, -54, -98, -86, -74, -62, -50, -38, -26,
-14, -98, -86, -74, -62, -50, -38, -26, -14, -88, -81, -72, -90, -83, -74,
};
static s16 D_8082B198[] = {
38, 6, -12, 6, 38, 56, -20, -20, -20, -20, -20, -20, 2, 2, 2, 2, 2, 2, -46, -46, -46, 58, 58, 34,
58, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, -52, 34, 34, 34, 36, 36, 36,
};
static s16 D_8082B1F8[] = {
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
48, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16,
};
void KaleidoScope_InitVertices(PlayState* play, GraphicsContext* gfxCtx) {
PauseContext* pauseCtx = &play->pauseCtx;
s16 phi_t1;
s16 phi_t2;
s16 phi_t2_2;
s16 phi_t3;
s16 phi_t4;
s16 phi_t5;
pauseCtx->offsetY = 0;
if ((pauseCtx->state == 4) || (pauseCtx->state >= 0x12) ||
((pauseCtx->state == 7) && ((pauseCtx->unk_1EC == 2) || (pauseCtx->unk_1EC == 5))) ||
((pauseCtx->state >= 8) && (pauseCtx->state <= 0xD))) {
pauseCtx->offsetY = 80;
}
pauseCtx->itemPageVtx = Graph_Alloc(gfxCtx, 60 * sizeof(Vtx));
func_80823A0C(play, pauseCtx->itemPageVtx, 0, 0);
pauseCtx->equipPageVtx = Graph_Alloc(gfxCtx, 60 * sizeof(Vtx));
func_80823A0C(play, pauseCtx->equipPageVtx, 1, 0);
if (!sInDungeonScene) {
pauseCtx->mapPageVtx = Graph_Alloc(gfxCtx, 248 * sizeof(Vtx));
phi_t3 = func_80823A0C(play, pauseCtx->mapPageVtx, 4, 32);
for (phi_t2 = 0, phi_t5 = 58; phi_t2 < 15; phi_t2++, phi_t3 += 4, phi_t5 -= 9) {
pauseCtx->mapPageVtx[phi_t3 + 2].v.ob[0] = -108;
pauseCtx->mapPageVtx[phi_t3 + 0].v.ob[0] = pauseCtx->mapPageVtx[phi_t3 + 2].v.ob[0];
pauseCtx->mapPageVtx[phi_t3 + 1].v.ob[0] = pauseCtx->mapPageVtx[phi_t3 + 3].v.ob[0] =
pauseCtx->mapPageVtx[phi_t3 + 0].v.ob[0] + 216;
pauseCtx->mapPageVtx[phi_t3 + 0].v.ob[1] = pauseCtx->mapPageVtx[phi_t3 + 1].v.ob[1] =
phi_t5 + pauseCtx->offsetY;
pauseCtx->mapPageVtx[phi_t3 + 2].v.ob[1] = pauseCtx->mapPageVtx[phi_t3 + 3].v.ob[1] =
pauseCtx->mapPageVtx[phi_t3 + 0].v.ob[1] - 9;
pauseCtx->mapPageVtx[phi_t3 + 0].v.ob[2] = pauseCtx->mapPageVtx[phi_t3 + 1].v.ob[2] =
pauseCtx->mapPageVtx[phi_t3 + 2].v.ob[2] = pauseCtx->mapPageVtx[phi_t3 + 3].v.ob[2] = 0;
pauseCtx->mapPageVtx[phi_t3 + 0].v.flag = pauseCtx->mapPageVtx[phi_t3 + 1].v.flag =
pauseCtx->mapPageVtx[phi_t3 + 2].v.flag = pauseCtx->mapPageVtx[phi_t3 + 3].v.flag = 0;
pauseCtx->mapPageVtx[phi_t3 + 0].v.tc[0] = pauseCtx->mapPageVtx[phi_t3 + 0].v.tc[1] =
pauseCtx->mapPageVtx[phi_t3 + 1].v.tc[1] = pauseCtx->mapPageVtx[phi_t3 + 2].v.tc[0] = 0;
pauseCtx->mapPageVtx[phi_t3 + 1].v.tc[0] = pauseCtx->mapPageVtx[phi_t3 + 3].v.tc[0] = 0x1B00;
pauseCtx->mapPageVtx[phi_t3 + 2].v.tc[1] = pauseCtx->mapPageVtx[phi_t3 + 3].v.tc[1] = 0x120;
pauseCtx->mapPageVtx[phi_t3 + 0].v.cn[0] = pauseCtx->mapPageVtx[phi_t3 + 2].v.cn[0] =
pauseCtx->mapPageVtx[phi_t3 + 0].v.cn[1] = pauseCtx->mapPageVtx[phi_t3 + 2].v.cn[1] =
pauseCtx->mapPageVtx[phi_t3 + 0].v.cn[2] = pauseCtx->mapPageVtx[phi_t3 + 2].v.cn[2] =
pauseCtx->mapPageVtx[phi_t3 + 1].v.cn[0] = pauseCtx->mapPageVtx[phi_t3 + 3].v.cn[0] =
pauseCtx->mapPageVtx[phi_t3 + 1].v.cn[1] = pauseCtx->mapPageVtx[phi_t3 + 3].v.cn[1] =
pauseCtx->mapPageVtx[phi_t3 + 1].v.cn[2] = pauseCtx->mapPageVtx[phi_t3 + 3].v.cn[2] =
pauseCtx->mapPageVtx[phi_t3 + 0].v.cn[3] =
pauseCtx->mapPageVtx[phi_t3 + 2].v.cn[3] =
pauseCtx->mapPageVtx[phi_t3 + 1].v.cn[3] =
pauseCtx->mapPageVtx[phi_t3 + 3].v.cn[3] = pauseCtx->alpha;
}
pauseCtx->mapPageVtx[phi_t3 - 2].v.ob[1] = pauseCtx->mapPageVtx[phi_t3 - 1].v.ob[1] =
pauseCtx->mapPageVtx[phi_t3 - 4].v.ob[1] - 2;
pauseCtx->mapPageVtx[phi_t3 - 2].v.tc[1] = pauseCtx->mapPageVtx[phi_t3 - 1].v.tc[1] = 0x40;
} else {
pauseCtx->mapPageVtx = Graph_Alloc(gfxCtx, 128 * sizeof(Vtx));
func_80823A0C(play, pauseCtx->mapPageVtx, 2, 17);
}
pauseCtx->questPageVtx = Graph_Alloc(gfxCtx, 60 * sizeof(Vtx));
func_80823A0C(play, pauseCtx->questPageVtx, 3, 0);
pauseCtx->cursorVtx = Graph_Alloc(gfxCtx, 20 * sizeof(Vtx));
for (phi_t2 = 0; phi_t2 < 20; phi_t2++) {
pauseCtx->cursorVtx[phi_t2].v.ob[0] = pauseCtx->cursorVtx[phi_t2].v.ob[1] =
pauseCtx->cursorVtx[phi_t2].v.ob[2] = 0;
pauseCtx->cursorVtx[phi_t2].v.flag = 0;
pauseCtx->cursorVtx[phi_t2].v.tc[0] = pauseCtx->cursorVtx[phi_t2].v.tc[1] = 0;
pauseCtx->cursorVtx[phi_t2].v.cn[0] = pauseCtx->cursorVtx[phi_t2].v.cn[1] =
pauseCtx->cursorVtx[phi_t2].v.cn[2] = pauseCtx->cursorVtx[phi_t2].v.cn[3] = 255;
}
pauseCtx->cursorVtx[1].v.tc[0] = pauseCtx->cursorVtx[2].v.tc[1] = pauseCtx->cursorVtx[3].v.tc[0] =
pauseCtx->cursorVtx[3].v.tc[1] = pauseCtx->cursorVtx[5].v.tc[0] = pauseCtx->cursorVtx[6].v.tc[1] =
pauseCtx->cursorVtx[7].v.tc[0] = pauseCtx->cursorVtx[7].v.tc[1] = pauseCtx->cursorVtx[9].v.tc[0] =
pauseCtx->cursorVtx[10].v.tc[1] = pauseCtx->cursorVtx[11].v.tc[0] = pauseCtx->cursorVtx[11].v.tc[1] =
pauseCtx->cursorVtx[13].v.tc[0] = pauseCtx->cursorVtx[14].v.tc[1] =
pauseCtx->cursorVtx[15].v.tc[0] = pauseCtx->cursorVtx[15].v.tc[1] = 0x200;
pauseCtx->cursorVtx[17].v.tc[0] = pauseCtx->cursorVtx[18].v.tc[1] = pauseCtx->cursorVtx[19].v.tc[0] =
pauseCtx->cursorVtx[19].v.tc[1] = 0x400;
2022-06-22 22:24:20 -04:00
// 24 items, 7 "item selected" backgrounds, 14 ammo digits (2 each for 7 items) -- then 4 vertices for each
pauseCtx->itemVtx = Graph_Alloc(gfxCtx, (24 + 7 + 14) * 4 * sizeof(Vtx));
for (phi_t4 = 0, phi_t2 = 0, phi_t5 = 58; phi_t4 < 4; phi_t4++, phi_t5 -= 32) {
for (phi_t1 = -96, phi_t3 = 0; phi_t3 < 6; phi_t3++, phi_t2 += 4, phi_t1 += 32) {
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 2].v.ob[0] = phi_t1 + 2;
pauseCtx->itemVtx[phi_t2 + 1].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] + 0x1C;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[1] =
phi_t5 + pauseCtx->offsetY - 2;
pauseCtx->itemVtx[phi_t2 + 2].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] - 0x1C;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[2] = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.flag = pauseCtx->itemVtx[phi_t2 + 1].v.flag =
pauseCtx->itemVtx[phi_t2 + 2].v.flag = pauseCtx->itemVtx[phi_t2 + 3].v.flag = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 0].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 1].v.tc[1] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[0] = 0;
pauseCtx->itemVtx[phi_t2 + 1].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 3].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 3].v.tc[1] = 0x400;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[2] = 255;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[3] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[3] = 255;
}
}
2022-06-22 22:24:20 -04:00
for (phi_t3 = 1; phi_t3 < ARRAY_COUNT(gSaveContext.equips.buttonItems); phi_t3++, phi_t2 += 4) {
if (gSaveContext.equips.cButtonSlots[phi_t3 - 1] != ITEM_NONE &&
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
((phi_t3 < 4) || CVar_GetS32("gDpadEquips", 0))) {
