Shipwright/soh/src/code/z_demo.c

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C
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#include "global.h"
#include "z64camera.h"
#include <string.h>
#include "scenes/indoors/tokinoma/tokinoma_scene.h"
#include "scenes/overworld/spot00/spot00_scene.h"
#include "scenes/overworld/spot01/spot01_scene.h"
#include "scenes/overworld/spot02/spot02_scene.h"
#include "scenes/overworld/spot04/spot04_scene.h"
#include "scenes/overworld/spot05/spot05_scene.h"
#include "scenes/overworld/spot06/spot06_scene.h"
#include "scenes/overworld/spot07/spot07_scene.h"
#include "scenes/overworld/spot08/spot08_scene.h"
#include "scenes/overworld/spot09/spot09_scene.h"
#include "scenes/overworld/spot11/spot11_scene.h"
#include "scenes/overworld/spot12/spot12_scene.h"
#include "scenes/overworld/spot15/spot15_scene.h"
#include "scenes/overworld/spot16/spot16_scene.h"
#include "scenes/overworld/spot17/spot17_scene.h"
#include "scenes/overworld/spot18/spot18_scene.h"
#include "scenes/overworld/spot20/spot20_scene.h"
#include "scenes/dungeons/bdan/bdan_scene.h"
#include "scenes/dungeons/ddan/ddan_scene.h"
#include "scenes/dungeons/ydan/ydan_scene.h"
#include "scenes/dungeons/ganontika/ganontika_scene.h"
#include "scenes/dungeons/ganon_tou/ganon_tou_scene.h"
#include "scenes/dungeons/jyasinboss/jyasinboss_scene.h"
#include "scenes/dungeons/ice_doukutu/ice_doukutu_scene.h"
#include "scenes/misc/hakaana_ouke/hakaana_ouke_scene.h"
u16 D_8011E1C0 = 0;
u16 D_8011E1C4 = 0;
typedef void (*CutsceneStateHandler)(GlobalContext*, CutsceneContext*);
void func_80064720(GlobalContext* globalCtx, CutsceneContext* csCtx);
void func_80064760(GlobalContext* globalCtx, CutsceneContext* csCtx);
void func_800647C0(GlobalContext* globalCtx, CutsceneContext* csCtx);
void func_80068C3C(GlobalContext* globalCtx, CutsceneContext* csCtx);
void func_80068D84(GlobalContext* globalCtx, CutsceneContext* csCtx);
void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx);
CutsceneStateHandler sCsStateHandlers1[] = {
func_80064720, func_80064760, func_80064720, func_80068D84, func_80064720,
};
CutsceneStateHandler sCsStateHandlers2[] = {
func_80064720, func_800647C0, func_80068C3C, func_80068DC0, func_80068C3C,
};
u8 sTitleCsState = 0;
EntranceCutscene sEntranceCutsceneTable[] = {
{ 0x0185, 2, 0xA0, gHyruleFieldIntroCs },
{ 0x013D, 2, 0xA1, gDMTIntroCs },
{ 0x00DB, 2, 0xA3, gKakarikoVillageIntroCs },
{ 0x0108, 2, 0xA4, gZorasDomainIntroCs },
{ 0x0138, 1, 0xA5, gHyruleCastleIntroCs },
{ 0x014D, 2, 0xA6, gGoronCityIntroCs },
{ 0x0053, 2, 0xA7, gTempleOfTimeIntroCs },
{ 0x0000, 2, 0xA8, gDekuTreeIntroCs },
{ 0x028A, 0, 0x18, gHyruleFieldSouthEponaJumpCs },
{ 0x0292, 0, 0x18, gHyruleFieldEastEponaJumpCs },
{ 0x028E, 0, 0x18, gHyruleFieldWestEponaJumpCs },
{ 0x0476, 0, 0x18, gHyruleFieldGateEponaJumpCs },
{ 0x050F, 1, 0xA9, gHyruleFieldGetOoTCs },
{ 0x0102, 2, 0xB1, gLakeHyliaIntroCs },
{ 0x0117, 2, 0xB2, gGerudoValleyIntroCs },
{ 0x0129, 2, 0xB3, gGerudoFortressIntroCs },
{ 0x0157, 2, 0xB4, gLonLonRanchIntroCs },
{ 0x0028, 2, 0xB5, gJabuJabuIntroCs },
{ 0x00E4, 2, 0xB6, gGraveyardIntroCs },
{ 0x0225, 2, 0xB7, gZorasFountainIntroCs },
{ 0x0123, 2, 0xB8, gDesertColossusIntroCs },
{ 0x0147, 2, 0xB9, gDeathMountainCraterIntroCs },
{ 0x0138, 0, 0xBA, gGanonsCastleIntroCs },
{ 0x0574, 2, 0x5A, gSunSongGraveSunSongTeachPart2Cs },
{ 0x0538, 2, 0xBB, gForestBarrierCs },
{ 0x053C, 2, 0xBC, gWaterBarrierCs },
{ 0x0540, 2, 0xBD, gShadowBarrierCs },
{ 0x0544, 2, 0xBE, gFireBarrierCs },
{ 0x0548, 2, 0xBF, gLightBarrierCs },
{ 0x054C, 2, 0xAD, gSpiritBarrierCs },
{ 0x008D, 0, 0xC0, gSpiritBossNabooruKnuckleIntroCs },
{ 0x03B4, 0, 0xC7, gGerudoFortressFirstCaptureCs },
{ 0x0246, 2, 0xB9, gDeathMountainCraterIntroCs },
{ 0x05E8, 2, 0xC6, gKokiriForestDekuSproutCs },
};
// Unused, seems to be an early list of dungeon entrance cutscene locations
void* D_8011E304[] = {
gDekuTreeIntroCs, gJabuJabuIntroCs, gDcOpeningCs, gMinuetCs, gIceCavernSerenadeCs, gTowerBarrierCs,
};
u16 D_8015FCC0;
u16 D_8015FCC2;
u16 D_8015FCC4;
s16 D_8015FCC6;
u8 D_8015FCC8;
s16 sQuakeIndex;
u16 D_8015FCCC; // only written to, never read
char D_8015FCD0[20]; // unreferenced
u8 D_8015FCE4; // only written to, never read
void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx);
void Cutscene_DrawDebugInfo(GlobalContext* globalCtx, Gfx** dlist, CutsceneContext* csCtx) {
GfxPrint printer;
s32 pad[2];
GfxPrint_Init(&printer);
GfxPrint_Open(&printer, *dlist);
GfxPrint_SetPos(&printer, 22, 25);
GfxPrint_SetColor(&printer, 255, 255, 55, 32);
GfxPrint_Printf(&printer, "%s", "FLAME ");
GfxPrint_SetColor(&printer, 255, 255, 255, 32);
GfxPrint_Printf(&printer, "%06d", csCtx->frames);
GfxPrint_SetColor(&printer, 50, 255, 255, 60);
GfxPrint_SetPos(&printer, 4, 26);
GfxPrint_Printf(&printer, "%s", "SKIP=(START) or (Cursole Right)");
*dlist = GfxPrint_Close(&printer);
GfxPrint_Destroy(&printer);
}
void func_8006450C(GlobalContext* globalCtx, CutsceneContext* csCtx) {
csCtx->state = CS_STATE_IDLE;
csCtx->unk_0C = 0.0f;
}
void func_80064520(GlobalContext* globalCtx, CutsceneContext* csCtx) {
csCtx->state = CS_STATE_SKIPPABLE_INIT;
csCtx->linkAction = NULL;
}
void func_80064534(GlobalContext* globalCtx, CutsceneContext* csCtx) {
if (csCtx->state != CS_STATE_UNSKIPPABLE_EXEC) {
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
}
}
void func_80064558(GlobalContext* globalCtx, CutsceneContext* csCtx) {
if (gSaveContext.cutsceneIndex < 0xFFF0) {
sCsStateHandlers1[csCtx->state](globalCtx, csCtx);
}
}
void func_800645A0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
Input* input = &globalCtx->state.input[0];
if (CHECK_BTN_ALL(input->press.button, BTN_DLEFT) && (csCtx->state == CS_STATE_IDLE) &&
(gSaveContext.sceneSetupIndex >= 4)) {
D_8015FCC8 = 0;
gSaveContext.cutsceneIndex = 0xFFFD;
gSaveContext.cutsceneTrigger = 1;
}
if (CHECK_BTN_ALL(input->press.button, BTN_DUP) && (csCtx->state == CS_STATE_IDLE) &&
(gSaveContext.sceneSetupIndex >= 4) && !gDbgCamEnabled) {
D_8015FCC8 = 1;
gSaveContext.cutsceneIndex = 0xFFFD;
gSaveContext.cutsceneTrigger = 1;
}
if ((gSaveContext.cutsceneTrigger != 0) && (globalCtx->sceneLoadFlag == 0x14)) {
gSaveContext.cutsceneTrigger = 0;
}
if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) {
osSyncPrintf("\nデモ開始要求 発令!"); // "Cutscene start request announcement!"
