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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Patch giants cutscene to fix music desync, update RT64
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@ -1 +1 @@
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Subproject commit 33b5686c649bb501884d114192924233957c9a49
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Subproject commit 97502ffed099612b59ce23a886d78873d9c6e9ef
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@ -1,5 +1,6 @@
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#include "patches.h"
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#include "patches.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/actors/ovl_En_Fall/z_en_fall.h"
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#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
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#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
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#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
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#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
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@ -257,3 +258,43 @@ Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures
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return gfx;
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return gfx;
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}
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}
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typedef void (*CutsceneHandler)(PlayState* play, CutsceneContext* csCtx);
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extern CutsceneHandler sScriptedCutsceneHandlers[];
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void Cutscene_SetupScripted(PlayState* play, CutsceneContext* csCtx);
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int extra_vis = 0;
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// @recomp Patch the giants cutscene to make certain frames take longer to mimic performance on console.
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// This prevents the music from desyncing from the cutscene as it was designed around the console's frame times.
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void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
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if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
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gSaveContext.cutsceneTrigger = 0;
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}
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if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) {
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gSaveContext.save.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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}
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if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
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Cutscene_SetupScripted(play, csCtx);
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sScriptedCutsceneHandlers[csCtx->state](play, csCtx);
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}
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// @recomp Insert extra VI interrupt delays on certain frames of the giants cutscene to match console
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// framerates. This prevents the music from desyncing with the cutscene.
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if (play->sceneId == SCENE_00KEIKOKU && gSaveContext.sceneLayer == 1) {
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s32 curFrame = play->csCtx.curFrame;
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s32 scriptIndex = play->csCtx.scriptIndex;
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// These regions of lag were determined by measuring framerate on console, though they pretty clearly
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// correspond to specific camera angles and effects active during the cutscene.
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if (
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(scriptIndex == 0 && curFrame >= 1123 && curFrame <= 1381) ||
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(scriptIndex != 0 && curFrame >= 4 && curFrame <= 85) ||
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(scriptIndex != 0 && curFrame >= 431 && curFrame <= 490)
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) {
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extra_vis = 1;
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}
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}
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}
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@ -58,8 +58,6 @@ void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
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// @recomp Enable RT64 extended GBI mode and set the current framerate
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// @recomp Enable RT64 extended GBI mode and set the current framerate
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OPEN_DISPS(gfxCtx);
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OPEN_DISPS(gfxCtx);
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gEXEnable(POLY_OPA_DISP++);
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gEXEnable(POLY_OPA_DISP++);
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gEXSetRefreshRate(POLY_OPA_DISP++, 60 / gFramerateDivisor);
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// gEXPrint(POLY_OPA_DISP++);
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CLOSE_DISPS(gfxCtx);
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CLOSE_DISPS(gfxCtx);
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}
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}
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@ -78,6 +76,9 @@ extern volatile OSTime gRDPTimeAcc;
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extern OSTime sGraphPrevUpdateEndTime;
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extern OSTime sGraphPrevUpdateEndTime;
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extern volatile OSTime gGraphUpdatePeriod;
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extern volatile OSTime gGraphUpdatePeriod;
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extern int extra_vis;
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// @recomp Modified to report errors instead of skipping frames.
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// @recomp Modified to report errors instead of skipping frames.
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/**
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/**
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* Run the game state logic, then finalize the gfx buffer
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* Run the game state logic, then finalize the gfx buffer
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@ -93,6 +94,9 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
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OPEN_DISPS(gfxCtx);
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OPEN_DISPS(gfxCtx);
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// @recomp Send the current framerate to RT64, including any extra VI interrupt periods.
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gEXSetRefreshRate(POLY_OPA_DISP++, 60 / (gameState->framerateDivisor + extra_vis));
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gSPEndDisplayList(WORK_DISP++);
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gSPEndDisplayList(WORK_DISP++);
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gSPEndDisplayList(POLY_OPA_DISP++);
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gSPEndDisplayList(POLY_OPA_DISP++);
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gSPEndDisplayList(POLY_XLU_DISP++);
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gSPEndDisplayList(POLY_XLU_DISP++);
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@ -147,10 +151,17 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
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}
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}
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if (!problem) {
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if (!problem) {
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// @recomp Temporarily adjust the framerate divisor to include any extra VI interrupt periods.
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u8 old_divisor = gameState->framerateDivisor;
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gameState->framerateDivisor += extra_vis;
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Graph_TaskSet00(gfxCtx, gameState);
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Graph_TaskSet00(gfxCtx, gameState);
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// @recomp Restore the old framerate divisor.
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gameState->framerateDivisor = old_divisor;
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gfxCtx->gfxPoolIdx++;
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gfxCtx->gfxPoolIdx++;
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gfxCtx->framebufferIndex++;
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gfxCtx->framebufferIndex++;
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}
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}
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// @recomp Clear any extra VI interrupt periods.
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extra_vis = 0;
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{
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{
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OSTime time = osGetTime();
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OSTime time = osGetTime();
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