phi_t4 = gSaveContext.equips.cButtonSlots[phi_t3 - 1] * 4;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 2].v.ob[0] =
pauseCtx->itemVtx[phi_t4].v.ob[0] - 2;
pauseCtx->itemVtx[phi_t2 + 1].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] + 32;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[1] =
pauseCtx->itemVtx[phi_t4].v.ob[1] + 2;
pauseCtx->itemVtx[phi_t2 + 2].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] - 32;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[2] = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.flag = pauseCtx->itemVtx[phi_t2 + 1].v.flag =
pauseCtx->itemVtx[phi_t2 + 2].v.flag = pauseCtx->itemVtx[phi_t2 + 3].v.flag = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 0].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 1].v.tc[1] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[0] = 0;
pauseCtx->itemVtx[phi_t2 + 1].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 3].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 3].v.tc[1] = 0x400;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[2] = 255;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[3] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[3] = pauseCtx->alpha;
} else {
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 2].v.ob[0] = -300;
pauseCtx->itemVtx[phi_t2 + 1].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] + 32;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[1] = 300;
pauseCtx->itemVtx[phi_t2 + 2].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] - 32;
}
}
2022-06-22 22:24:20 -04:00
for (phi_t3 = 0; phi_t3 < 7; phi_t3++) {
phi_t4 = D_8082B11C[phi_t3];
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 2].v.ob[0] =
pauseCtx->itemVtx[phi_t4].v.ob[0];
pauseCtx->itemVtx[phi_t2 + 1].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] + 8;
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[1] =
pauseCtx->itemVtx[phi_t4].v.ob[1] - 22;
pauseCtx->itemVtx[phi_t2 + 2].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1] - 8;
pauseCtx->itemVtx[phi_t2 + 4].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 6].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[0] + 6;
pauseCtx->itemVtx[phi_t2 + 5].v.ob[0] = pauseCtx->itemVtx[phi_t2 + 7].v.ob[0] =
pauseCtx->itemVtx[phi_t2 + 4].v.ob[0] + 8;
pauseCtx->itemVtx[phi_t2 + 4].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 5].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.ob[1];
pauseCtx->itemVtx[phi_t2 + 6].v.ob[1] = pauseCtx->itemVtx[phi_t2 + 7].v.ob[1] =
pauseCtx->itemVtx[phi_t2 + 4].v.ob[1] - 8;
for (phi_t4 = 0; phi_t4 < 2; phi_t4++, phi_t2 += 4) {
pauseCtx->itemVtx[phi_t2 + 0].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 1].v.ob[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.ob[2] = pauseCtx->itemVtx[phi_t2 + 3].v.ob[2] = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.flag = pauseCtx->itemVtx[phi_t2 + 1].v.flag =
pauseCtx->itemVtx[phi_t2 + 2].v.flag = pauseCtx->itemVtx[phi_t2 + 3].v.flag = 0;
pauseCtx->itemVtx[phi_t2 + 0].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 0].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 1].v.tc[1] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[0] = 0;
pauseCtx->itemVtx[phi_t2 + 1].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 2].v.tc[1] =
pauseCtx->itemVtx[phi_t2 + 3].v.tc[0] = pauseCtx->itemVtx[phi_t2 + 3].v.tc[1] = 0x100;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[0] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[0] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[1] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[1] =
pauseCtx->itemVtx[phi_t2 + 0].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[2] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[2] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[2] = 255;
pauseCtx->itemVtx[phi_t2 + 0].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 1].v.cn[3] =
pauseCtx->itemVtx[phi_t2 + 2].v.cn[3] = pauseCtx->itemVtx[phi_t2 + 3].v.cn[3] = pauseCtx->alpha;
}
}
pauseCtx->equipVtx = Graph_Alloc(gfxCtx, 112 * sizeof(Vtx));
for (phi_t4 = 0, phi_t2 = 0, phi_t5 = 58; phi_t2 < 4; phi_t2++, phi_t5 -= 32) {
for (phi_t3 = 0; phi_t3 < 4; phi_t3++, phi_t4 += 4) {
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 2].v.ob[0] = D_8082B12C[phi_t3] + 2;
pauseCtx->equipVtx[phi_t4 + 1].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] + 28;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[1] =
phi_t5 + pauseCtx->offsetY - 2;
pauseCtx->equipVtx[phi_t4 + 2].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] - 28;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[2] = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.flag = pauseCtx->equipVtx[phi_t4 + 1].v.flag =
pauseCtx->equipVtx[phi_t4 + 2].v.flag = pauseCtx->equipVtx[phi_t4 + 3].v.flag = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 0].v.tc[1] =
pauseCtx->equipVtx[phi_t4 + 1].v.tc[1] = pauseCtx->equipVtx[phi_t4 + 2].v.tc[0] = 0;
pauseCtx->equipVtx[phi_t4 + 1].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 2].v.tc[1] =
pauseCtx->equipVtx[phi_t4 + 3].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 3].v.tc[1] = 0x400;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[2] = 255;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[3] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[3] = pauseCtx->alpha;
}
}
for (phi_t3 = 0; phi_t3 < 4; phi_t3++, phi_t4 += 4) {
if (CUR_EQUIP_VALUE(phi_t3) != 0) {
phi_t2 = (CUR_EQUIP_VALUE(phi_t3) + D_8082B134[phi_t3] - 1) * 4;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 2].v.ob[0] =
pauseCtx->equipVtx[phi_t2].v.ob[0] - 2;
pauseCtx->equipVtx[phi_t4 + 1].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] + 32;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[1] =
pauseCtx->equipVtx[phi_t2].v.ob[1] + 2;
pauseCtx->equipVtx[phi_t4 + 2].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] - 32;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[2] = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.flag = pauseCtx->equipVtx[phi_t4 + 1].v.flag =
pauseCtx->equipVtx[phi_t4 + 2].v.flag = pauseCtx->equipVtx[phi_t4 + 3].v.flag = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 0].v.tc[1] =
pauseCtx->equipVtx[phi_t4 + 1].v.tc[1] = pauseCtx->equipVtx[phi_t4 + 2].v.tc[0] = 0;
pauseCtx->equipVtx[phi_t4 + 1].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 2].v.tc[1] =
pauseCtx->equipVtx[phi_t4 + 3].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 3].v.tc[1] = 0x400;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[2] = 255;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[3] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[3] = pauseCtx->alpha;
