mirror of https://github.com/zeldaret/mm.git
pause (Frame Advance) OK (#455)
* Matched * Rename and format * typo * Missed renames * Revert "Missed renames" This reverts commit64d9f70464. * Revert "typo" This reverts commit81696364d3. * Revert "Rename and format" This reverts commitaec7d245e8. * Rename functions * Add header explaining frame advance * Header * Format
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@ -2129,8 +2129,8 @@ void func_80121FC4(GlobalContext* globalCtx);
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Path* Path_GetByIndex(GlobalContext* globalCtx, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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// void func_80122660(void);
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// UNK_TYPE4 func_80122670(s32* param_1, Input* input);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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// void func_801226E0(void);
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void func_80122744(GlobalContext* globalCtx, UNK_PTR arg1, u32 arg2, Vec3s* arg3);
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s32 func_80122760(GlobalContext* globalCtx, UNK_PTR arg1, f32 arg2);
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@ -1,5 +1,39 @@
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/*
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* File: z_pause.c
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* Description: Frame Advance debug feature
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*
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* This allows you to advance through the game one frame at a time on command.
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* To advance a frame, hold Z and press R on the specified controller (see z_play).
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* Holding Z and R will advance a frame every half second.
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*
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* Note: While the system is fully hooked up, there is no way to enable it in game
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* Instead one would have to add something like:
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*
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* if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
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* frameAdvCtx->enabled = !frameAdvCtx->enabled;
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* }
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*
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* to the start of FrameAdvance_Update, which would allow the system to be toggled on and off by holding R
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* and pressing Dpad Down on the specified controller.
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*
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* Note2: Controllers 2-4's inputs are normally zeroed out, so this would also need to be fixed to use frame advance
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*/
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#include "global.h"
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_pause/func_80122660.s")
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
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frameAdvCtx->timer = 0;
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frameAdvCtx->enabled = false;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_pause/func_80122670.s")
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/*
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* Returns true when frame advance is not active (game will run normally)
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*/
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) &&
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(CHECK_BTN_ALL(input->press.button, BTN_R) ||
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(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) {
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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}
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@ -2170,8 +2170,8 @@
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0x801224E0:("Path_GetByIndex",),
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0x80122524:("Path_OrientAndGetDistSq",),
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0x801225CC:("Path_CopyLastPoint",),
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0x80122660:("func_80122660",),
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0x80122670:("func_80122670",),
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0x80122660:("FrameAdvance_Init",),
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0x80122670:("FrameAdvance_Update",),
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0x801226E0:("func_801226E0",),
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0x80122744:("func_80122744",),
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0x80122760:("func_80122760",),
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