/* * File: z_pause.c * Description: Frame Advance debug feature * * This allows you to advance through the game one frame at a time on command. * To advance a frame, hold Z and press R on the specified controller (see z_play). * Holding Z and R will advance a frame every half second. * * Note: While the system is fully hooked up, there is no way to enable it in game * Instead one would have to add something like: * * if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) { * frameAdvCtx->enabled = !frameAdvCtx->enabled; * } * * to the start of FrameAdvance_Update, which would allow the system to be toggled on and off by holding R * and pressing Dpad Down on the specified controller. * * Note2: Controllers 2-4's inputs are normally zeroed out, so this would also need to be fixed to use frame advance */ #include "z64frameadvance.h" #include "stdbool.h" #include "padutils.h" #include "macros.h" void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) { frameAdvCtx->timer = 0; frameAdvCtx->enabled = false; } /* * Returns true when frame advance is not active (game will run normally) */ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) { if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) && (CHECK_BTN_ALL(input->press.button, BTN_R) || (CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) { frameAdvCtx->timer = 0; return true; } return false; }