}
}
phi_t1 = 112;
phi_t5 = 50;
while (true) {
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 2].v.ob[0] = -64;
pauseCtx->equipVtx[phi_t4 + 1].v.ob[0] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[0] + 64;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[1] = phi_t5 + pauseCtx->offsetY;
pauseCtx->equipVtx[phi_t4 + 2].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] - 32;
pauseCtx->equipVtx[phi_t4 + 0].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 1].v.ob[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.ob[2] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[2] = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.flag = pauseCtx->equipVtx[phi_t4 + 1].v.flag =
pauseCtx->equipVtx[phi_t4 + 2].v.flag = pauseCtx->equipVtx[phi_t4 + 3].v.flag = 0;
pauseCtx->equipVtx[phi_t4 + 0].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 0].v.tc[1] =
pauseCtx->equipVtx[phi_t4 + 1].v.tc[1] = pauseCtx->equipVtx[phi_t4 + 2].v.tc[0] = 0;
pauseCtx->equipVtx[phi_t4 + 1].v.tc[0] = pauseCtx->equipVtx[phi_t4 + 3].v.tc[0] = 0x800;
pauseCtx->equipVtx[phi_t4 + 2].v.tc[1] = pauseCtx->equipVtx[phi_t4 + 3].v.tc[1] = 0x400;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[0] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[0] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[1] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[2] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[2] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[2] = 255;
pauseCtx->equipVtx[phi_t4 + 0].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 1].v.cn[3] =
pauseCtx->equipVtx[phi_t4 + 2].v.cn[3] = pauseCtx->equipVtx[phi_t4 + 3].v.cn[3] = pauseCtx->alpha;
phi_t1 -= 32;
phi_t5 -= 32;
if (phi_t1 < 0) {
pauseCtx->equipVtx[phi_t4 + 2].v.ob[1] = pauseCtx->equipVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->equipVtx[phi_t4 + 0].v.ob[1] - 0x10;
pauseCtx->equipVtx[phi_t4 + 2].v.tc[1] = pauseCtx->equipVtx[phi_t4 + 3].v.tc[1] = 0x200;
break;
}
phi_t4 += 4;
}
pauseCtx->questVtx = Graph_Alloc(gfxCtx, 188 * sizeof(Vtx));
for (phi_t4 = 0, phi_t3 = 0; phi_t3 < 47; phi_t3++, phi_t4 += 4) {
phi_t2_2 = D_8082B1F8[phi_t3];
if ((phi_t3 < 6) || (phi_t3 >= 41)) {
pauseCtx->questVtx[phi_t4 + 0].v.ob[0] = pauseCtx->questVtx[phi_t4 + 2].v.ob[0] = D_8082B138[phi_t3];
pauseCtx->questVtx[phi_t4 + 1].v.ob[0] = pauseCtx->questVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[0] + D_8082B1F8[phi_t3];
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] = pauseCtx->questVtx[phi_t4 + 1].v.ob[1] =
D_8082B198[phi_t3] + pauseCtx->offsetY;
pauseCtx->questVtx[phi_t4 + 2].v.ob[1] = pauseCtx->questVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] - D_8082B1F8[phi_t3];
if (phi_t3 >= 41) {
pauseCtx->questVtx[phi_t4 + 1].v.ob[0] = pauseCtx->questVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[0] + 8;
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] = pauseCtx->questVtx[phi_t4 + 1].v.ob[1] =
D_8082B198[phi_t3] + pauseCtx->offsetY - 6;
pauseCtx->questVtx[phi_t4 + 2].v.ob[1] = pauseCtx->questVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] - 16;
phi_t2_2 = 8;
}
} else {
if ((phi_t3 >= 6) && (phi_t3 <= 17)) {
phi_t2_2 = 16;
}
pauseCtx->questVtx[phi_t4 + 0].v.ob[0] = pauseCtx->questVtx[phi_t4 + 2].v.ob[0] = D_8082B138[phi_t3] + 2;
pauseCtx->questVtx[phi_t4 + 1].v.ob[0] = pauseCtx->questVtx[phi_t4 + 3].v.ob[0] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[0] + phi_t2_2 - 4;
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] = pauseCtx->questVtx[phi_t4 + 1].v.ob[1] =
D_8082B198[phi_t3] + pauseCtx->offsetY - 2;
pauseCtx->questVtx[phi_t4 + 2].v.ob[1] = pauseCtx->questVtx[phi_t4 + 3].v.ob[1] =
pauseCtx->questVtx[phi_t4 + 0].v.ob[1] - D_8082B1F8[phi_t3] + 4;
}
pauseCtx->questVtx[phi_t4 + 0].v.ob[2] = pauseCtx->questVtx[phi_t4 + 1].v.ob[2] =
pauseCtx->questVtx[phi_t4 + 2].v.ob[2] = pauseCtx->questVtx[phi_t4 + 3].v.ob[2] = 0;
pauseCtx->questVtx[phi_t4 + 0].v.flag = pauseCtx->questVtx[phi_t4 + 1].v.flag =
pauseCtx->questVtx[phi_t4 + 2].v.flag = pauseCtx->questVtx[phi_t4 + 3].v.flag = 0;
pauseCtx->questVtx[phi_t4 + 0].v.tc[0] = pauseCtx->questVtx[phi_t4 + 0].v.tc[1] =
pauseCtx->questVtx[phi_t4 + 1].v.tc[1] = pauseCtx->questVtx[phi_t4 + 2].v.tc[0] = 0;
pauseCtx->questVtx[phi_t4 + 1].v.tc[0] = pauseCtx->questVtx[phi_t4 + 3].v.tc[0] = phi_t2_2 << 5;
pauseCtx->questVtx[phi_t4 + 2].v.tc[1] = pauseCtx->questVtx[phi_t4 + 3].v.tc[1] = D_8082B1F8[phi_t3] << 5;
pauseCtx->questVtx[phi_t4 + 0].v.cn[0] = pauseCtx->questVtx[phi_t4 + 1].v.cn[0] =
pauseCtx->questVtx[phi_t4 + 2].v.cn[0] = pauseCtx->questVtx[phi_t4 + 3].v.cn[0] =
pauseCtx->questVtx[phi_t4 + 0].v.cn[1] = pauseCtx->questVtx[phi_t4 + 1].v.cn[1] =
pauseCtx->questVtx[phi_t4 + 2].v.cn[1] = pauseCtx->questVtx[phi_t4 + 3].v.cn[1] =
pauseCtx->questVtx[phi_t4 + 0].v.cn[2] = pauseCtx->questVtx[phi_t4 + 1].v.cn[2] =
pauseCtx->questVtx[phi_t4 + 2].v.cn[2] = pauseCtx->questVtx[phi_t4 + 3].v.cn[2] = 255;
pauseCtx->questVtx[phi_t4 + 0].v.cn[3] = pauseCtx->questVtx[phi_t4 + 1].v.cn[3] =
pauseCtx->questVtx[phi_t4 + 2].v.cn[3] = pauseCtx->questVtx[phi_t4 + 3].v.cn[3] = pauseCtx->alpha;
}
pauseCtx->infoPanelVtx = Graph_Alloc(gfxCtx, 28 * sizeof(Vtx));
pauseCtx->saveVtx = Graph_Alloc(gfxCtx, 80 * sizeof(Vtx));
func_80823A0C(play, pauseCtx->saveVtx, 5, 5);
}
void KaleidoScope_DrawGameOver(PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx);
Gfx_SetupDL_39Opa(gfxCtx);
gDPSetCycleType(POLY_KAL_DISP++, G_CYC_2CYCLE);
gDPSetRenderMode(POLY_KAL_DISP++, G_RM_PASS, G_RM_XLU_SURF2);
gDPSetCombineLERP(POLY_KAL_DISP++, TEXEL1, TEXEL0, PRIM_LOD_FRAC, TEXEL0, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT,
COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 80, D_8082AB8C, D_8082AB90, D_8082AB94, D_8082AB98);
gDPSetEnvColor(POLY_KAL_DISP++, D_8082AB9C, D_8082ABA0, D_8082ABA4, 255);
VREG(89) -= 2;
gDPLoadMultiBlock(POLY_KAL_DISP++, gGameOverP1Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gDPLoadMultiBlock(POLY_KAL_DISP++, gGameOverMaskTex, 256, 1, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(POLY_KAL_DISP++, 1, 0, VREG(89) & 0x7F, 252, (VREG(89) & 0x7F) + 0x7C);
gSPTextureRectangle(POLY_KAL_DISP++, VREG(87) << 2, VREG(88) << 2, (VREG(87) + 64) << 2, (VREG(88) + 32) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gDPLoadMultiBlock(POLY_KAL_DISP++, gGameOverP2Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 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);
gSPTextureRectangle(POLY_KAL_DISP++, (VREG(87) + 64) << 2, VREG(88) << 2, (VREG(87) + 128) << 2,
(VREG(88) + 32) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gDPLoadMultiBlock(POLY_KAL_DISP++, gGameOverP3Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 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);