gSaveContext.cutsceneIndex = 0xFFFD;
gSaveContext.cutsceneTrigger = 1;
}
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
func_80068ECC(globalCtx, csCtx);
sCsStateHandlers2[csCtx->state](globalCtx, csCtx);
}
}
void func_80064720(GlobalContext* globalCtx, CutsceneContext* csCtx) {
}
u32 func_8006472C(GlobalContext* globalCtx, CutsceneContext* csCtx, f32 target) {
return Math_StepToF(&csCtx->unk_0C, target, 0.1f);
}
void func_80064760(GlobalContext* globalCtx, CutsceneContext* csCtx) {
Interface_ChangeAlpha(1);
ShrinkWindow_SetVal(0x20);
if (func_8006472C(globalCtx, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(1);
csCtx->state++;
}
}
void func_800647C0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
func_80068C3C(globalCtx, csCtx);
Interface_ChangeAlpha(1);
ShrinkWindow_SetVal(0x20);
if (func_8006472C(globalCtx, csCtx, 1.0f)) {
Audio_SetCutsceneFlag(1);
csCtx->state++;
}
}
// Command 3: Misc. Actions
void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
Player* player = GET_PLAYER(globalCtx);
f32 temp;
u8 sp3F = 0;
if ((csCtx->frames < cmd->startFrame) || ((csCtx->frames >= cmd->endFrame) && (cmd->endFrame != cmd->startFrame))) {
return;
}
temp = Environment_LerpWeight(cmd->endFrame - 1, cmd->startFrame, csCtx->frames);
if (csCtx->frames == cmd->startFrame) {
sp3F = 1;
}
switch (cmd->base) {
case 1:
if (sp3F != 0) {
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_RAIN, CHANNEL_IO_PORT_4, 0x3F);
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_RAIN, CHANNEL_IO_PORT_1, 1);
globalCtx->envCtx.unk_EE[0] = 20;
}
break;
case 2:
if (sp3F != 0) {
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_LIGHTNING, CHANNEL_IO_PORT_0, 0);
Environment_AddLightningBolts(globalCtx, 3);
gLightningStrike.state = LIGHTNING_STRIKE_START;
}
break;
case 3:
if (sp3F != 0) {
Flags_SetEnv(globalCtx, 0);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (gSaveContext.entranceIndex == 0x0053 || (gSaveContext.n64ddFlag && gSaveContext.entranceIndex == 0x05F4)) {
Flags_SetEnv(globalCtx, 2);
}
}
break;
case 6:
if (globalCtx->envCtx.adjFogFar < 12800) {
globalCtx->envCtx.adjFogFar += 35;
}
break;
case 7:
if (sp3F != 0) {
globalCtx->envCtx.unk_19 = 1;
globalCtx->envCtx.unk_17 = 1;
globalCtx->envCtx.unk_18 = 0;
globalCtx->envCtx.unk_1A = 0x3C;
globalCtx->envCtx.unk_21 = 1;
globalCtx->envCtx.unk_1F = 0;
globalCtx->envCtx.unk_20 = 1;
globalCtx->envCtx.unk_22 = globalCtx->envCtx.unk_24 = 0x3C;
}
break;
case 8:
if (globalCtx->roomCtx.unk_74[0] < 0x80) {
globalCtx->roomCtx.unk_74[0] += 4;
}
break;
case 9:
globalCtx->envCtx.unk_EE[3] = 16;
break;
case 10:
Flags_SetEnv(globalCtx, 1);
break;
case 11:
if (globalCtx->roomCtx.unk_74[0] < 0x672) {
globalCtx->roomCtx.unk_74[0] += 0x14;
}
if (csCtx->frames == 0x30F) {
func_80078884(NA_SE_EV_DEKU_DEATH);
} else if (csCtx->frames == 0x2CD) {
globalCtx->roomCtx.unk_74[0] = 0;
}
break;
case 12:
if (sp3F != 0) {
if (csCtx->state != CS_STATE_UNSKIPPABLE_EXEC) {
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
}
}
break;
case 13:
if (globalCtx->roomCtx.unk_74[1] == 0) {
func_80078884(NA_SE_EV_TRIFORCE_FLASH);
}
if (globalCtx->roomCtx.unk_74[1] < 0xFF) {
globalCtx->roomCtx.unk_74[1] += 5;
}
break;
case 14:
if (sp3F != 0) {
func_800BC490(globalCtx, 1);
}
break;
case 15:
if (sp3F != 0) {
TitleCard_InitPlaceName(globalCtx, &globalCtx->actorCtx.titleCtx, player->giObjectSegment, 160, 120,
144, 24, 20);
}
break;
case 16:
if (sp3F != 0) {
sQuakeIndex = Quake_Add(GET_ACTIVE_CAM(globalCtx), 6);
Quake_SetSpeed(sQuakeIndex, 0x7FFF);
Quake_SetQuakeValues(sQuakeIndex, 4, 0, 1000, 0);
Quake_SetCountdown(sQuakeIndex, 800);
}
break;
case 17:
if (sp3F != 0) {
Quake_RemoveFromIdx(sQuakeIndex);
}
break;
case 18:
globalCtx->envCtx.unk_EE[0] = 0;
globalCtx->envCtx.gloomySkyMode = 2;
if (gSaveContext.dayTime < 0x4AAB) {
gSaveContext.dayTime += 30;
}
