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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Made loading autosaves spawn the player in dungeons when the save was made while in a dungeon
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@ -357,6 +357,79 @@ extern u16 D_801C6A58[];
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#define CHECK_NEWF(newf) \
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#define CHECK_NEWF(newf) \
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((newf)[0] != 'Z' || (newf)[1] != 'E' || (newf)[2] != 'L' || (newf)[3] != 'D' || (newf)[4] != 'A' || \
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((newf)[0] != 'Z' || (newf)[1] != 'E' || (newf)[2] != 'L' || (newf)[3] != 'D' || (newf)[4] != 'A' || \
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(newf)[5] != '3')
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(newf)[5] != '3')
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typedef struct {
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/* 0x00 */ s16 csId;
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/* 0x02 */ s16 length;
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/* 0x04 */ s16 endCsId;
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/* 0x06 */ s16 subCamId;
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/* 0x08 */ Actor* targetActor;
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/* 0x0C */ s32 startMethod;
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/* 0x10 */ PlayState* play;
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/* 0x14 */ s16 retCamId;
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/* 0x16 */ s16 isCameraStored;
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} CutsceneManager; // size = 0x18
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extern CutsceneManager sCutsceneMgr;
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extern ActorCutscene* sSceneCutsceneList;
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extern s16 sSceneCutsceneCount;
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bool skip_entry_cutscene = false;
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// @recomp Patched to skip the entrance cutscene if the flag is enabled.
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s16 CutsceneManager_FindEntranceCsId(void) {
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PlayState* play;
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s32 csId;
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for (csId = 0; csId < sSceneCutsceneCount; csId++) {
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//! FAKE:
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if ((sSceneCutsceneList[csId].scriptIndex != CS_SCRIPT_ID_NONE) &&
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(sSceneCutsceneList[csId].scriptIndex < (play = sCutsceneMgr.play)->csCtx.scriptListCount) &&
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(sCutsceneMgr.play->curSpawn ==
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sCutsceneMgr.play->csCtx.scriptList[sSceneCutsceneList[csId].scriptIndex].spawn)) {
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// @recomp Check if the entry cutscene should be skipped and do so.
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if (skip_entry_cutscene) {
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skip_entry_cutscene = false;
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return -1;
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}
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return csId;
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}
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}
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for (csId = 0; csId < sSceneCutsceneCount; csId++) {
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if ((sSceneCutsceneList[csId].customValue >= 100) &&
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(sSceneCutsceneList[csId].customValue == (sCutsceneMgr.play->curSpawn + 100))) {
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return csId;
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}
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}
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return -1;
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}
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s32 spawn_entrance_from_autosave_entrance(s16 autosave_entrance) {
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s32 scene_id = Entrance_GetSceneIdAbsolute(gSaveContext.save.entrance);
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recomp_printf("Loaded entrance: %d in scene: %d\n", autosave_entrance, scene_id);
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switch (scene_id) {
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default:
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return ENTRANCE(SOUTH_CLOCK_TOWN, 0);
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case SCENE_MITURIN: // Woodfall Temple
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case SCENE_MITURIN_BS: // Odolwa's Lair
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return ENTRANCE(WOODFALL_TEMPLE, 0);
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case SCENE_HAKUGIN: // Snowhead Temple
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case SCENE_HAKUGIN_BS: // Goht's Lair
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return ENTRANCE(SNOWHEAD_TEMPLE, 0);
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case SCENE_SEA: // Great Bay Temple
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case SCENE_SEA_BS: // Gyorg's Lair
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return ENTRANCE(GREAT_BAY_TEMPLE, 0);
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case SCENE_INISIE_N: // Stone Tower Temple
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return ENTRANCE(STONE_TOWER_TEMPLE, 0);
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case SCENE_INISIE_R: // Inverted Stone Tower Temple
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case SCENE_INISIE_BS: // Twinmold's Lair
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return ENTRANCE(STONE_TOWER_TEMPLE_INVERTED, 0);
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}
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}
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// @recomp Patched to change the entrance for autosaves and initialize autosaves.
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// @recomp Patched to change the entrance for autosaves and initialize autosaves.
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void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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@ -433,7 +506,12 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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}
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}
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// @recomp Handle autosaves.
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// @recomp Handle autosaves.
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else if (gSaveContext.save.isOwlSave == SAVE_TYPE_AUTOSAVE) {
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else if (gSaveContext.save.isOwlSave == SAVE_TYPE_AUTOSAVE) {
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gSaveContext.save.entrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
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gSaveContext.save.entrance = spawn_entrance_from_autosave_entrance(gSaveContext.save.entrance);
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// Skip the turtle cutscene that happens when entering Great Bay Temple.
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if (gSaveContext.save.entrance == ENTRANCE(GREAT_BAY_TEMPLE, 0)) {
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skip_entry_cutscene = true;
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}
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for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
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gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
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gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
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