mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-07 23:25:04 +01:00
98 lines
3.2 KiB
C
98 lines
3.2 KiB
C
#include "patches.h"
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#include "input.h"
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#include "z64debug_display.h"
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void Message_FindMessage(PlayState* play, u16 textId);
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extern SceneEntranceTableEntry sSceneEntranceTable[];
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char text_buffer[1024];
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void do_warp(PlayState* play, u16 entrance){
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play->nextEntrance = entrance;
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gSaveContext.save.entrance = play->nextEntrance;
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play->state.running = false;
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play->state.init = gGameStateOverlayTable[GAMESTATE_PLAY].init;
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play->state.size = gGameStateOverlayTable[GAMESTATE_PLAY].instanceSize;
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// Gets the ingame name, may be useful for mods later on
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// SceneEntranceTableEntry* scene_entrance_table_entry = &sSceneEntranceTable[entrance >> 9];
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// if (scene_entrance_table_entry->table) {
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// EntranceTableEntry* entrance_table_entry = scene_entrance_table_entry->table[0];
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// recomp_printf("entrance_table_entry: 0x%08X\n", (uintptr_t)entrance_table_entry);
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// int scene_id = ABS(entrance_table_entry->sceneId);
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// recomp_printf("scene_id: %d\n", scene_id);
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// SceneTableEntry* scene = &gSceneTable[scene_id];
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// int title_text_id = scene->titleTextId;
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// recomp_printf("title_text_id: %d\n", title_text_id);
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// recomp_printf("play->msgCtx.messageEntryTable: 0x%08X\n", (uintptr_t)play->msgCtx.messageEntryTableNes);
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// Message_FindMessageNES(play, title_text_id);
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// recomp_printf("font->messageStart: 0x%08X font->messageEnd: 0x%08X\n", play->msgCtx.font.messageStart, play->msgCtx.font.messageEnd);
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// DmaRequest req;
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// req.vromAddr = play->msgCtx.font.messageStart + SEGMENT_ROM_START(message_data_static);
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// req.dramAddr = text_buffer;
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// req.size = play->msgCtx.font.messageEnd;
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// recomp_printf("dma from vrom 0x%08X to vram 0x%08x of 0x%04X bytes\n", req.vromAddr, req.dramAddr, req.size);
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// DmaMgr_ProcessMsg(&req);
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// if (text_buffer[2] != (char)0xFE) {
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// recomp_printf("Invalid text\n");
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// *(volatile int*)0 = 0;
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// }
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// recomp_printf("text_buffer: %s\n", text_buffer + 11);
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// }
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// int scene = (entrance & 0xFF00) >> 8;
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}
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void debug_play_update(PlayState* play) {
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u16 pending_warp = recomp_get_pending_warp();
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if (pending_warp != 0xFFFF) {
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do_warp(play, pending_warp);
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}
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}
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extern Input D_801F6C18;
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// @recomp Patched to add a point to modify state before the frame's update.
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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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// @recomp
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debug_play_update(this);
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// @recomp avoid unused variable warning
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(void)prevInput;
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prevInput = CONTROLLER1(&this->state);
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DebugDisplay_Init();
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{
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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if (1) {
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this->state.gfxCtx = NULL;
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}
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Play_Update(this);
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this->state.gfxCtx = gfxCtx;
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}
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{
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Input input = *CONTROLLER1(&this->state);
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if (1) {
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*CONTROLLER1(&this->state) = D_801F6C18;
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}
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Play_Draw(this);
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*CONTROLLER1(&this->state) = input;
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}
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CutsceneManager_Update();
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CutsceneManager_ClearWaiting();
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}
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