if (globalCtx->envCtx.unk_EE[1] == 0) {
gWeatherMode = 0;
Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_RAIN, CHANNEL_IO_PORT_1, 0);
}
break;
case 19:
gSaveContext.eventChkInf[6] |= 0x0020;
break;
case 20:
gSaveContext.eventChkInf[6] |= 0x0080;
break;
case 21:
gSaveContext.eventChkInf[6] |= 0x0200;
break;
case 22:
D_801614B0.r = 255;
D_801614B0.g = 255;
D_801614B0.b = 255;
D_801614B0.a = 255;
break;
case 23:
D_801614B0.r = 255;
D_801614B0.g = 180;
D_801614B0.b = 100;
D_801614B0.a = 255.0f * temp;
break;
case 24:
globalCtx->roomCtx.curRoom.segment = NULL;
break;
case 25:
gSaveContext.dayTime += 30;
if ((gSaveContext.dayTime) > 0xCAAA) {
gSaveContext.dayTime = 0xCAAA;
}
break;
case 26:
if ((gSaveContext.dayTime < 0x3000) || (gSaveContext.dayTime >= 0x4555)) {
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xAAAB)) {
globalCtx->envCtx.unk_BF = 1;
} else if ((gSaveContext.dayTime >= 0xAAAB) && (gSaveContext.dayTime < 0xC556)) {
globalCtx->envCtx.unk_BF = 2;
} else {
globalCtx->envCtx.unk_BF = 3;
}
}
break;
case 27:
if (globalCtx->state.frames & 8) {
if (globalCtx->envCtx.adjAmbientColor[0] < 40) {
globalCtx->envCtx.adjAmbientColor[0] += 2;
globalCtx->envCtx.adjLight1Color[1] -= 3;
globalCtx->envCtx.adjLight1Color[2] -= 3;
}
} else {
if (globalCtx->envCtx.adjAmbientColor[0] > 2) {
globalCtx->envCtx.adjAmbientColor[0] -= 2;
globalCtx->envCtx.adjLight1Color[1] += 3;
globalCtx->envCtx.adjLight1Color[2] += 3;
}
}
break;
case 28:
globalCtx->unk_11DE9 = 1;
break;
case 29:
globalCtx->unk_11DE9 = 0;
break;
case 30:
Flags_SetEnv(globalCtx, 3);
break;
case 31:
Flags_SetEnv(globalCtx, 4);
break;
case 32:
if (sp3F != 0) {
globalCtx->envCtx.sandstormState = 1;
}
func_800788CC(NA_SE_EV_SAND_STORM - SFX_FLAG);
break;
case 33:
gSaveContext.sunsSongState = SUNSSONG_START;
break;
case 34:
if (IS_DAY) {
gSaveContext.dayTime -= gTimeIncrement;
} else {
gSaveContext.dayTime -= gTimeIncrement * 2;
}
break;
case 35:
func_800EE824();
csCtx->frames = cmd->startFrame - 1;
break;
}
}
// Command 4: Set Environment Lighting
void Cutscene_Command_SetLighting(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdEnvLighting* cmd) {
if (csCtx->frames == cmd->startFrame) {
globalCtx->envCtx.unk_BF = cmd->setting - 1;
globalCtx->envCtx.unk_D8 = 1.0f;
}
}
// Command 0x56: Play Background Music
void Cutscene_Command_PlayBGM(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicChange* cmd) {
if (csCtx->frames == cmd->startFrame) {
func_800F595C(cmd->sequence - 1);
}
}
// Command 0x57: Stop Background Music
void Cutscene_Command_StopBGM(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicChange* cmd) {
if (csCtx->frames == cmd->startFrame) {
func_800F59E8(cmd->sequence - 1);
}
}
// Command 0x7C: Fade Background Music over duration
void Cutscene_Command_FadeBGM(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicFade* cmd) {
u8 var1;
if ((csCtx->frames == cmd->startFrame) && (csCtx->frames < cmd->endFrame)) {
var1 = cmd->endFrame - cmd->startFrame;
if (cmd->type == 3) {
Audio_QueueSeqCmd(var1 << 0x10 | (0x1 << 28 | SEQ_PLAYER_FANFARE << 24 | 0xFF));
} else {
Audio_QueueSeqCmd(var1 << 0x10 | (0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xFF));
}
}
}
// Command 9: ?
void Cutscene_Command_09(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdUnknown9* cmd) {
if (csCtx->frames == cmd->startFrame) {
func_800AA000(0.0f, cmd->unk_06, cmd->unk_07, cmd->unk_08);
}
}
// Command 0x8C: Set Time of Day & Environment Time
void func_80065134(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdDayTime* cmd) {
s16 temp1;
s16 temp2;
if (csCtx->frames == cmd->startFrame) {
temp1 = (cmd->hour * 60.0f) / (360.0f / 0x4000);
temp2 = (cmd->minute + 1) / (360.0f / 0x4000);
gSaveContext.dayTime = temp1 + temp2;
gSaveContext.skyboxTime = temp1 + temp2;
}
}
// Command 0x3E8: Code Execution (& Terminates Cutscene?)
