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Dragorn421 2025-05-27 17:37:55 +02:00
parent 730ae34adf
commit 57495780c3
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GPG Key ID: 381AEBAF3D429335
2 changed files with 5 additions and 5 deletions

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@ -409,11 +409,11 @@ typedef enum LinkAge {
} LinkAge;
// Values that indicate that either no cutscene is playing or a
// "manual"/"unscripted" cutscene is playing. The names "night"
// Values that indicate that no cutscene script should be played
// (or that an "unscripted" cutscene is playing). The names "night"
// and "day" are leftover from the original meaning of the cutscene
// index (called "day_time"), and only map select uses these values
// (to set gSaveContext.save.nightFlag).
// to indicate time of day (to set gSaveContext.save.nightFlag).
#define CS_INDEX_NIGHT 0x0000
#define CS_INDEX_DAY 0x8000
@ -421,7 +421,7 @@ typedef enum LinkAge {
// If the value of `nextCutsceneIndex` is 0xFFF0-0xFFFF on scene load,
// `Play_Init` will copy the value to `gSaveContext.cutsceneIndex`, load a
// corresponding scene layer and start the scripted cutscene in the scene layer
// (except for the value 0xFFFD, which is special-cased to do nothing on Play init).
// (except for the value 0xFFFD, which is special-cased to do nothing in `Play_Init`).
// It loads layer 4 for 0xFFF0, layer 5 for 0xFFF1, and so on.
//
// The cutsceneIndex could also be set to one of these values to start a

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@ -21,7 +21,7 @@ void TitleSetup_SetupTitleScreen(TitleSetupState* this) {
Sram_InitDebugSave();
gSaveContext.save.cutsceneIndex = CS_INDEX_3;
// assigning scene layer here is redundant, as Play_Init sets it right away
gSaveContext.sceneLayer = 7;
gSaveContext.sceneLayer = GET_CUTSCENE_LAYER(CS_INDEX_3);
SET_NEXT_GAMESTATE(&this->state, Play_Init, PlayState);
}