mirror of
https://github.com/n64decomp/sm64.git
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194 lines
6.6 KiB
C
194 lines
6.6 KiB
C
/* clang-format off */
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/*
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* mem_error_screen.inc.c
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*
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* This enhancement should be used for ROM hacks that require the expansion pak.
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*
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* ----- Setup -----
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*
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* Make sure that USE_EXT_RAM is defined in include/segments.h
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#define USE_EXT_RAM
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*
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* There are 7 files you will need to edit:
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* src/game/main.c
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* src/engine/level_script.h
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* include/text_strings.h.in
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* levels/entry.c
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* levels/intro/script.c
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* levels/intro/geo.c
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* levels/intro/header.h
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*
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* First, in main.c, you will need to add this line below the includes:
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#include "../enhancements/mem_error_screen.inc.c"
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*
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* In the function AllocPool(), add these lines above main_pool_init():
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// Detect memory size
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if(does_pool_end_lie_out_of_bounds(end))
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{
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end = (void *)SEG_POOL_END_4MB;
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}
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*
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* Then in thread3_main(), replace the create_thread for thread 5 with this if/else statement:
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if(!gNotEnoughMemory)
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{
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create_thread(&gGameLoopThread, 5, thread5_game_loop, NULL, gThread5Stack + 0x2000, 10);
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}
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else
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{
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create_thread(&gGameLoopThread, 5, thread5_mem_error_message_loop, NULL, gThread5Stack + 0x2000, 10);
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}
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*
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* In src/engine/level_script.h, add this line below 'extern u8 level_script_entry[];'
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extern u8 level_script_entry_error_screen[];
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*
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* In include/text_strings.h.in, add these 3 lines at the top. You can also add more strings if you want.
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#define TEXT_CONSOLE_8MB _("If you're using an N64 console, then you will need to buy an\nExpansion Pak to play this ROM hack.")
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#define TEXT_PJ64 _("If you are using PJ64 1.6, go to:\nOptions > Settings > Rom Settings Tab > Memory Size\nthen select 8 MB from the drop-down box.")
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#define TEXT_PJ64_2 _("If you are using PJ64 2.X, go to:\nOptions > Settings > Config: > Memory Size, select 8 MB")
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*
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* In levels/entry.c, simply append the following to the file:
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const LevelScript level_script_entry_error_screen[] {
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INIT_LEVEL(),
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SLEEP(2),
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BLACKOUT(FALSE),
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SET_REG(0),
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EXECUTE(0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen),
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JUMP(level_script_entry_error_screen),
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};
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*
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* In levels/intro/script.c, add the following to the top of the file:
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const LevelScript level_intro_entry_error_screen[] {
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INIT_LEVEL(),
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FIXED_LOAD(_goddardSegmentStart, _goddardSegmentRomStart, _goddardSegmentRomEnd),
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LOAD_MIO0(0x07, _intro_segment_7SegmentRomStart, _intro_segment_7SegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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AREA(1, intro_geo_error_screen),
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END_AREA(),
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FREE_LEVEL_POOL(),
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LOAD_AREA(1),
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SLEEP(32767),
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EXIT_AND_EXECUTE(0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen),
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};
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*
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* Add the following to the top of levels/intro/geo.c:
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const GeoLayout intro_geo_error_screen[] {
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GEO_NODE_SCREEN_AREA(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
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GEO_OPEN_NODE(),
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GEO_ZBUFFER(0),
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GEO_OPEN_NODE(),
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GEO_NODE_ORTHO(100),
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GEO_OPEN_NODE(),
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GEO_BACKGROUND_COLOR(0x0001),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_ZBUFFER(0),
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GEO_OPEN_NODE(),
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GEO_ASM(0, geo18_display_error_message),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_END(),
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};
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* Finally, add the following to the bottom of levels/intro/header.h:
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extern const GeoLayout intro_geo_error_screen[];
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extern const LevelScript level_intro_entry_error_screen[];
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extern Gfx *geo18_display_error_message(u32 run, UNUSED struct GraphNode *sp44, UNUSED u32 sp48);
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*/
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/* clang-format on */
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// Ensure that USE_EXT_RAM is defined.
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#ifndef USE_EXT_RAM
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#error You have to define USE_EXT_RAM in 'include/segments.h'
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#endif
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#include <types.h>
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#include <text_strings.h>
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#include "../src/game/display.h"
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#include "../src/game/print.h"
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#include "../src/game/ingame_menu.h"
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#include "../src/game/segment2.h"
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#include "../src/engine/level_script.h"
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// Require 8 MB of RAM, even if the pool doesn't go into extended memory.
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// Change the '8' to whatever MB limit you want.
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// Note: only special emulators allow for RAM sizes above 8 MB.
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#define REQUIRED_MIN_MEM_SIZE 1048576 * 8
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u8 gNotEnoughMemory = FALSE;
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u8 gDelayForErrorMessage = 0;
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u8 does_pool_end_lie_out_of_bounds(void *end) {
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u32 endPhy = ((u32) end) & 0x1FFFFFFF;
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u32 memSize = *((u32 *) 0x80000318);
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if (endPhy > memSize) {
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gNotEnoughMemory = TRUE;
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return TRUE;
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} else {
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if (memSize < REQUIRED_MIN_MEM_SIZE) {
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gNotEnoughMemory = TRUE;
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}
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return FALSE;
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}
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}
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// If you're using an N64 console, then you will need to buy an\nexpansion pak to play this ROM hack.
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u8 text_console_8mb[] = { TEXT_CONSOLE_8MB };
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// If you are using PJ64 1.6, go to: Options ► Settings ► Rom Settings Tab ► Memory Size then select 8
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// MB from the drop-down box.
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u8 text_pj64[] = { TEXT_PJ64 };
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// If you are using PJ64 2.X, go to: Options ► Settings ► Config: ► Memory Size, select 8 MB
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u8 text_pj64_2[] = { TEXT_PJ64_2 };
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Gfx *geo18_display_error_message(u32 run, UNUSED struct GraphNode *sp44, UNUSED u32 sp48) {
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if (run) {
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if (gDelayForErrorMessage > 0) {
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// Draw color text title.
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print_text(10, 210, "ERROR Need more memory");
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// Init generic text rendering
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create_dl_ortho_matrix();
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gSPDisplayList(gDisplayListHead++,
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dl_ia_text_begin); // Init rendering stuff for generic text
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// Set text color to white
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gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
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print_generic_string(8, 170, text_console_8mb);
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print_generic_string(8, 120, text_pj64);
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print_generic_string(8, 54, text_pj64_2);
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// Cleanup
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gSPDisplayList(gDisplayListHead++,
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dl_ia_text_end); // Reset back to default render settings.
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gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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} else {
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gDelayForErrorMessage += 1;
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}
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}
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return 0;
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}
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// Basic main loop for the error screen. Note that controllers are not enabled here.
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void thread5_mem_error_message_loop(UNUSED void *arg) {
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struct LevelCommand *addr;
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setup_game_memory();
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set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg) 1);
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addr = segmented_to_virtual(level_script_entry_error_screen);
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func_80247ED8();
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while (1) {
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func_80247FAC();
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addr = level_script_execute(addr);
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display_and_vsync();
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}
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}
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