void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
Player* player = GET_PLAYER(globalCtx);
s32 temp = 0;
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
// Automatically skip certain cutscenes when in rando
// cmd->base == 33: Zelda escaping with impa cutscene
// cmd->base == 8: Traveling back/forward in time cutscene
bool randoCsSkip = (gSaveContext.n64ddFlag && (cmd->base == 33 || cmd->base == 8));
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
bool debugCsSkip = (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_START) &&
(gSaveContext.fileNum != 0xFEDC) && CVar_GetS32("gDebugEnabled", 0));
if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (globalCtx->sceneNum != SCENE_SPOT00) &&
(csCtx->frames > 20) &&
(CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_START)) &&
(gSaveContext.fileNum != 0xFEDC) && (globalCtx->sceneLoadFlag == 0)) {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
temp = 1;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if ((csCtx->frames == cmd->startFrame) || (temp != 0) || ((csCtx->frames > 20) && (randoCsSkip || debugCsSkip))) {
csCtx->state = CS_STATE_UNSKIPPABLE_EXEC;
Audio_SetCutsceneFlag(0);
gSaveContext.unk_1410 = 1;
osSyncPrintf("\n分岐先指定!!=[%d]番", cmd->base); // "Future fork designation=No. [%d]"
if ((gSaveContext.gameMode != 0) && (csCtx->frames != cmd->startFrame)) {
gSaveContext.unk_13E7 = 1;
}
gSaveContext.cutsceneIndex = 0;
switch (cmd->base) {
case 1:
globalCtx->nextEntranceIndex = 0x00A0;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 2:
globalCtx->nextEntranceIndex = 0x00A0;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 10;
break;
case 3:
globalCtx->nextEntranceIndex = 0x0117;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 10;
break;
case 4:
globalCtx->nextEntranceIndex = 0x013D;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 10;
break;
case 5:
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 10;
break;
case 6:
globalCtx->nextEntranceIndex = 0x00A0;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 10;
break;
case 7:
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 11;
break;
case 8:
gSaveContext.fw.set = 0;
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0;
if (!(gSaveContext.eventChkInf[4] & 0x20)) {
gSaveContext.eventChkInf[4] |= 0x20;
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->fadeTransition = 11;
} else {
if (gSaveContext.sceneSetupIndex < 4) {
if (!LINK_IS_ADULT) {
globalCtx->linkAgeOnLoad = 0;
} else {
globalCtx->linkAgeOnLoad = 1;
}
}
globalCtx->nextEntranceIndex = 0x02CA;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
}
break;
case 9:
globalCtx->nextEntranceIndex = 0x0117;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 12;
break;
case 10:
globalCtx->nextEntranceIndex = 0x00BB;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 11:
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
case 12:
globalCtx->nextEntranceIndex = 0x047A;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 13:
globalCtx->nextEntranceIndex = 0x010E;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 14:
globalCtx->nextEntranceIndex = 0x0457;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 15:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->fadeTransition = 3;
break;
case 16:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF5;
globalCtx->fadeTransition = 3;
break;
case 17:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF6;
globalCtx->fadeTransition = 3;
break;
case 18:
gSaveContext.eventChkInf[4] |= 0x8000;
globalCtx->nextEntranceIndex = 0x0324;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 19:
globalCtx->nextEntranceIndex = 0x013D;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 4;
gSaveContext.cutsceneIndex = 0x8000;
break;
case 21:
globalCtx->nextEntranceIndex = 0x0102;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 3;
break;
case 22:
Item_Give(globalCtx, ITEM_SONG_REQUIEM);
globalCtx->nextEntranceIndex = 0x0123;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 3;
break;
case 23:
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF8;
globalCtx->fadeTransition = 3;
break;
case 24:
globalCtx->nextEntranceIndex = 0x0028;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 25:
globalCtx->linkAgeOnLoad = 0;
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 3;
break;
case 26:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->fadeTransition = 3;
break;
case 27:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF5;
globalCtx->fadeTransition = 3;
break;
case 28:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF6;
globalCtx->fadeTransition = 3;
break;
case 29:
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.chamberCutsceneNum = 0;
globalCtx->fadeTransition = 3;
break;
case 30:
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
Item_Give(globalCtx, ITEM_MEDALLION_FIRE);
gSaveContext.chamberCutsceneNum = 1;
break;
case 31:
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.chamberCutsceneNum = 2;
break;
case 32:
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x00CD;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->fadeTransition = 11;
break;
case 33:
globalCtx->nextEntranceIndex = 0x00CD;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
case 34:
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->fadeTransition = 3;
break;
case 35:
globalCtx->nextEntranceIndex = 0x00CD;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 4;
break;
case 38:
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->fadeTransition = 4;
break;
case 39:
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF9;
globalCtx->fadeTransition = 4;
break;
case 40:
globalCtx->linkAgeOnLoad = 0;
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFFA;
globalCtx->fadeTransition = 4;
break;
case 41:
globalCtx->nextEntranceIndex = 0x04E6;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 42:
globalCtx->nextEntranceIndex = 0x00DB;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->fadeTransition = 4;
break;
case 43:
globalCtx->nextEntranceIndex = 0x0503;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 4;
break;
case 44:
globalCtx->nextEntranceIndex = 0x0320;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 17;
break;
case 46:
gSaveContext.eventChkInf[4] |= 0x8000;
globalCtx->nextEntranceIndex = 0x0324;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 4;
break;
case 47:
Item_Give(globalCtx, ITEM_SONG_NOCTURNE);
gSaveContext.eventChkInf[5] |= 0x10;
globalCtx->nextEntranceIndex = 0x00DB;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 4;
break;
case 48:
globalCtx->nextEntranceIndex = 0x01ED;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 15;
gSaveContext.nextTransition = 15;
break;
case 49:
globalCtx->nextEntranceIndex = 0x058C;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 4;
break;
case 50:
globalCtx->nextEntranceIndex = 0x0513;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 17;
break;
case 51:
globalCtx->nextEntranceIndex = 0x00CD;
gSaveContext.cutsceneIndex = 0xFFF8;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 41;
break;
case 52:
globalCtx->nextEntranceIndex = 0x0053;
