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https://github.com/HarbourMasters/Shipwright.git
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DEV Tool : Fast Save Loading (#369)
* Add the whole loading system there * Add Cvar checkbox * Add support for ID:0 = FileSelect * Add 0 in range for slider.
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0ce37a4126
commit
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@ -817,7 +817,12 @@ namespace SohImGui {
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{
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EnhancementCheckbox("OoT Debug Mode", "gDebugEnabled");
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Tooltip("Enables Debug Mode, allowing you to select maps with L + R + Z, noclip with L + D-pad Right,\nand open the debug menu with L on the pause screen");
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ImGui::Separator();
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EnhancementCheckbox("Fast File Select", "gSkipLogoTitle");
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Tooltip("Directly load the game to selected slot bellow\nUse slot number 4 to load directly in Zelda Map Select\n(Do not require debug menu but you will be unable to save there)\n(you can also load Zelda map select with Debug mod + slot 0).\nWith Slot : 0 you can go directly in File Select menu\nAttention, Loading an empty save will result in crash");
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if (CVar_GetS32("gSkipLogoTitle",0)) {
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EnhancementSliderInt("Loading %d", "##SaveFileID", "gSaveFileID", 0, 4, "");
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}
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ImGui::Separator();
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EnhancementCheckbox("Stats", "gStatsEnabled");
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Tooltip("Shows the stats window, with your FPS and frametimes, and the OS you're playing on");
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EnhancementCheckbox("Console", "gConsoleEnabled");
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@ -222,6 +222,72 @@ void Title_Draw(TitleContext* this) {
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void Title_Main(GameState* thisx) {
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TitleContext* this = (TitleContext*)thisx;
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if (CVar_GetS32("gSkipLogoTitle",0)!=0) {
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gSaveContext.language = CVar_GetS32("gLanguages", 0);
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Sram_InitSram(&this->state, &this->sramCtx);
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s16 selectedfile = CVar_GetS32("gSaveFileID", 0);
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if (selectedfile == 4) {
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selectedfile = 0xFF;
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} else if(selectedfile == 0){
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gSaveContext.fileNum = selectedfile;
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gSaveContext.gameMode = 0;
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this->state.running = false;
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SET_NEXT_GAMESTATE(&this->state, FileChoose_Init, SelectContext);
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return;
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} else {
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selectedfile--;
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if (selectedfile < 0) {
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selectedfile = 0xFF;
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}
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}
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if (selectedfile == 0xFF) {
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gSaveContext.fileNum = selectedfile;
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Sram_OpenSave(&this->sramCtx);
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gSaveContext.gameMode = 0;
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this->state.running = false;
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SET_NEXT_GAMESTATE(&this->state, Select_Init, SelectContext);
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} else {
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gSaveContext.fileNum = selectedfile;
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Sram_OpenSave(&this->sramCtx);
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gSaveContext.gameMode = 0;
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this->state.running = false;
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//return;
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SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
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}
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gSaveContext.respawn[0].entranceIndex = -1;
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gSaveContext.respawnFlag = 0;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = 0xFF;
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gSaveContext.showTitleCard = true;
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gSaveContext.dogParams = 0;
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gSaveContext.timer1State = 0;
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gSaveContext.timer2State = 0;
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gSaveContext.eventInf[0] = 0;
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gSaveContext.eventInf[1] = 0;
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gSaveContext.eventInf[2] = 0;
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gSaveContext.eventInf[3] = 0;
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gSaveContext.unk_13EE = 0x32;
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gSaveContext.nayrusLoveTimer = 0;
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gSaveContext.healthAccumulator = 0;
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gSaveContext.unk_13F0 = 0;
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gSaveContext.unk_13F2 = 0;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.skyboxTime = 0;
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gSaveContext.nextTransition = 0xFF;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.chamberCutsceneNum = 0;
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gSaveContext.nextDayTime = 0xFFFF;
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gSaveContext.unk_13C3 = 0;
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] = gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = gSaveContext.unk_13F4 = 0;
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gSaveContext.unk_13F6 = gSaveContext.magic;
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gSaveContext.magic = 0;
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gSaveContext.magicLevel = gSaveContext.magic;
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gSaveContext.naviTimer = 0;
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return;
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}
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OPEN_DISPS(this->state.gfxCtx, "../z_title.c", 494);
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gSPSegment(POLY_OPA_DISP++, 0, NULL);
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