mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-22 11:01:54 +01:00
Patch giants cutscene to fix music desync, update RT64
This commit is contained in:
parent
de35dfc8a8
commit
ff5dd7f50c
@ -1 +1 @@
|
||||
Subproject commit 33b5686c649bb501884d114192924233957c9a49
|
||||
Subproject commit 97502ffed099612b59ce23a886d78873d9c6e9ef
|
@ -1,5 +1,6 @@
|
||||
#include "patches.h"
|
||||
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
|
||||
#include "overlays/actors/ovl_En_Fall/z_en_fall.h"
|
||||
|
||||
#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
|
||||
#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
|
||||
@ -257,3 +258,43 @@ Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures
|
||||
|
||||
return gfx;
|
||||
}
|
||||
|
||||
typedef void (*CutsceneHandler)(PlayState* play, CutsceneContext* csCtx);
|
||||
extern CutsceneHandler sScriptedCutsceneHandlers[];
|
||||
void Cutscene_SetupScripted(PlayState* play, CutsceneContext* csCtx);
|
||||
|
||||
int extra_vis = 0;
|
||||
|
||||
// @recomp Patch the giants cutscene to make certain frames take longer to mimic performance on console.
|
||||
// This prevents the music from desyncing from the cutscene as it was designed around the console's frame times.
|
||||
void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
|
||||
if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
|
||||
gSaveContext.cutsceneTrigger = 0;
|
||||
}
|
||||
|
||||
if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) {
|
||||
gSaveContext.save.cutsceneIndex = 0xFFFD;
|
||||
gSaveContext.cutsceneTrigger = 1;
|
||||
}
|
||||
|
||||
if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
|
||||
Cutscene_SetupScripted(play, csCtx);
|
||||
sScriptedCutsceneHandlers[csCtx->state](play, csCtx);
|
||||
}
|
||||
|
||||
// @recomp Insert extra VI interrupt delays on certain frames of the giants cutscene to match console
|
||||
// framerates. This prevents the music from desyncing with the cutscene.
|
||||
if (play->sceneId == SCENE_00KEIKOKU && gSaveContext.sceneLayer == 1) {
|
||||
s32 curFrame = play->csCtx.curFrame;
|
||||
s32 scriptIndex = play->csCtx.scriptIndex;
|
||||
// These regions of lag were determined by measuring framerate on console, though they pretty clearly
|
||||
// correspond to specific camera angles and effects active during the cutscene.
|
||||
if (
|
||||
(scriptIndex == 0 && curFrame >= 1123 && curFrame <= 1381) ||
|
||||
(scriptIndex != 0 && curFrame >= 4 && curFrame <= 85) ||
|
||||
(scriptIndex != 0 && curFrame >= 431 && curFrame <= 490)
|
||||
) {
|
||||
extra_vis = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -58,8 +58,6 @@ void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
|
||||
// @recomp Enable RT64 extended GBI mode and set the current framerate
|
||||
OPEN_DISPS(gfxCtx);
|
||||
gEXEnable(POLY_OPA_DISP++);
|
||||
gEXSetRefreshRate(POLY_OPA_DISP++, 60 / gFramerateDivisor);
|
||||
// gEXPrint(POLY_OPA_DISP++);
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
@ -78,6 +76,9 @@ extern volatile OSTime gRDPTimeAcc;
|
||||
extern OSTime sGraphPrevUpdateEndTime;
|
||||
extern volatile OSTime gGraphUpdatePeriod;
|
||||
|
||||
|
||||
extern int extra_vis;
|
||||
|
||||
// @recomp Modified to report errors instead of skipping frames.
|
||||
/**
|
||||
* Run the game state logic, then finalize the gfx buffer
|
||||
@ -92,6 +93,9 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
|
||||
GameState_Update(gameState);
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
// @recomp Send the current framerate to RT64, including any extra VI interrupt periods.
|
||||
gEXSetRefreshRate(POLY_OPA_DISP++, 60 / (gameState->framerateDivisor + extra_vis));
|
||||
|
||||
gSPEndDisplayList(WORK_DISP++);
|
||||
gSPEndDisplayList(POLY_OPA_DISP++);
|
||||
@ -147,10 +151,17 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
|
||||
}
|
||||
|
||||
if (!problem) {
|
||||
// @recomp Temporarily adjust the framerate divisor to include any extra VI interrupt periods.
|
||||
u8 old_divisor = gameState->framerateDivisor;
|
||||
gameState->framerateDivisor += extra_vis;
|
||||
Graph_TaskSet00(gfxCtx, gameState);
|
||||
// @recomp Restore the old framerate divisor.
|
||||
gameState->framerateDivisor = old_divisor;
|
||||
gfxCtx->gfxPoolIdx++;
|
||||
gfxCtx->framebufferIndex++;
|
||||
}
|
||||
// @recomp Clear any extra VI interrupt periods.
|
||||
extra_vis = 0;
|
||||
|
||||
{
|
||||
OSTime time = osGetTime();
|
||||
|
Loading…
Reference in New Issue
Block a user