gSaveContext.cutsceneIndex = 0xFFF7;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 11;
break;
case 53:
globalCtx->nextEntranceIndex = 0x050F;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
case 54:
gSaveContext.gameMode = 3;
Audio_SetSoundBanksMute(0x6F);
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0117;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 55:
globalCtx->nextEntranceIndex = 0x0129;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 56:
globalCtx->nextEntranceIndex = 0x00DB;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 57:
globalCtx->nextEntranceIndex = 0x013D;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 58:
globalCtx->nextEntranceIndex = 0x014D;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 59:
globalCtx->nextEntranceIndex = 0x0102;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 60:
globalCtx->nextEntranceIndex = 0x010E;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 61:
globalCtx->nextEntranceIndex = 0x0108;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 62:
globalCtx->linkAgeOnLoad = 0;
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF6;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 63:
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF7;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 64:
globalCtx->nextEntranceIndex = 0x00CD;
gSaveContext.cutsceneIndex = 0xFFF5;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 65:
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0157;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 66:
globalCtx->nextEntranceIndex = 0x0554;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 67:
globalCtx->nextEntranceIndex = 0x027E;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 68:
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF5;
globalCtx->fadeTransition = 2;
break;
case 69:
globalCtx->nextEntranceIndex = 0x05E8;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 70:
globalCtx->nextEntranceIndex = 0x013D;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 71:
gSaveContext.equips.equipment |= 0x0100;
Player_SetEquipmentData(globalCtx, player);
gSaveContext.equips.equipment |= 0x1000;
Player_SetEquipmentData(globalCtx, player);
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 2;
break;
case 72:
globalCtx->nextEntranceIndex = 0x0400;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 73:
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->fadeTransition = 2;
break;
case 74:
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
break;
case 75:
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF4;
globalCtx->fadeTransition = 2;
break;
case 76:
globalCtx->linkAgeOnLoad = 0;
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF5;
globalCtx->fadeTransition = 2;
break;
case 77:
globalCtx->linkAgeOnLoad = 1;
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF6;
globalCtx->fadeTransition = 2;
break;
case 78:
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF7;
globalCtx->fadeTransition = 2;
break;
case 79:
case 80:
case 81:
case 82:
case 83:
case 84:
case 85:
case 86:
case 87:
case 88:
case 89:
case 90:
case 91:
case 92:
case 93:
globalCtx->nextEntranceIndex = 0x0157;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 94:
globalCtx->nextEntranceIndex = 0x02AE;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
case 95:
if ((gSaveContext.eventChkInf[4] & 0x100) && (gSaveContext.eventChkInf[4] & 0x200) &&
(gSaveContext.eventChkInf[4] & 0x400)) {
globalCtx->nextEntranceIndex = 0x0053;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->fadeTransition = 2;
} else {
switch (gSaveContext.sceneSetupIndex) {
case 8:
globalCtx->nextEntranceIndex = 0x00FC;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 9:
globalCtx->nextEntranceIndex = 0x0147;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 10:
globalCtx->nextEntranceIndex = 0x0102;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF0;
globalCtx->fadeTransition = 3;
break;
}
}
break;
case 96:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 5;
} else {
gSaveContext.eventChkInf[12] |= 0x100;
globalCtx->nextEntranceIndex = 0x0610;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
}
break;
case 97:
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT)) {
globalCtx->nextEntranceIndex = 0x006B;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 5;
} else {
globalCtx->nextEntranceIndex = 0x0580;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
}
break;
case 98:
globalCtx->nextEntranceIndex = 0x0564;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
break;
case 99:
globalCtx->nextEntranceIndex = 0x0608;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 100:
globalCtx->nextEntranceIndex = 0x00EE;
gSaveContext.cutsceneIndex = 0xFFF8;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
gSaveContext.nextTransition = 3;
break;
case 101:
globalCtx->nextEntranceIndex = 0x01F5;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 15;
break;
case 102:
globalCtx->nextEntranceIndex = 0x0590;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 103:
globalCtx->nextEntranceIndex = 0x00CD;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF3;
globalCtx->fadeTransition = 2;
break;
case 104:
switch (sTitleCsState) {
case 0:
globalCtx->nextEntranceIndex = 0x008D;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF2;
globalCtx->fadeTransition = 2;
sTitleCsState++;
break;
case 1:
globalCtx->nextEntranceIndex = 0x0147;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 2;
sTitleCsState++;
break;
case 2:
globalCtx->nextEntranceIndex = 0x00A0;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF6;
globalCtx->fadeTransition = 2;
sTitleCsState = 0;
break;
}
break;
case 105:
globalCtx->nextEntranceIndex = 0x00E4;
globalCtx->sceneLoadFlag = 0x14;
gSaveContext.cutsceneIndex = 0xFFF1;
globalCtx->fadeTransition = 2;
break;
case 106:
globalCtx->nextEntranceIndex = 0x0574;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 107:
globalCtx->nextEntranceIndex = 0x0538;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 108:
globalCtx->nextEntranceIndex = 0x053C;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 109:
globalCtx->nextEntranceIndex = 0x0540;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 110:
globalCtx->nextEntranceIndex = 0x0544;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 111:
globalCtx->nextEntranceIndex = 0x0548;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 112:
globalCtx->nextEntranceIndex = 0x054C;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 113:
if (Flags_GetEventChkInf(0xBB) && Flags_GetEventChkInf(0xBC) && Flags_GetEventChkInf(0xBD) &&
Flags_GetEventChkInf(0xBE) && Flags_GetEventChkInf(0xBF) && Flags_GetEventChkInf(0xAD)) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gTowerBarrierCs);
globalCtx->csCtx.frames = 0;
gSaveContext.cutsceneTrigger = 1;
gSaveContext.cutsceneIndex = 0xFFFF;
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
} else {
gSaveContext.cutsceneIndex = 0xFFFF;
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
}
break;
case 114:
globalCtx->nextEntranceIndex = 0x0185;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
break;
case 115:
globalCtx->nextEntranceIndex = 0x0594;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 2;
gSaveContext.nextTransition = 2;
break;
case 116:
if (gSaveContext.eventChkInf[12] & 0x100) {
globalCtx->nextEntranceIndex = 0x0580;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
} else {
globalCtx->nextEntranceIndex = 0x0610;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
}
gSaveContext.nextTransition = 3;
break;
case 117:
gSaveContext.gameMode = 3;
Audio_SetSoundBanksMute(0x6F);
globalCtx->linkAgeOnLoad = 0;
globalCtx->nextEntranceIndex = 0x00CD;
gSaveContext.cutsceneIndex = 0xFFF7;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
case 118:
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = 0x0517;
Gameplay_TriggerVoidOut(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransition = 2;
break;
case 119:
gSaveContext.dayTime = 0x8000;
gSaveContext.skyboxTime = 0x8000;
globalCtx->nextEntranceIndex = 0x05F0;
globalCtx->sceneLoadFlag = 0x14;
globalCtx->fadeTransition = 3;
break;
}
}
}
// Command 0x2D: Transition Effects
void Cutscene_Command_TransitionFX(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
f32 temp;
if ((csCtx->frames >= cmd->startFrame) && (csCtx->frames <= cmd->endFrame)) {
globalCtx->envCtx.fillScreen = true;
temp = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames);
switch (cmd->base) {
case 1:
case 5:
globalCtx->envCtx.screenFillColor[0] = 160;
globalCtx->envCtx.screenFillColor[1] = 160;
globalCtx->envCtx.screenFillColor[2] = 160;
if (cmd->base == 1) {
globalCtx->envCtx.screenFillColor[3] = 255.0f * temp;
if ((temp == 0.0f) && (gSaveContext.entranceIndex == 0x006B)) {
Audio_PlaySoundGeneral(NA_SE_SY_WHITE_OUT_S, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if ((temp == 0.0f) &&
((gSaveContext.entranceIndex == 0x0053) || (gSaveContext.entranceIndex == 0x0138) ||
(gSaveContext.entranceIndex == 0x0371))) {
Audio_PlaySoundGeneral(NA_SE_EV_WHITE_OUT, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if ((temp == 0.0f) && (globalCtx->sceneNum == SCENE_GANONTIKA)) {
func_800788CC(NA_SE_EV_WHITE_OUT);
}
} else {
globalCtx->envCtx.screenFillColor[3] = (1.0f - temp) * 255.0f;
}
break;
case 2:
case 6:
globalCtx->envCtx.screenFillColor[0] = 0;
globalCtx->envCtx.screenFillColor[1] = 0;
globalCtx->envCtx.screenFillColor[2] = 255;
if (cmd->base == 2) {
globalCtx->envCtx.screenFillColor[3] = 255.0f * temp;
} else {
globalCtx->envCtx.screenFillColor[3] = (1.0f - temp) * 255.0f;
}
break;
case 3:
case 7:
globalCtx->envCtx.screenFillColor[0] = 255;
globalCtx->envCtx.screenFillColor[1] = 0;
globalCtx->envCtx.screenFillColor[2] = 0;
if (cmd->base == 3) {
globalCtx->envCtx.screenFillColor[3] = (1.0f - temp) * 255.0f;
} else {
globalCtx->envCtx.screenFillColor[3] = 255.0f * temp;
}
break;
case 4:
case 8:
globalCtx->envCtx.screenFillColor[0] = 0;
globalCtx->envCtx.screenFillColor[1] = 255;
globalCtx->envCtx.screenFillColor[2] = 0;
if (cmd->base == 4) {
globalCtx->envCtx.screenFillColor[3] = (1.0f - temp) * 255.0f;
} else {
globalCtx->envCtx.screenFillColor[3] = 255.0f * temp;
}
break;
case 9:
gSaveContext.unk_1410 = 1;
break;
case 10:
case 11:
globalCtx->envCtx.screenFillColor[0] = 0;
globalCtx->envCtx.screenFillColor[1] = 0;
globalCtx->envCtx.screenFillColor[2] = 0;
if (cmd->base == 10) {
globalCtx->envCtx.screenFillColor[3] = (1.0f - temp) * 255.0f;
} else {
globalCtx->envCtx.screenFillColor[3] = 255.0f * temp;
}
break;
case 12:
gSaveContext.unk_1410 = 255.0f - (155.0f * temp);
break;
case 13:
globalCtx->envCtx.screenFillColor[0] = 0;
globalCtx->envCtx.screenFillColor[1] = 0;
globalCtx->envCtx.screenFillColor[2] = 0;
globalCtx->envCtx.screenFillColor[3] = 255.0f - ((1.0f - temp) * 155.0f);
break;
}
}
}
// Command 0x1 & 0x5: Camera Positions
size_t Cutscene_Command_CameraPositions(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cmd, u8 relativeToLink) {
s32 shouldContinue = true;
CsCmdBase* cmdBase = (CsCmdBase*)cmd;
size_t size;
cmd += sizeof(CutsceneData)*2;
size = sizeof(CutsceneData)*2;
if ((cmdBase->startFrame < csCtx->frames) && (csCtx->frames < cmdBase->endFrame) &&
((csCtx->unk_18 < cmdBase->startFrame) || (csCtx->unk_18 >= 0xF000))) {
csCtx->unk_1B = 1;
csCtx->cameraPosition = (CutsceneCameraPoint*)cmd;
if (csCtx->unk_1A != 0) {
csCtx->unk_18 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
}
}
}
while (shouldContinue) {
if (((CutsceneCameraPoint*)cmd)->continueFlag == CS_CMD_STOP) {
shouldContinue = false;
}
cmd += sizeof(CutsceneData) * 4;
size += sizeof(CutsceneData) * 4;
}
return size;
}
// Command 0x2 & 0x6: Camera Focus Points
size_t Cutscene_Command_CameraFocus(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cmd, u8 relativeToLink) {
s32 shouldContinue = true;
CsCmdBase* cmdBase = (CsCmdBase*)cmd;
size_t size;
cmd += sizeof(CutsceneData) * 2;
size = sizeof(CutsceneData) * 2;
if ((cmdBase->startFrame < csCtx->frames) && (csCtx->frames < cmdBase->endFrame) &&
((D_8015FCC0 < cmdBase->startFrame) || (D_8015FCC0 >= 0xF000))) {
csCtx->unk_1A = 1;
csCtx->cameraFocus = (CutsceneCameraPoint*)cmd;
if (csCtx->unk_1B != 0) {
D_8015FCC0 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
}
}
}
while (shouldContinue) {
if (((CutsceneCameraPoint*)cmd)->continueFlag == CS_CMD_STOP) {
shouldContinue = false;
}
cmd += sizeof(CutsceneData) * 4;
size += sizeof(CutsceneData) * 4;
}
return size;
}
// Command 0x7: ? (Related to camera positons)
size_t Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cmd, u8 unused) {
CsCmdBase* cmdBase = (CsCmdBase*)cmd;
size_t size;
Vec3f sp3C;
Vec3f sp30;
Camera* sp2C;
f32 sp28;
cmd += sizeof(CutsceneData) * 2;
size = sizeof(CutsceneData) * 2;
if ((cmdBase->startFrame < csCtx->frames) && (csCtx->frames < cmdBase->endFrame) &&
((D_8015FCC2 < cmdBase->startFrame) || (D_8015FCC2 >= 0xF000))) {
csCtx->unk_1B = 1;
csCtx->cameraPosition = (CutsceneCameraPoint*)cmd;
if (csCtx->unk_1A != 0) {
D_8015FCC2 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
sp2C = Gameplay_GetCamera(globalCtx, csCtx->unk_14);
sp2C->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_FREE0);
sp28 = csCtx->cameraFocus->cameraRoll * 1.40625f;
Camera_SetParam(sp2C, 64, &sp28);
sp3C.x = csCtx->cameraFocus->pos.x;
sp3C.y = csCtx->cameraFocus->pos.y;
sp3C.z = csCtx->cameraFocus->pos.z;
sp30.x = csCtx->cameraPosition->pos.x;
sp30.y = csCtx->cameraPosition->pos.y;
sp30.z = csCtx->cameraPosition->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->unk_14, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
}
}
}
size += sizeof(CutsceneData) * 4;
return size;
}
// Command 0x8: ? (Related to camera focus points)
size_t Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cmd, u8 unused) {
CsCmdBase* cmdBase = (CsCmdBase*)cmd;
size_t size;
Vec3f sp3C;
Vec3f sp30;
Camera* sp2C;
f32 sp28;
cmd += sizeof(CutsceneData) * 2;
size = sizeof(CutsceneData) * 2;
if ((cmdBase->startFrame < csCtx->frames) && (csCtx->frames < cmdBase->endFrame) &&
((D_8015FCC4 < cmdBase->startFrame) || (D_8015FCC4 >= 0xF000))) {
csCtx->unk_1A = 1;
csCtx->cameraFocus = (CutsceneCameraPoint*)cmd;