gSPTextureRectangle(POLY_KAL_DISP++, (VREG(87) + 128) << 2, VREG(88) << 2, (VREG(87) + 192) << 2,
(VREG(88) + 32) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
CLOSE_DISPS(gfxCtx);
}
void KaleidoScope_Draw(PlayState* play) {
Input* input = &play->state.input[0];
PauseContext* pauseCtx = &play->pauseCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
OPEN_DISPS(play->state.gfxCtx);
pauseCtx->stickRelX = input->rel.stick_x;
pauseCtx->stickRelY = input->rel.stick_y;
//gSPSegment(POLY_KAL_DISP++, 0x02, interfaceCtx->parameterSegment);
gSPSegment(POLY_KAL_DISP++, 0x07, pauseCtx->playerSegment);
//gSPSegment(POLY_KAL_DISP++, 0x08, pauseCtx->iconItemSegment);
//gSPSegment(POLY_KAL_DISP++, 0x09, pauseCtx->iconItem24Segment);
gSPSegment(POLY_KAL_DISP++, 0x0A, pauseCtx->nameSegment);
//gSPSegment(POLY_KAL_DISP++, 0x0C, pauseCtx->iconItemAltSegment);
//gSPSegment(POLY_KAL_DISP++, 0x0D, pauseCtx->iconItemLangSegment);
if (pauseCtx->debugState == 0)
{
KaleidoScope_SetView(pauseCtx, pauseCtx->eye.x, pauseCtx->eye.y, pauseCtx->eye.z);
Gfx_SetupDL_42Kal(play->state.gfxCtx);
KaleidoScope_InitVertices(play, play->state.gfxCtx);
KaleidoScope_DrawPages(play, play->state.gfxCtx);
Gfx_SetupDL_42Kal(play->state.gfxCtx);
gDPSetCombineLERP(POLY_KAL_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
KaleidoScope_SetView(pauseCtx, 0.0f, 0.0f, 64.0f);
if (!((pauseCtx->state >= 8) && (pauseCtx->state <= 0x11))) {
KaleidoScope_DrawInfoPanel(play);
}
}
if ((pauseCtx->state >= 0xB) && (pauseCtx->state <= 0x11)) {
KaleidoScope_DrawGameOver(play);
}
if ((pauseCtx->debugState == 1) || (pauseCtx->debugState == 2)) {
KaleidoScope_DrawDebugEditor(play);
}
func_800AAA50(&play->view, 15);
CLOSE_DISPS(play->state.gfxCtx);
}
uint32_t _bswap32(uint32_t a)
{
a = ((a & 0x000000FF) << 24) |
((a & 0x0000FF00) << 8) |
((a & 0x00FF0000) >> 8) |
((a & 0xFF000000) >> 24);
return a;
}
void KaleidoScope_GrayOutTextureRGBA32(u32* texture, u16 pixelCount) {
u32 rgb;
u16 gray;
u16 i;
texture = ResourceMgr_LoadTexByName(texture);
for (i = 0; i < pixelCount; i++) {
uint32_t px = texture[i];
if ((px & 0xFFFFFF00) != 0) {
u8 a = (px & 0xFF000000) >> 24;
u8 b = (px & 0x00FF0000) >> 16;
u8 g = (px & 0x0000FF00) >> 8;
u8 r = (px & 0x000000FF) >> 0;
gray = (r + g + b) / 7;
r = gray;
g = gray;
b = gray;
texture[i] = (a << 24) + (b << 16) + (g << 8) + (r << 0);
}
}
}
void func_808265BC(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
pauseCtx->eye.x += D_8082ABAC[pauseCtx->mode] * ZREG(46);
pauseCtx->eye.z += D_8082ABCC[pauseCtx->mode] * ZREG(46);
pauseCtx->unk_1EA += 4 * ZREG(46);
if (pauseCtx->unk_1EA == (64 * ZREG(47))) {
func_80084BF4(play, 1);
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for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = D_8082AB6C[pauseCtx->pageIndex][buttonIndex];
}
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pauseCtx->pageIndex = D_8082ABEC[pauseCtx->mode];
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if ((CVar_GetS32("gAssignableTunicsAndBoots", 0) != 0) && (pauseCtx->pageIndex == PAUSE_EQUIP)) {
gSaveContext.buttonStatus[1] = BTN_ENABLED;
gSaveContext.buttonStatus[2] = BTN_ENABLED;
gSaveContext.buttonStatus[3] = BTN_ENABLED;
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// A-Button is already enabled
gSaveContext.buttonStatus[5] = BTN_ENABLED;
gSaveContext.buttonStatus[6] = BTN_ENABLED;
gSaveContext.buttonStatus[7] = BTN_ENABLED;
gSaveContext.buttonStatus[8] = BTN_ENABLED;
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}
pauseCtx->unk_1E4 = 0;
pauseCtx->state++;
pauseCtx->alpha = 255;
Interface_LoadActionLabelB(play, DO_ACTION_SAVE);
} else if (pauseCtx->unk_1EA == 64) {
pauseCtx->pageIndex = D_8082ABEC[pauseCtx->mode];
pauseCtx->mode = (u16)(pauseCtx->pageIndex * 2) + 1;
}
}
void KaleidoScope_UpdateCursorSize(PauseContext* pauseCtx) {
s32 temp1;
s32 temp2;
s32 temp3;
s32 temp4;
if (pauseCtx->cursorSpecialPos == 0) {
temp1 = -1;
temp2 = 1;
temp3 = 14;
temp4 = 14;
if (pauseCtx->pageIndex == PAUSE_MAP) {
if (!sInDungeonScene) {
temp1 = -6;
temp2 = 6;
temp3 = 4;
temp4 = 4;
} else if (pauseCtx->cursorSlot[pauseCtx->pageIndex] >= 3) {
temp1 = -6;
temp2 = 5;
temp4 = 7;
temp3 = 19;
} else {
temp1 = -3;
temp2 = 3;
temp3 = 13;
temp4 = 13;
}
} else if (pauseCtx->pageIndex == PAUSE_QUEST) {
temp1 = -4;
temp2 = 4;
temp3 = 12;
temp4 = 12;
if (pauseCtx->cursorSlot[pauseCtx->pageIndex] == 0x18) {
temp1 = -2;
temp2 = 2;
temp3 = 32;
temp4 = 32;
} else if (pauseCtx->cursorSlot[pauseCtx->pageIndex] == 0x17) {
temp1 = -4;
temp2 = 4;
temp4 = 13;
temp3 = 34;
} else if (pauseCtx->cursorSlot[pauseCtx->pageIndex] < 6) {
temp1 = -1;
temp2 = 1;
temp3 = 10;
temp4 = 10;
} else if ((pauseCtx->cursorSlot[pauseCtx->pageIndex] >= 6) &&
(pauseCtx->cursorSlot[pauseCtx->pageIndex] < 0x12)) {
temp1 = -5;
temp2 = 3;
temp3 = 8;
temp4 = 8;
}
}
} else {
temp1 = -4;
temp2 = 4;
temp3 = 16;
temp4 = 16;
}
pauseCtx->cursorVtx[0].v.ob[0] = pauseCtx->cursorVtx[2].v.ob[0] = pauseCtx->cursorVtx[0].v.ob[0] + temp1;
pauseCtx->cursorVtx[1].v.ob[0] = pauseCtx->cursorVtx[3].v.ob[0] = pauseCtx->cursorVtx[0].v.ob[0] + 16;
pauseCtx->cursorVtx[0].v.ob[1] = pauseCtx->cursorVtx[1].v.ob[1] = pauseCtx->cursorVtx[0].v.ob[1] + temp2;
pauseCtx->cursorVtx[2].v.ob[1] = pauseCtx->cursorVtx[3].v.ob[1] = pauseCtx->cursorVtx[0].v.ob[1] - 16;
pauseCtx->cursorVtx[4].v.ob[0] = pauseCtx->cursorVtx[6].v.ob[0] = pauseCtx->cursorVtx[0].v.ob[0] + temp3;
pauseCtx->cursorVtx[5].v.ob[0] = pauseCtx->cursorVtx[7].v.ob[0] = pauseCtx->cursorVtx[4].v.ob[0] + 16;
pauseCtx->cursorVtx[4].v.ob[1] = pauseCtx->cursorVtx[5].v.ob[1] = pauseCtx->cursorVtx[0].v.ob[1];
pauseCtx->cursorVtx[6].v.ob[1] = pauseCtx->cursorVtx[7].v.ob[1] = pauseCtx->cursorVtx[4].v.ob[1] - 16;
pauseCtx->cursorVtx[8].v.ob[0] = pauseCtx->cursorVtx[10].v.ob[0] = pauseCtx->cursorVtx[0].v.ob[0];
pauseCtx->cursorVtx[9].v.ob[0] = pauseCtx->cursorVtx[11].v.ob[0] = pauseCtx->cursorVtx[8].v.ob[0] + 16;
pauseCtx->cursorVtx[8].v.ob[1] = pauseCtx->cursorVtx[9].v.ob[1] = pauseCtx->cursorVtx[0].v.ob[1] - temp4;
pauseCtx->cursorVtx[10].v.ob[1] = pauseCtx->cursorVtx[11].v.ob[1] = pauseCtx->cursorVtx[8].v.ob[1] - 16;
pauseCtx->cursorVtx[12].v.ob[0] = pauseCtx->cursorVtx[14].v.ob[0] = pauseCtx->cursorVtx[0].v.ob[0] + temp3;
pauseCtx->cursorVtx[13].v.ob[0] = pauseCtx->cursorVtx[15].v.ob[0] = pauseCtx->cursorVtx[12].v.ob[0] + 16;
pauseCtx->cursorVtx[12].v.ob[1] = pauseCtx->cursorVtx[13].v.ob[1] = pauseCtx->cursorVtx[0].v.ob[1] - temp4;
pauseCtx->cursorVtx[14].v.ob[1] = pauseCtx->cursorVtx[15].v.ob[1] = pauseCtx->cursorVtx[12].v.ob[1] - 16;
}
void KaleidoScope_LoadDungeonMap(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
char* firstTextureName = sDungeonMapTexs[R_MAP_TEX_INDEX];
