Rando - Ganon & Ganondorf cutscene skips (#2321)

* Ganon(dorf) cutscene skips

* Remove leftover code

* Comment out the Ganondorf dying cutscene skip
This commit is contained in:
aMannus 2023-01-21 13:55:53 +01:00 committed by GitHub
parent 2a9d93dd65
commit 4291ec8252
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 253 additions and 197 deletions

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@ -2180,9 +2180,8 @@ void Cutscene_HandleConditionalTriggers(PlayState* play) {
gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_FINAL)) {
Flags_SetEventChkInf(0xC7);
gSaveContext.entranceIndex = 0x0517;
// If we are rando and tower escape skip is on, then set the flag to say we saw the towers fall
// and exit.
if (bShouldTowerRandoSkip) {
// In rando, skip the cutscene for the tower falling down after the escape.
if (gSaveContext.n64ddFlag) {
return;
}
gSaveContext.cutsceneIndex = 0xFFF0;

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@ -956,6 +956,19 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if ((this->csTimer > 80) && (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
// In rando, skip past dark waves section straight to title card phase of the cutscene.
if (gSaveContext.n64ddFlag) {
this->timers[2] = 30;
this->csCamAt.x = this->unk_1FC.x - 10.0f;
this->csCamAt.y = this->unk_1FC.y + 30.0f;
this->csCamAt.z = this->unk_1FC.z;
this->fwork[GDF_VORTEX_ALPHA] = 0.0f;
this->fwork[GDF_VORTEX_SCALE] = 0.0f;
this->csState = 22;
this->csTimer = 0;
break;
}
this->csState = 20;
this->csTimer = 0;
@ -1255,6 +1268,17 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->actor.shape.yOffset = -7000.0f;
this->actor.shape.rot.y = 0;
// In rando, skip Ganondorf dying and go straight to next scene.
// Commented out for potential future use.
// The cutscene skip met a mixed reaction, so until we figure out a better way of doing it,
// it will stay not-skipped.
/*if (!gSaveContext.n64ddFlag) {
this->csState = 1;
this->csTimer = 0;
} else {
this->csState = 9;
this->csTimer = 170;
}*/
this->csState = 1;
this->csTimer = 0;
this->useOpenHand = true;
@ -1526,11 +1550,21 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->csCamIndex, CAM_STAT_ACTIVE);
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfCollapseAnim, 0.0f);
this->fwork[1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->csState = 101;
this->skelAnime.playSpeed = 0.0f;
sBossGanonZelda = (EnZl3*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_ZL3, 0.0f,
6000.0f, 0.0f, 0, 0, 0, 0x2000);
if (!gSaveContext.n64ddFlag) {
this->csState = 101;
} else {
this->skelAnime.playSpeed = 1.0f;
sBossGanonZelda->actor.world.pos.x = -472.0f;
sBossGanonZelda->actor.world.pos.y = 4102.0f;
sBossGanonZelda->actor.world.pos.z = -200.0f;
sBossGanonZelda->unk_3C8 = 3;
this->csState = 104;
}
player->actor.world.pos.x = -472.0f;
player->actor.world.pos.y = 4102.0f;
player->actor.world.pos.z = -130.0f;
@ -1647,6 +1681,11 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
}
// fallthrough
case 104:
// In rando, fade out the white here as the earlier part is skipped.
if (gSaveContext.n64ddFlag) {
Math_ApproachZeroF(&this->whiteFillAlpha, 1.0f, 10.0f);
}
this->csCamEye.x = -432.0f;
this->csCamEye.y = 4147.0f;
this->csCamEye.z = -200.0f;
@ -1664,7 +1703,16 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 50) {
sBossGanonZelda->unk_3C8 = 4;
// In rando, skip the rest of the cutscene after the crystal around Zelda dissapears.
if (!gSaveContext.n64ddFlag) {
sBossGanonZelda->unk_3C8 = 4;
} else {
this->csState = 108;
this->csTimer = 0;
sBossGanonZelda->unk_3C8 = 7;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_ESCAPE);
break;
}
}
if (this->csTimer == 100) {

File diff suppressed because it is too large Load Diff

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@ -91,8 +91,8 @@ typedef struct BossGanon2 {
/* 0x0390 */ s16 unk_390;
/* 0x0392 */ s16 unk_392;
/* 0x0394 */ f32 unk_394;
/* 0x0398 */ u32 unk_398;
/* 0x039C */ s16 unk_39C;
/* 0x0398 */ u32 csTimer;
/* 0x039C */ s16 csState;
/* 0x039E */ s16 unk_39E;
/* 0x03A0 */ char unk_3A0[0x4];
/* 0x03A4 */ Vec3f unk_3A4;