if (csCtx->unk_1B != 0) {
D_8015FCC4 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
sp2C = Gameplay_GetCamera(globalCtx, csCtx->unk_14);
sp2C->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_FREE0);
sp3C.x = csCtx->cameraFocus->pos.x;
sp3C.y = csCtx->cameraFocus->pos.y;
sp3C.z = csCtx->cameraFocus->pos.z;
sp30.x = csCtx->cameraPosition->pos.x;
sp30.y = csCtx->cameraPosition->pos.y;
sp30.z = csCtx->cameraPosition->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->unk_14, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
}
}
}
size += sizeof(CutsceneData) * 4;
return size;
}
// Command 0x13: Textbox
void Cutscene_Command_Textbox(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdTextbox* cmd) {
u8 dialogState;
s16 originalCsFrames;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
if (cmd->type != 2) {
if (D_8011E1C0 != cmd->base) {
D_8011E1C0 = cmd->base;
if ((cmd->type == 3) && CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
Message_StartTextbox(globalCtx, cmd->textId1, NULL);
} else if ((cmd->type == 4) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
Message_StartTextbox(globalCtx, cmd->textId1, NULL);
} else {
Message_StartTextbox(globalCtx, cmd->base, NULL);
}
return;
}
} else {
if (D_8011E1C4 != cmd->base) {
D_8011E1C4 = cmd->base;
func_8010BD58(globalCtx, cmd->base);
return;
}
}
if (csCtx->frames >= cmd->endFrame) {
originalCsFrames = csCtx->frames;
dialogState = Message_GetState(&globalCtx->msgCtx);
if ((dialogState != TEXT_STATE_CLOSING) && (dialogState != TEXT_STATE_NONE) &&
(dialogState != TEXT_STATE_SONG_DEMO_DONE) && (dialogState != TEXT_STATE_8)) {
csCtx->frames--;
if ((dialogState == TEXT_STATE_CHOICE) && Message_ShouldAdvance(globalCtx)) {
if (globalCtx->msgCtx.choiceIndex == 0) {
if (cmd->textId1 != 0xFFFF) {
Message_ContinueTextbox(globalCtx, cmd->textId1);
} else {
csCtx->frames++;
}
} else {
if (cmd->textId2 != 0xFFFF) {
Message_ContinueTextbox(globalCtx, cmd->textId2);
} else {
csCtx->frames++;
}
}
}
if (dialogState == TEXT_STATE_9) {
if (cmd->textId1 != 0xFFFF) {
Message_ContinueTextbox(globalCtx, cmd->textId1);
} else {
csCtx->frames++;
}
}
if (dialogState == TEXT_STATE_EVENT) {
if (Message_ShouldAdvance(globalCtx)) {
func_8010BD58(globalCtx, cmd->base);
}
}
}
if (csCtx->frames == originalCsFrames) {
Interface_ChangeAlpha(1);
D_8011E1C0 = 0;
D_8011E1C4 = 0;
}
}
}
}
void Cutscene_ProcessCommands(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cutscenePtr) {
s16 i;
s32 totalEntries;
s32 cmdType;
s32 cmdEntries;
CsCmdBase* cmd;
s32 cutsceneEndFrame;
s16 j;
if (ResourceMgr_OTRSigCheck(cutscenePtr))
cutscenePtr = ResourceMgr_LoadCSByName(cutscenePtr);
memcpy(&totalEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
memcpy(&cutsceneEndFrame, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
if ((cutsceneEndFrame < csCtx->frames) && (csCtx->state != CS_STATE_UNSKIPPABLE_EXEC)) {
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
return;
}
if (CVar_GetS32("gDebugEnabled", 0) && CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_DRIGHT)) {
csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
return;
}
for (i = 0; i < totalEntries; i++) {
memcpy(&cmdType, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
if (cmdType == -1) {
return;
}
//printf("CmdType: %04X\n", cmdType);
switch (cmdType) {
case CS_CMD_MISC:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
func_80064824(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_LIGHTING:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_SetLighting(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_PLAYBGM:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_PlayBGM(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_STOPBGM:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_StopBGM(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_FADEBGM:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_FadeBGM(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_09:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
Cutscene_Command_09(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 3;
}
break;
case CS_CMD_SETTIME:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
func_80065134(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 3;
}
break;
case CS_CMD_SET_PLAYER_ACTION:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->linkAction = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_1:
case 17:
case 18:
case 23:
case 34:
case 39:
case 46:
case 76:
case 85:
case 93:
case 105:
case 107:
case 110:
case 119:
case 123:
case 138:
case 139:
case 144:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[0] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_2:
case 16:
case 24:
case 35:
case 40:
case 48:
case 64:
case 68:
case 70:
case 78:
case 80:
case 94:
case 116:
case 118:
case 120:
case 125:
case 131:
case 141:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[1] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_3:
case 36:
case 41:
case 50:
case 67:
case 69:
case 72:
case 74:
case 81:
case 106:
case 117:
case 121:
case 126:
case 132:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[2] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_4:
case 37:
case 42:
case 51:
case 53:
case 63:
case 65:
case 66:
case 75:
case 82:
case 108:
case 127:
case 133:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[3] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_5:
case 38:
case 43:
case 47:
case 54:
case 79:
case 83:
case 128:
case 135:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[4] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_6:
case 55:
case 77:
case 84:
case 90:
case 129:
case 136:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[5] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_7:
case 52:
case 57:
case 58:
case 88:
case 115:
case 130:
case 137:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[6] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_8:
case 60:
case 89:
case 111:
case 114:
case 134:
case 142:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[7] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_9:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[8] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_SET_ACTOR_ACTION_10:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if ((cmd->startFrame < csCtx->frames) && (csCtx->frames <= cmd->endFrame)) {
csCtx->npcActions[9] = (void*)cutscenePtr;
}
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
case CS_CMD_CAM_EYE:
cutscenePtr += Cutscene_Command_CameraPositions(globalCtx, csCtx, (void*)cutscenePtr, 0);
break;
case CS_CMD_CAM_EYE_REL_TO_PLAYER:
cutscenePtr += Cutscene_Command_CameraPositions(globalCtx, csCtx, (void*)cutscenePtr, 1);
break;
case CS_CMD_CAM_AT:
cutscenePtr += Cutscene_Command_CameraFocus(globalCtx, csCtx, (void*)cutscenePtr, 0);
break;
case CS_CMD_CAM_AT_REL_TO_PLAYER:
cutscenePtr += Cutscene_Command_CameraFocus(globalCtx, csCtx, (void*)cutscenePtr, 1);
break;
case CS_CMD_07:
cutscenePtr += Cutscene_Command_07(globalCtx, csCtx, (void*)cutscenePtr, 0);
break;
case CS_CMD_08:
cutscenePtr += Cutscene_Command_08(globalCtx, csCtx, (void*)cutscenePtr, 0);
break;
case CS_CMD_TERMINATOR:
cutscenePtr += 4;
Cutscene_Command_Terminator(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += 8;
break;
case CS_CMD_TEXTBOX:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += 4;
for (j = 0; j < cmdEntries; j++) {
cmd = (CsCmdBase*)cutscenePtr;
if (cmd->base != 0xFFFF) {
Cutscene_Command_Textbox(globalCtx, csCtx, (void*)cutscenePtr);
}
cutscenePtr += sizeof(CutsceneData) * 3;
}
break;
case CS_CMD_SCENE_TRANS_FX:
cutscenePtr += sizeof(CutsceneData);
Cutscene_Command_TransitionFX(globalCtx, csCtx, (void*)cutscenePtr);
cutscenePtr += sizeof(CutsceneData) * 2;
break;
default:
memcpy(&cmdEntries, cutscenePtr, sizeof(CutsceneData));
cutscenePtr += sizeof(CutsceneData);
for (j = 0; j < cmdEntries; j++) {
cutscenePtr += sizeof(CutsceneData) * 12;
}
break;
}
}
}
void func_80068C3C(GlobalContext* globalCtx, CutsceneContext* csCtx) {
Gfx* displayList;
Gfx* prevDisplayList;
if (gSaveContext.cutsceneIndex >= 0xFFF0) {
if (BREG(0) != 0) {
OPEN_DISPS(globalCtx->state.gfxCtx);
prevDisplayList = POLY_OPA_DISP;
displayList = Graph_GfxPlusOne(POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, displayList);
Cutscene_DrawDebugInfo(globalCtx, &displayList, csCtx);
gSPEndDisplayList(displayList++);
Graph_BranchDlist(prevDisplayList, displayList);
POLY_OPA_DISP = displayList;
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
csCtx->frames++;
if (dREG(95) != 0) {
Cutscene_ProcessCommands(globalCtx, csCtx, D_8012D1F0);
} else {
Cutscene_ProcessCommands(globalCtx, csCtx, globalCtx->csCtx.segment);
}
}
}
void func_80068D84(GlobalContext* globalCtx, CutsceneContext* csCtx) {
if (func_8006472C(globalCtx, csCtx, 0.0f)) {
Audio_SetCutsceneFlag(0);
csCtx->state = CS_STATE_IDLE;
}
}
void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
s16 i;
if (func_8006472C(globalCtx, csCtx, 0.0f)) {
csCtx->linkAction = NULL;
for (i = 0; i < 10; i++) {
csCtx->npcActions[i] = NULL;
}
osSyncPrintf("\n\n\n\n\nやっぱりここかいな"); // "Right here, huh"
gSaveContext.cutsceneIndex = 0;
gSaveContext.gameMode = 0;
if (D_8015FCC8 != 0) {
switch (gSaveContext.entranceIndex) {
case 0x028A:
case 0x028E:
case 0x0292:
case 0x0476:
Gameplay_CopyCamera(globalCtx, D_8015FCC6, csCtx->unk_14);
}
Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, csCtx->unk_14);
func_8005B1A4(globalCtx->cameraPtrs[D_8015FCC6]);
}
Audio_SetCutsceneFlag(0);
csCtx->state = CS_STATE_IDLE;
}
}
void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
u8 i;
if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE) && !Player_InCsMode(globalCtx)) {
gSaveContext.cutsceneIndex = 0xFFFD;
}
if ((gSaveContext.cutsceneIndex >= 0xFFF0) && (csCtx->state == CS_STATE_IDLE)) {
Flags_UnsetEnv(globalCtx, 0);
D_8011E1C0 = 0;
D_8011E1C4 = 0;
csCtx->unk_12 = 0;
csCtx->linkAction = NULL;
for (i = 0; i < 10; i++) {
csCtx->npcActions[i] = NULL;
}
csCtx->state++;
if (csCtx->state == CS_STATE_SKIPPABLE_INIT) {
Audio_SetCutsceneFlag(1);
csCtx->frames = 0xFFFF;
csCtx->unk_18 = 0xFFFF;
D_8015FCC0 = 0xFFFF;
D_8015FCC2 = 0xFFFF;
D_8015FCC4 = 0xFFFF;
csCtx->unk_1A = 0;
csCtx->unk_1B = 0;
D_8015FCC6 = globalCtx->activeCamera;
if (D_8015FCC8 != 0) {
csCtx->unk_14 = Gameplay_CreateSubCamera(globalCtx);
}
if (gSaveContext.cutsceneTrigger == 0) {
Interface_ChangeAlpha(1);
ShrinkWindow_SetVal(0x20);
ShrinkWindow_SetCurrentVal(0x20);
csCtx->state++;
}
func_80068C3C(globalCtx, csCtx);
}
gSaveContext.cutsceneTrigger = 0;
}
}
void func_80069048(GlobalContext* globalCtx) {
s16 i;
D_8015FCCC = 0;
for (i = 0; i < 20; i++) {
; // Empty Loop
}
D_8015FCE4 = 0;
}
void func_8006907C(GlobalContext* globalCtx) {
if (D_8015FCCC != 0) {
D_8015FCCC = 0;
}
}
void Cutscene_HandleEntranceTriggers(GlobalContext* globalCtx) {
EntranceCutscene* entranceCutscene;
u8 requiredAge;
s16 i;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (gSaveContext.n64ddFlag &&
// don't skip epona escape cutscenes
gSaveContext.entranceIndex != 650 &&
gSaveContext.entranceIndex != 654 &&
gSaveContext.entranceIndex != 658 &&
gSaveContext.entranceIndex != 1142 &&
// don't skip nabooru iron knuckle cs
gSaveContext.entranceIndex != 141) {
gSaveContext.showTitleCard = false;
return;
}
for (i = 0; i < ARRAY_COUNT(sEntranceCutsceneTable); i++) {
entranceCutscene = &sEntranceCutsceneTable[i];
requiredAge = entranceCutscene->ageRestriction;
if (requiredAge == 2) {
requiredAge = gSaveContext.linkAge;
}
if ((gSaveContext.entranceIndex == entranceCutscene->entrance) &&
(!Flags_GetEventChkInf(entranceCutscene->flag) || (entranceCutscene->flag == 0x18)) &&
(gSaveContext.cutsceneIndex < 0xFFF0) && ((u8)gSaveContext.linkAge == requiredAge) &&
(gSaveContext.respawnFlag <= 0)) {
Flags_SetEventChkInf(entranceCutscene->flag);
Cutscene_SetSegment(globalCtx, entranceCutscene->segAddr);
gSaveContext.cutsceneTrigger = 2;
gSaveContext.showTitleCard = false;
break;
}
}
}
void Cutscene_HandleConditionalTriggers(GlobalContext* globalCtx) {
osSyncPrintf("\ngame_info.mode=[%d] restart_flag", ((void)0, gSaveContext.respawnFlag));
if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
if ((gSaveContext.entranceIndex == 0x01E1) && !Flags_GetEventChkInf(0xAC)) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (!gSaveContext.n64ddFlag) {
Flags_SetEventChkInf(0xAC);
gSaveContext.entranceIndex = 0x0123;
gSaveContext.cutsceneIndex = 0xFFF0;
}
} else if ((gSaveContext.entranceIndex == 0x00DB) && LINK_IS_ADULT && (gSaveContext.eventChkInf[4] & 0x0100) &&
(gSaveContext.eventChkInf[4] & 0x0200) && (gSaveContext.eventChkInf[4] & 0x0400) &&
!Flags_GetEventChkInf(0xAA)) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (!gSaveContext.n64ddFlag) {
Flags_SetEventChkInf(0xAA);
gSaveContext.cutsceneIndex = 0xFFF0;
}
} else if ((gSaveContext.entranceIndex == 0x05E0) && !Flags_GetEventChkInf(0xC1)) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (!gSaveContext.n64ddFlag) {
Flags_SetEventChkInf(0xC1);
Item_Give(globalCtx, ITEM_OCARINA_FAIRY);
gSaveContext.entranceIndex = 0x011E;
gSaveContext.cutsceneIndex = 0xFFF0;
}
} else if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
LINK_IS_ADULT && !Flags_GetEventChkInf(0xC4) &&
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA)) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (!gSaveContext.n64ddFlag) {
Flags_SetEventChkInf(0xC4);
gSaveContext.entranceIndex = 0x0053;
gSaveContext.cutsceneIndex = 0xFFF8;
}
} else if (!Flags_GetEventChkInf(0xC7) &&
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_DEMO)) {
Flags_SetEventChkInf(0xC7);
gSaveContext.entranceIndex = 0x0517;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
// If we are rando and tower escape skip is on, then set the flag to say we saw the towers fall
// and exit.
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SKIP_TOWER_ESCAPE)) {
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
return;
}
gSaveContext.cutsceneIndex = 0xFFF0;
}
}
}
void Cutscene_SetSegment(GlobalContext* globalCtx, void* segment) {
if (SEGMENT_NUMBER(segment) != 0)
{
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(segment);
} else {
globalCtx->csCtx.segment = segment;
}
}