char* secondTextureName = sDungeonMapTexs[R_MAP_TEX_INDEX + 1];
memcpy(interfaceCtx->mapSegment, ResourceMgr_LoadTexByName(firstTextureName), ResourceMgr_LoadTexSizeByName(firstTextureName));
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memcpy(interfaceCtx->mapSegment + 0x800, ResourceMgr_LoadTexByName(secondTextureName), ResourceMgr_LoadTexSizeByName(secondTextureName));
}
void KaleidoScope_UpdateDungeonMap(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
osSyncPrintf(" = %d\n", play->interfaceCtx.mapPaletteIndex);
KaleidoScope_LoadDungeonMap(play);
Map_SetFloorPalettesData(play, pauseCtx->dungeonMapSlot - 3);
if ((play->sceneNum >= SCENE_YDAN) && (play->sceneNum <= SCENE_TAKARAYA)) {
if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment, 2040, interfaceCtx->mapPaletteIndex, 14);
}
}
if ((play->sceneNum >= SCENE_YDAN) && (play->sceneNum <= SCENE_TAKARAYA)) {
if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment + 0x800, 2040, interfaceCtx->mapPaletteIndex, 14);
}
}
}
void KaleidoScope_Update(PlayState* play)
{
static s16 D_8082B258 = 0;
static s16 D_8082B25C = 10;
static s16 D_8082B260 = 0;
PauseContext* pauseCtx = &play->pauseCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
GameOverContext* gameOverCtx = &play->gameOverCtx;
Player* player = GET_PLAYER(play);
Input* input = &play->state.input[0];
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size_t size = 0;
size_t size0 = 0;
size_t size1 = 0;
size_t size2 = 0;
u16 i = 0;
s16 stepR;
s16 stepG;
s16 stepB;
s16 stepA;
s32 pad;
if ((R_PAUSE_MENU_MODE >= 3) && (((pauseCtx->state >= 4) && (pauseCtx->state <= 7)) ||
((pauseCtx->state >= 0xA) && (pauseCtx->state <= 0x12)))) {
if ((!pauseCtx->unk_1E4 || (pauseCtx->unk_1E4 == 8)) && (pauseCtx->state == 6)) {
pauseCtx->stickRelX = input->rel.stick_x;
pauseCtx->stickRelY = input->rel.stick_y;
KaleidoScope_UpdateCursorSize(&play->pauseCtx);
KaleidoScope_HandlePageToggles(pauseCtx, input);
} else if ((pauseCtx->pageIndex == PAUSE_QUEST) && ((pauseCtx->unk_1E4 < 3) || (pauseCtx->unk_1E4 == 5))) {
KaleidoScope_UpdateCursorSize(&play->pauseCtx);
}
if (pauseCtx->state == 6) {
KaleidoScope_UpdateNamePanel(play);
}
}
switch (pauseCtx->state) {
case 3:
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for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
sButtonStatusSave[buttonIndex] = gSaveContext.buttonStatus[buttonIndex];
}
pauseCtx->cursorX[PAUSE_MAP] = 0;
pauseCtx->cursorSlot[PAUSE_MAP] = pauseCtx->cursorPoint[PAUSE_MAP] = pauseCtx->dungeonMapSlot =
VREG(30) + 3;
WREG(16) = -175;
WREG(17) = 155;
pauseCtx->unk_204 = -314.0f;
pauseCtx->playerSegment = (void*)(((uintptr_t)play->objectCtx.spaceStart + 0x30) & ~0x3F);
size1 = func_80091738(play, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime);
osSyncPrintf("プレイヤー size1%x\n", size1);
pauseCtx->iconItemSegment = (void*)(((uintptr_t)pauseCtx->playerSegment + size1 + 0xF) & ~0xF);
size0 = (uintptr_t)_icon_item_staticSegmentRomEnd - (uintptr_t)_icon_item_staticSegmentRomStart;
osSyncPrintf("icon_item size0=%x\n", size0);
DmaMgr_SendRequest1(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart, size0,
__FILE__, __LINE__);
gSegments[8] = VIRTUAL_TO_PHYSICAL(pauseCtx->iconItemSegment);
pauseCtx->iconItem24Segment = (void*)(((uintptr_t)pauseCtx->iconItemSegment + size0 + 0xF) & ~0xF);
#if 1
//size = (uintptr_t)_icon_item_24_staticSegmentRomEnd - (uintptr_t)_icon_item_24_staticSegmentRomStart;
//osSyncPrintf("icon_item24 size=%x\n", size);
//DmaMgr_SendRequest1(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
//__FILE__, __LINE__);
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//pauseCtx->iconItemAltSegment = (void*)(((uintptr_t)pauseCtx->iconItem24Segment + size + 0xF) & ~0xF);
#endif
switch (play->sceneNum) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
#if 1
sInDungeonScene = true;
//size2 = (uintptr_t)_icon_item_dungeon_staticSegmentRomEnd - (uintptr_t)_icon_item_dungeon_staticSegmentRomStart;
//osSyncPrintf("icon_item_dungeon dungeon-size2=%x\n", size2);
//DmaMgr_SendRequest1(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_dungeon_staticSegmentRomStart,
//size2, __FILE__, __LINE__);
#endif
interfaceCtx->mapPalette[28] = 6;
interfaceCtx->mapPalette[29] = 99;
KaleidoScope_UpdateDungeonMap(play);
break;
default:
#if 1
sInDungeonScene = false;
//size2 = (uintptr_t)_icon_item_field_staticSegmentRomEnd - (uintptr_t)_icon_item_field_staticSegmentRomStart;
//osSyncPrintf("icon_item_field field-size2=%x\n", size2);
//DmaMgr_SendRequest1(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_field_staticSegmentRomStart,
//size2, __FILE__, __LINE__);
#endif
break;
}
// OTRTODO: LANGUAGE SUPPORT
#if 1
2022-05-14 19:19:02 -04:00
//pauseCtx->iconItemLangSegment = (void*)(((uintptr_t)pauseCtx->iconItemAltSegment + size2 + 0xF) & ~0xF);
if (gSaveContext.language == LANGUAGE_ENG) {
//size = (uintptr_t)_icon_item_nes_staticSegmentRomEnd - (uintptr_t)_icon_item_nes_staticSegmentRomStart;
//osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
//DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, _icon_item_nes_staticSegmentRomStart, size,
//__FILE__, __LINE__);
} else if (gSaveContext.language == LANGUAGE_GER) {
//size = (uintptr_t)_icon_item_ger_staticSegmentRomEnd - (uintptr_t)_icon_item_ger_staticSegmentRomStart;
//osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
//DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart, size,
//__FILE__, __LINE__);
} else {
//size = (uintptr_t)_icon_item_fra_staticSegmentRomEnd - (uintptr_t)_icon_item_fra_staticSegmentRomStart;
//osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
//DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart, size,
//__FILE__, __LINE__);
}
#endif
//pauseCtx->nameSegment = (void*)(((uintptr_t)pauseCtx->iconItemLangSegment + size + 0xF) & ~0xF);
pauseCtx->nameSegment = malloc(0x400 + 0xA00); // OTRTODO: GET RID OF THIS
osSyncPrintf("サイズ=%x\n", size2 + size1 + size0 + size);
osSyncPrintf("item_name I_N_PT=%x\n", 0x800);
Interface_SetDoAction(play, DO_ACTION_DECIDE);
osSyncPrintf("サイズ=%x\n", size2 + size1 + size0 + size + 0x800);
if (((void)0, gSaveContext.worldMapArea) < 22) {
if (gSaveContext.language == LANGUAGE_ENG) {
const char* textureName = mapNameTextures[36 + gSaveContext.worldMapArea];
memcpy(pauseCtx->nameSegment + 0x400, ResourceMgr_LoadTexByName(textureName), ResourceMgr_LoadTexSizeByName(textureName));
} else if (gSaveContext.language == LANGUAGE_GER) {
const char* textureName = mapNameTextures[58 + gSaveContext.worldMapArea];
memcpy(pauseCtx->nameSegment + 0x400, ResourceMgr_LoadTexByName(textureName), ResourceMgr_LoadTexSizeByName(textureName));
} else {
