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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-24 20:01:51 +01:00
merging from old version of branch
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commit
b1a6d32123
@ -73,6 +73,13 @@
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</panel>
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</tabset>
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<div class="config__icon-buttons">
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<button
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class="icon-button"
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onclick="open_reset_game_prompt"
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id="config__reset_game-button"
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>
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<svg src="icons/Reset.svg" />
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</button>
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<button
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class="icon-button"
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onclick="open_quit_game_prompt"
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@ -88,6 +88,9 @@ namespace zelda64 {
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void set_analog_cam_mode(AnalogCamMode mode);
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void open_quit_game_prompt();
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void open_reset_game_prompt();
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extern bool should_game_reset;
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};
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#endif
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@ -1,6 +1,10 @@
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#include "play_patches.h"
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#include "z64debug_display.h"
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#include "input.h"
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#include "input.h"
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#include "z64game.h"
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#include "overlays/gamestates/ovl_title/z_title.h"
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#include "prevent_bss_reordering.h"
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#include "z64.h"
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#include "regs.h"
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@ -36,11 +40,20 @@ void controls_play_update(PlayState* play) {
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gSaveContext.options.zTargetSetting = recomp_get_targeting_mode();
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}
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void do_reset_game(PlayState* this) {
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STOP_GAMESTATE(&this->state);
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SET_NEXT_GAMESTATE(&this->state, ConsoleLogo_Init, sizeof(ConsoleLogoState));
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}
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// @recomp Patched to add hooks for various added functionality.
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RECOMP_PATCH void Play_Main(GameState* thisx) {
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static Input* prevInput = NULL;
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PlayState* this = (PlayState*)thisx;
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if (recomp_should_reset_game()) {
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do_reset_game(this);
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}
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// @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame.
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recomp_on_play_main(this);
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@ -2,6 +2,9 @@
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#define __PLAY_PATCHES_H__
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#include "patches.h"
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#include "patch_helpers.h"
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DECLARE_FUNC(bool, recomp_should_reset_game);
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void debug_play_update(PlayState* play);
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void camera_pre_play_update(PlayState* play);
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@ -11,4 +14,6 @@ void analog_cam_post_play_update(PlayState* play);
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void matrix_play_update(PlayState* play);
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void autosave_post_play_update(PlayState* play);
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#endif
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@ -44,3 +44,4 @@ recomp_get_inverted_axes = 0x8F0000A4;
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recomp_high_precision_fb_enabled = 0x8F0000A8;
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recomp_get_resolution_scale = 0x8F0000AC;
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recomp_get_analog_inverted_axes = 0x8F0000B0;
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recomp_should_reset_game = 0x8F0000B4;
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@ -166,3 +166,11 @@ extern "C" void recomp_set_right_analog_suppressed(uint8_t* rdram, recomp_contex
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recomp::set_right_analog_suppressed(suppressed);
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}
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extern "C" void recomp_should_reset_game(uint8_t* rdram, recomp_context* ctx) {
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bool retVal = zelda64::should_game_reset;
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zelda64::should_game_reset = false;
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_return(ctx, retVal);
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}
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@ -161,6 +161,11 @@ static bool sample_positions_supported = false;
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static bool cont_active = true;
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namespace zelda64 {
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bool should_game_reset;
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}
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static recomp::InputDevice cur_device = recomp::InputDevice::Controller;
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int recomp::get_scanned_input_index() {
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@ -279,6 +284,23 @@ void zelda64::open_quit_game_prompt() {
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);
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}
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void zelda64::open_reset_game_prompt() {
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prompt_context.open_prompt(
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"Return to the main menu?",
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"Any progress since your last save will be lost.",
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"Quit",
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"Cancel",
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[]() {
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should_game_reset = true;
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},
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[]() {},
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recompui::ButtonVariant::Error,
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recompui::ButtonVariant::Tertiary,
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true,
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"config__quit-game-button"
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);
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}
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// These defaults values don't matter, as the config file handling overrides them.
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struct ControlOptionsContext {
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int rumble_strength; // 0 to 100
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@ -559,6 +581,11 @@ public:
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zelda64::open_quit_game_prompt();
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});
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recompui::register_event(listener, "open_reset_game_prompt",
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[](const std::string& param, Rml::Event& event) {
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zelda64::open_reset_game_prompt();
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});
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recompui::register_event(listener, "toggle_input_device",
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[](const std::string& param, Rml::Event& event) {
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cur_device = cur_device == recomp::InputDevice::Controller
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