const char* textureName = mapNameTextures[80 + gSaveContext.worldMapArea];
memcpy(pauseCtx->nameSegment + 0x400, ResourceMgr_LoadTexByName(textureName), ResourceMgr_LoadTexSizeByName(textureName));
}
}
// OTRTODO - player on pause
#if 1
sPreRenderCvg = (void*)(((uintptr_t)pauseCtx->nameSegment + 0x400 + 0xA00 + 0xF) & ~0xF);
PreRender_Init(&sPlayerPreRender);
PreRender_SetValuesSave(&sPlayerPreRender, 64, 112, pauseCtx->playerSegment, NULL, sPreRenderCvg);
KaleidoScope_DrawPlayerWork(play);
//KaleidoScope_SetupPlayerPreRender(play);
#endif
for (i = 0; i < ARRAY_COUNT(pauseCtx->worldMapPoints); i++) {
pauseCtx->worldMapPoints[i] = 0;
}
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
pauseCtx->worldMapPoints[0] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
pauseCtx->worldMapPoints[0] = 1;
}
if (INV_CONTENT(ITEM_LONGSHOT) == ITEM_LONGSHOT) {
pauseCtx->worldMapPoints[1] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
pauseCtx->worldMapPoints[1] = 1;
}
if (gSaveContext.eventChkInf[11] & 4) {
pauseCtx->worldMapPoints[2] = 1;
}
if (INV_CONTENT(ITEM_LONGSHOT) == ITEM_LONGSHOT) {
pauseCtx->worldMapPoints[2] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_GERUDO_CARD)) {
pauseCtx->worldMapPoints[2] = 1;
}
if (CUR_UPG_VALUE(UPG_SCALE)) {
pauseCtx->worldMapPoints[3] = 1;
}
if (CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1)) {
pauseCtx->worldMapPoints[3] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
pauseCtx->worldMapPoints[3] = 1;
}
if (gSaveContext.eventChkInf[0] & 0x200) {
pauseCtx->worldMapPoints[4] = 1;
}
if (INV_CONTENT(ITEM_OCARINA_FAIRY) != ITEM_NONE) {
pauseCtx->worldMapPoints[4] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
pauseCtx->worldMapPoints[4] = 1;
}
if (gSaveContext.eventChkInf[6] & 0x400) {
pauseCtx->worldMapPoints[4] = 2;
}
if (gSaveContext.eventChkInf[1] & 0x100) {
pauseCtx->worldMapPoints[4] = 1;
}
if (gSaveContext.eventChkInf[0] & 0x200) {
pauseCtx->worldMapPoints[5] = 2;
}
if (gSaveContext.eventChkInf[4] & 1) {
pauseCtx->worldMapPoints[5] = 1;
}
if (INV_CONTENT(ITEM_OCARINA_TIME) == ITEM_OCARINA_TIME) {
pauseCtx->worldMapPoints[5] = 2;
}
if (gSaveContext.eventChkInf[4] & 0x20) {
pauseCtx->worldMapPoints[5] = 1;
}
if (INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT) {
pauseCtx->worldMapPoints[5] = 2;
}
if (gSaveContext.eventChkInf[0] & 0x200) {
pauseCtx->worldMapPoints[6] = 1;
}
if (gSaveContext.eventChkInf[4] & 1) {
pauseCtx->worldMapPoints[7] = 2;
}
if (gSaveContext.eventChkInf[2] & 0x20) {
pauseCtx->worldMapPoints[7] = 1;
}
if (INV_CONTENT(ITEM_HOOKSHOT) == ITEM_HOOKSHOT) {
pauseCtx->worldMapPoints[7] = 2;
}
if (gSaveContext.eventChkInf[4] & 0x200) {
pauseCtx->worldMapPoints[7] = 1;
}
if (gBitFlags[1] & gSaveContext.worldMapAreaData) {
pauseCtx->worldMapPoints[8] = 1;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
pauseCtx->worldMapPoints[8] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_SUN)) {
pauseCtx->worldMapPoints[8] = 1;
}
if (gSaveContext.eventChkInf[4] & 0x20) {
pauseCtx->worldMapPoints[8] = 2;
}
if (INV_CONTENT(ITEM_HOOKSHOT) == ITEM_HOOKSHOT) {
pauseCtx->worldMapPoints[8] = 1;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_STORMS)) {
pauseCtx->worldMapPoints[8] = 2;
}
if (gSaveContext.eventChkInf[6] & 0x80) {
pauseCtx->worldMapPoints[8] = 1;
}
if (gSaveContext.eventChkInf[10] & 0x400) {
pauseCtx->worldMapPoints[8] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
pauseCtx->worldMapPoints[8] = 1;
}
if (gBitFlags[10] & gSaveContext.worldMapAreaData) {
pauseCtx->worldMapPoints[9] = 1;
}
if (gSaveContext.eventChkInf[0] & 0x8000) {
pauseCtx->worldMapPoints[9] = 2;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) {
pauseCtx->worldMapPoints[9] = 1;
}
if (INV_CONTENT(ITEM_HOOKSHOT) == ITEM_HOOKSHOT) {
pauseCtx->worldMapPoints[9] = 2;
}
if (gSaveContext.eventChkInf[4] & 0x100) {
pauseCtx->worldMapPoints[9] = 1;
}
pauseCtx->worldMapPoints[10] = 2;
if (gSaveContext.eventChkInf[0] & 0x200) {
pauseCtx->worldMapPoints[10] = 1;
}
if (gSaveContext.eventChkInf[6] & 0x4000) {
pauseCtx->worldMapPoints[10] = 2;
}
if (gSaveContext.eventChkInf[0] & 0x8000) {
pauseCtx->worldMapPoints[10] = 1;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
pauseCtx->worldMapPoints[11] = 1;
}
if (gSaveContext.eventChkInf[2] & 0x20) {
pauseCtx->worldMapPoints[11] = 2;
}
if (gSaveContext.eventChkInf[3] & 0x80) {
pauseCtx->worldMapPoints[11] = 1;
}
if (INV_CONTENT(ITEM_HOOKSHOT) == ITEM_HOOKSHOT) {
pauseCtx->worldMapPoints[11] = 2;
}
if (CHECK_OWNED_EQUIP(EQUIP_BOOTS, 1)) {
pauseCtx->worldMapPoints[11] = 1;
}
pauseCtx->tradeQuestLocation = 0xFF;
i = INV_CONTENT(ITEM_TRADE_ADULT);
if (LINK_AGE_IN_YEARS == YEARS_ADULT) {
if ((i <= ITEM_POCKET_CUCCO) || (i == ITEM_ODD_MUSHROOM)) {
pauseCtx->tradeQuestLocation = 8;
}
if ((i == ITEM_COJIRO) || (i == ITEM_ODD_POTION)) {
pauseCtx->tradeQuestLocation = 9;
}
if (i == ITEM_SAW) {
pauseCtx->tradeQuestLocation = 2;
}
if ((i == ITEM_SWORD_BROKEN) || (i == ITEM_EYEDROPS)) {
pauseCtx->tradeQuestLocation = 7;
}
if (i == ITEM_PRESCRIPTION) {
pauseCtx->tradeQuestLocation = 11;
}
if (i == ITEM_FROG) {
pauseCtx->tradeQuestLocation = 3;
}
if ((i == ITEM_CLAIM_CHECK) && (gSaveContext.bgsFlag == 0)) {
pauseCtx->tradeQuestLocation = 7;
}
}
pauseCtx->state = 4;
break;
case 4:
if (pauseCtx->unk_1F4 == 160.0f) {
KaleidoScope_SetDefaultCursor(play);
//OTRTODO - Player on pause
//KaleidoScope_ProcessPlayerPreRender();
}
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 -= 160.0f / WREG(6);
pauseCtx->infoPanelOffsetY += 40 / WREG(6);
interfaceCtx->startAlpha += 255 / WREG(6);
WREG(16) += WREG(25) / WREG(6);
WREG(17) += WREG(26) / WREG(6);
XREG(5) += 150 / WREG(6);
pauseCtx->alpha += (u16)(255 / (WREG(6) + WREG(4)));
if (pauseCtx->unk_1F4 == 0) {
interfaceCtx->startAlpha = 255;
WREG(2) = 0;
pauseCtx->state = 5;
}
func_808265BC(play);
break;
case 5:
pauseCtx->alpha += (u16)(255 / (WREG(6) + WREG(4)));
func_808265BC(play);
if (pauseCtx->state == 6) {
KaleidoScope_UpdateNamePanel(play);
}
break;
case 6:
switch (pauseCtx->unk_1E4) {
case 0:
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
CVar_SetS32("gPauseBufferBlockInputFrame", 9);
if (CVar_GetS32("gCheatEasyPauseBufferEnabled", 0)) {
CVar_SetS32("gCheatEasyPauseBufferFrameAdvance", 13);
}
Interface_SetDoAction(play, DO_ACTION_NONE);
pauseCtx->state = 0x12;
WREG(2) = -6240;
func_800F64E0(0);
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
pauseCtx->mode = 0;
pauseCtx->promptChoice = 0;
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_DISABLED;
gSaveContext.buttonStatus[4] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
pauseCtx->unk_1EC = 0;
pauseCtx->state = 7;
}
break;
case 1:
func_808237B4(play, play->state.input);
break;
case 2:
pauseCtx->ocarinaStaff = Audio_OcaGetDisplayingStaff();
if (pauseCtx->ocarinaStaff->state == 0) {
pauseCtx->unk_1E4 = 4;
Audio_OcaSetInstrument(0);
}
break;
case 3:
KaleidoScope_UpdateItemEquip(play);
break;
case 4:
break;
case 5:
pauseCtx->ocarinaStaff = Audio_OcaGetPlayingStaff();
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
Audio_OcaSetInstrument(0);
Interface_SetDoAction(play, DO_ACTION_NONE);
pauseCtx->state = 0x12;
WREG(2) = -6240;
func_800F64E0(0);
pauseCtx->unk_1E4 = 0;
break;
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
Audio_OcaSetInstrument(0);
pauseCtx->unk_1E4 = 0;
pauseCtx->mode = 0;
pauseCtx->promptChoice = 0;
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_DISABLED;
gSaveContext.buttonStatus[4] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
pauseCtx->unk_1EC = 0;
pauseCtx->state = 7;
} else if (pauseCtx->ocarinaStaff->state == pauseCtx->ocarinaSongIdx) {
Audio_PlaySoundGeneral(NA_SE_SY_TRE_BOX_APPEAR, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
D_8082B258 = 0;
D_8082B25C = 30;
pauseCtx->unk_1E4 = 6;
} else if (pauseCtx->ocarinaStaff->state == 0xFF) {
Audio_PlaySoundGeneral(NA_SE_SY_OCARINA_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
D_8082B258 = 4;
D_8082B25C = 20;
pauseCtx->unk_1E4 = 6;
}
break;
case 6:
D_8082B25C--;
if (D_8082B25C == 0) {
pauseCtx->unk_1E4 = D_8082B258;
if (pauseCtx->unk_1E4 == 0) {
Audio_OcaSetInstrument(0);
}
}
break;
case 7:
break;
case 8:
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
Audio_OcaSetInstrument(0);
Interface_SetDoAction(play, DO_ACTION_NONE);
pauseCtx->state = 0x12;
WREG(2) = -6240;
func_800F64E0(0);
pauseCtx->unk_1E4 = 0;
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
Audio_OcaSetInstrument(0);
pauseCtx->unk_1E4 = 0;
pauseCtx->mode = 0;
pauseCtx->promptChoice = 0;
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_DISABLED;
gSaveContext.buttonStatus[4] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_DISABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
pauseCtx->unk_1EC = 0;
pauseCtx->state = 7;
}
break;
case 9:
break;
default:
pauseCtx->unk_1E4 = 0;
break;
}
break;
case 7:
switch (pauseCtx->unk_1EC) {
case 0:
pauseCtx->unk_204 -= 314.0f / WREG(6);
WREG(16) -= WREG(25) / WREG(6);
WREG(17) -= WREG(26) / WREG(6);
if (pauseCtx->unk_204 <= -628.0f) {
pauseCtx->unk_204 = -628.0f;
pauseCtx->unk_1EC = 1;
}
break;
case 1:
if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
if (pauseCtx->promptChoice != 0) {
Interface_SetDoAction(play, DO_ACTION_NONE);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
pauseCtx->unk_1EC = 2;
WREG(2) = -6240;
YREG(8) = pauseCtx->unk_204;
func_800F64E0(0);
} else {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Play_PerformSave(play);
pauseCtx->unk_1EC = 4;
D_8082B25C = CVar_GetS32("gSkipSaveConfirmation", 0) ? 3 /* 0.1 sec */ : 90 /* 3 secs */;
}
} else if (CHECK_BTN_ALL(input->press.button, BTN_START) ||
CHECK_BTN_ALL(input->press.button, BTN_B)) {
Interface_SetDoAction(play, DO_ACTION_NONE);
pauseCtx->unk_1EC = 2;
WREG(2) = -6240;
YREG(8) = pauseCtx->unk_204;
func_800F64E0(0);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
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gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
}
break;
case 4:
if (CHECK_BTN_ALL(input->press.button, BTN_B) || CHECK_BTN_ALL(input->press.button, BTN_A) ||
CHECK_BTN_ALL(input->press.button, BTN_START) || (--D_8082B25C == 0)) {
Interface_SetDoAction(play, DO_ACTION_NONE);
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = BTN_ENABLED;
2022-06-22 22:24:20 -04:00
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
gSaveContext.buttonStatus[8] = BTN_ENABLED;
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(50);
pauseCtx->unk_1EC = 5;
WREG(2) = -6240;
YREG(8) = pauseCtx->unk_204;
func_800F64E0(0);
}
break;
case 3:
case 6:
pauseCtx->unk_204 += 314.0f / WREG(6);
WREG(16) += WREG(25) / WREG(6);
WREG(17) += WREG(26) / WREG(6);
if (pauseCtx->unk_204 >= -314.0f) {
pauseCtx->state = 6;
pauseCtx->unk_1EC = 0;
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = 0.0f;
pauseCtx->unk_204 = -314.0f;
}
break;
case 2:
case 5:
if (pauseCtx->unk_204 != (YREG(8) + 160.0f)) {
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 +=
160.0f / WREG(6);
pauseCtx->unk_204 += 160.0f / WREG(6);
pauseCtx->infoPanelOffsetY -= 40 / WREG(6);
WREG(16) -= WREG(25) / WREG(6);
WREG(17) -= WREG(26) / WREG(6);
XREG(5) -= 150 / WREG(6);
pauseCtx->alpha -= (u16)(255 / WREG(6));
if (pauseCtx->unk_204 == (YREG(8) + 160.0f)) {
pauseCtx->alpha = 0;
}
} else {
pauseCtx->debugState = 0;
pauseCtx->state = 0x13;
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = 160.0f;
pauseCtx->namedItem = PAUSE_ITEM_NONE;
pauseCtx->unk_1E4 = 0;
pauseCtx->unk_204 = -434.0f;
}
break;
}
break;
case 0xA:
pauseCtx->cursorSlot[PAUSE_MAP] = pauseCtx->cursorPoint[PAUSE_MAP] = pauseCtx->dungeonMapSlot =
VREG(30) + 3;
WREG(16) = -175;
WREG(17) = 155;
pauseCtx->unk_204 = -434.0f;
Interface_ChangeAlpha(1);
#if 1
pauseCtx->iconItemSegment = (void*)(((uintptr_t)play->objectCtx.spaceStart + 0x30) & ~0x3F);
size0 = (uintptr_t)_icon_item_staticSegmentRomEnd - (uintptr_t)_icon_item_staticSegmentRomStart;
osSyncPrintf("icon_item size0=%x\n", size0);
DmaMgr_SendRequest1(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart, size0,
__FILE__, __LINE__);
pauseCtx->iconItem24Segment = (void*)(((uintptr_t)pauseCtx->iconItemSegment + size0 + 0xF) & ~0xF);
//size = (uintptr_t)_icon_item_24_staticSegmentRomEnd - (uintptr_t)_icon_item_24_staticSegmentRomStart;
osSyncPrintf("icon_item24 size=%x\n", size);
//DmaMgr_SendRequest1(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
//__FILE__, __LINE__);
pauseCtx->iconItemAltSegment = (void*)(((uintptr_t)pauseCtx->iconItem24Segment + size + 0xF) & ~0xF);
//size2 = (uintptr_t)_icon_item_gameover_staticSegmentRomEnd - (uintptr_t)_icon_item_gameover_staticSegmentRomStart;
//osSyncPrintf("icon_item_dungeon gameover-size2=%x\n", size2);
//DmaMgr_SendRequest1(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_gameover_staticSegmentRomStart, size2,
//__FILE__, __LINE__);
pauseCtx->iconItemLangSegment = (void*)(((uintptr_t)pauseCtx->iconItemAltSegment + size2 + 0xF) & ~0xF);
/*
if (gSaveContext.language == LANGUAGE_ENG) {
size = (uintptr_t)_icon_item_nes_staticSegmentRomEnd - (uintptr_t)_icon_item_nes_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_nes_staticSegmentRomStart, size,
__FILE__, __LINE__);
} else if (gSaveContext.language == LANGUAGE_GER) {
size = (uintptr_t)_icon_item_ger_staticSegmentRomEnd - (uintptr_t)_icon_item_ger_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart, size,
__FILE__, __LINE__);
} else {
size = (uintptr_t)_icon_item_fra_staticSegmentRomEnd - (uintptr_t)_icon_item_fra_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
DmaMgr_SendRequest1(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart, size,
__FILE__, __LINE__);
}
*/
#endif
D_8082AB8C = 255;
D_8082AB90 = 130;
D_8082AB94 = 0;
D_8082AB98 = 0;
D_8082AB9C = 30;
D_8082ABA0 = 0;
D_8082ABA4 = 0;
D_8082B260 = 30;
VREG(88) = 98;
pauseCtx->promptChoice = 0;
pauseCtx->state++;
break;
case 0xB:
stepR = ABS(D_8082AB8C - 30) / D_8082B260;
stepG = ABS(D_8082AB90) / D_8082B260;
stepB = ABS(D_8082AB94) / D_8082B260;
stepA = ABS(D_8082AB98 - 255) / D_8082B260;
if (D_8082AB8C >= 30) {
D_8082AB8C -= stepR;
} else {
D_8082AB8C += stepR;
}
if (D_8082AB90 >= 0) {
D_8082AB90 -= stepG;
} else {
D_8082AB90 += stepG;
}
if (D_8082AB94 >= 0) {
D_8082AB94 -= stepB;
} else {
D_8082AB94 += stepB;
}
if (D_8082AB98 >= 255) {
D_8082AB98 -= stepA;
} else {
D_8082AB98 += stepA;
}
stepR = ABS(D_8082AB9C - 255) / D_8082B260;
stepG = ABS(D_8082ABA0 - 130) / D_8082B260;
stepB = ABS(D_8082ABA4) / D_8082B260;
if (D_8082AB9C >= 255) {
D_8082AB9C -= stepR;
} else {
D_8082AB9C += stepR;
}
if (D_8082ABA0 >= 130) {
D_8082ABA0 -= stepG;
} else {
D_8082ABA0 += stepG;
}
if (D_8082ABA4 >= 0) {
D_8082ABA4 -= stepB;
} else {
D_8082ABA4 += stepB;
}
D_8082B260--;
if (D_8082B260 == 0) {
D_8082AB8C = 30;
D_8082AB90 = 0;
D_8082AB94 = 0;
D_8082AB98 = 255;
D_8082AB9C = 255;
D_8082ABA0 = 130;
D_8082ABA4 = 0;
pauseCtx->state++;
D_8082B260 = 40;
}
break;
case 0xC:
D_8082B260--;
if (D_8082B260 == 0) {
pauseCtx->state = 0xD;
}
break;
case 0xD:
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 = pauseCtx->unk_204 -=
160.0f / WREG(6);
pauseCtx->infoPanelOffsetY += 40 / WREG(6);
interfaceCtx->startAlpha += 255 / WREG(6);
VREG(88) -= 3;
WREG(16) += WREG(25) / WREG(6);
WREG(17) += WREG(26) / WREG(6);
XREG(5) += 150 / WREG(6);
pauseCtx->alpha += (u16)(255 / (WREG(6) + WREG(4)));
if (pauseCtx->unk_204 < -628.0f) {
pauseCtx->unk_204 = -628.0f;
interfaceCtx->startAlpha = 255;
VREG(88) = 66;
WREG(2) = 0;
pauseCtx->alpha = 255;
pauseCtx->state = 0xE;
gSaveContext.deaths++;
if (gSaveContext.deaths > 999) {
gSaveContext.deaths = 999;
}
}
osSyncPrintf("kscope->angle_s = %f\n", pauseCtx->unk_204);
break;
case 0xE:
if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
if (pauseCtx->promptChoice != 0) {
pauseCtx->promptChoice = 0;
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
pauseCtx->state = 0x10;
gameOverCtx->state++;
} else {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
pauseCtx->promptChoice = 0;
Play_SaveSceneFlags(play);
gSaveContext.savedSceneNum = play->sceneNum;
Save_SaveFile();
pauseCtx->state = 0xF;
D_8082B25C = CVar_GetS32("gSkipSaveConfirmation", 0) ? 3 /* 0.1 sec */ : 90 /* 3 secs */;
}
}
break;
case 0xF:
D_8082B25C--;
if (D_8082B25C == 0) {
pauseCtx->state = 0x10;
gameOverCtx->state++;
} else if ((D_8082B25C <= 80) &&
(CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->press.button, BTN_START))) {
pauseCtx->state = 0x10;
gameOverCtx->state++;
func_800F64E0(0);
}
break;
case 0x10:
if (CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->press.button, BTN_START)) {
if (pauseCtx->promptChoice == 0) {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Play_SaveSceneFlags(play);
switch (gSaveContext.entranceIndex) {
case 0x0000:
case 0x0004:
case 0x0028:
case 0x0169:
case 0x0165:
case 0x0010:
case 0x0082:
case 0x0037:
case 0x041B:
case 0x0008:
case 0x0088:
case 0x0486:
case 0x0098:
case 0x0467:
case 0x0179:
break;
case 0x040F:
gSaveContext.entranceIndex = 0x0000;
break;
case 0x040B:
gSaveContext.entranceIndex = 0x0004;
break;
case 0x0301:
gSaveContext.entranceIndex = 0x0028;
break;
case 0x000C:
gSaveContext.entranceIndex = 0x0169;
break;
case 0x0305:
gSaveContext.entranceIndex = 0x0165;
break;
case 0x0417:
gSaveContext.entranceIndex = 0x0010;
break;
case 0x008D:
gSaveContext.entranceIndex = 0x0082;
break;
case 0x0413:
gSaveContext.entranceIndex = 0x0037;
break;
case 0x041F:
gSaveContext.entranceIndex = 0x041B;
break;
}
} else {
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}
pauseCtx->state = 0x11;
}
break;
case 0x11:
if (interfaceCtx->unk_244 != 255) {
interfaceCtx->unk_244 += 10;
if (interfaceCtx->unk_244 >= 255) {
interfaceCtx->unk_244 = 255;
pauseCtx->state = 0;
R_UPDATE_RATE = 3;
R_PAUSE_MENU_MODE = 0;
func_800981B8(&play->objectCtx);
func_800418D0(&play->colCtx, play);
if (pauseCtx->promptChoice == 0) {
Play_TriggerRespawn(play);
gSaveContext.respawnFlag = -2;
2022-11-14 06:13:21 -05:00
// In ER, handle death warp to last entrance from grottos
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
Grotto_ForceGrottoReturn();
}
gSaveContext.nextTransitionType = 2;
gSaveContext.health = 0x30;
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
gSaveContext.healthAccumulator = 0;
gSaveContext.magicState = 0;
gSaveContext.prevMagicState = 0;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d → ", gSaveContext.magicFillTarget);
gSaveContext.magicCapacity = 0;
gSaveContext.magicFillTarget = gSaveContext.magic;
gSaveContext.magicLevel = gSaveContext.magic = 0;
osSyncPrintf("MAGIC_NOW=%d ", gSaveContext.magic);
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
osSyncPrintf(VT_RST);
} else {
play->state.running = 0;
SET_NEXT_GAMESTATE(&play->state, Opening_Init, OpeningContext);
}
}
}
break;
case 0x12:
if (pauseCtx->unk_1F4 != 160.0f) {
pauseCtx->unk_1F4 = pauseCtx->unk_1F8 = pauseCtx->unk_1FC = pauseCtx->unk_200 += 160.0f / WREG(6);
pauseCtx->infoPanelOffsetY -= 40 / WREG(6);
interfaceCtx->startAlpha -= 255 / WREG(6);
WREG(16) -= WREG(25) / WREG(6);
WREG(17) -= WREG(26) / WREG(6);
XREG(5) -= 150 / WREG(6);
pauseCtx->alpha -= (u16)(255 / WREG(6));
if (pauseCtx->unk_1F4 == 160.0f) {
pauseCtx->alpha = 0;
}
} else {
pauseCtx->debugState = 0;
pauseCtx->state = 0x13;
pauseCtx->unk_200 = 160.0f;
pauseCtx->unk_1FC = 160.0f;
pauseCtx->unk_1F8 = 160.0f;
pauseCtx->unk_1F4 = 160.0f;
pauseCtx->namedItem = PAUSE_ITEM_NONE;
play->interfaceCtx.startAlpha = 0;
}
break;
case 0x13:
pauseCtx->state = 0;
R_UPDATE_RATE = 3;
R_PAUSE_MENU_MODE = 0;
CVar_SetS32("gPauseTriforce", 0);
func_800981B8(&play->objectCtx);
func_800418D0(&play->colCtx, play);
switch (play->sceneNum) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
Map_InitData(play, play->interfaceCtx.mapRoomNum);
break;
}
2022-06-22 22:24:20 -04:00
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = sButtonStatusSave[buttonIndex];
}
interfaceCtx->unk_1FA = interfaceCtx->unk_1FC = 0;
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("i=%d LAST_TIME_TYPE=%d\n", i, gSaveContext.unk_13EE);
gSaveContext.unk_13EA = 0;
Interface_ChangeAlpha(gSaveContext.unk_13EE);
player->targetActor = NULL;
Player_SetEquipmentData(play, player);
osSyncPrintf(VT_RST);
break;
}
}