mirror of
https://github.com/HarbourMasters/2ship2harkinian.git
synced 2024-11-23 05:59:40 +00:00
Persistent Owl Saves & Autosaves (#458)
* Persistent Owl Saves & Autosaves * Better entrance handling * clang format happy now pls?
This commit is contained in:
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@ -413,12 +413,30 @@ void DrawEnhancementsMenu() {
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ImGui::EndMenu();
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}
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if (UIWidgets::BeginMenu("Cycle / Saving")) {
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if (UIWidgets::BeginMenu("Saving / Time Cycle")) {
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ImGui::SeparatorText("Saving");
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UIWidgets::CVarCheckbox("Persistent Owl Saves", "gEnhancements.Saving.PersistentOwlSaves",
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{ .tooltip = "Continuing a save will not remove the owl save. Playing Song of "
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"Time, allowing the moon to crash or finishing the "
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"game will remove the owl save and become the new last save." });
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UIWidgets::CVarCheckbox(
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"Pause Menu Save", "gEnhancements.Kaleido.PauseSave",
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"Pause Menu Save", "gEnhancements.Saving.PauseSave",
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{ .tooltip = "Re-introduce the pause menu save system. Pressing B in the pause menu will give you the "
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"option to create an Owl Save from your current location. When loading back into the "
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"game, you will be placed at your last entrance." });
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"option to create an Owl Save from your current location.\n\nWhen loading back into the "
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"game, you will be placed either at the entrance of the dungeon you saved in, or in South "
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"Clock Town." });
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if (UIWidgets::CVarCheckbox(
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"Autosave", "gEnhancements.Saving.Autosave",
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{ .tooltip = "Automatically create owl saves on the chosen interval.\n\nWhen loading back into the "
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"game, you will be placed either at the entrance of the dungeon you saved in, or in "
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"South Clock Town." })) {
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RegisterAutosave();
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}
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UIWidgets::CVarSliderInt("Autosave Interval (minutes): %d", "gEnhancements.Saving.AutosaveInterval", 1, 60,
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5, { .disabled = !CVarGetInteger("gEnhancements.Saving.Autosave", 0) });
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ImGui::SeparatorText("Time Cycle");
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UIWidgets::CVarCheckbox("Do not reset Bottle content", "gEnhancements.Cycle.DoNotResetBottleContent",
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{ .tooltip = "Playing the Song Of Time will not reset the bottles' content." });
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UIWidgets::CVarCheckbox("Do not reset Consumables", "gEnhancements.Cycle.DoNotResetConsumables",
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@ -428,11 +446,12 @@ void DrawEnhancementsMenu() {
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{ .tooltip = "Playing the Song Of Time will not reset the Sword back to Kokiri Sword." });
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UIWidgets::CVarCheckbox("Do not reset Rupees", "gEnhancements.Cycle.DoNotResetRupees",
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{ .tooltip = "Playing the Song Of Time will not reset the your rupees." });
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 0, 255));
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ImGui::SeparatorText("Unstable");
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ImGui::PopStyleColor();
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UIWidgets::CVarCheckbox(
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"Disable Save Delay", "gEnhancements.Save.DisableSaveDelay",
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"Disable Save Delay", "gEnhancements.Saving.DisableSaveDelay",
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{ .tooltip = "Removes the arbitrary 2 second timer for saving from the original game. This is known to "
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"cause issues when attempting the 0th Day Glitch" });
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@ -14,8 +14,10 @@ void InitEnhancements() {
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// Clock
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RegisterTextBasedClock();
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// Cycle
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// Cycle & Saving
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RegisterEndOfCycleSaveHooks();
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RegisterSavingEnhancements();
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RegisterAutosave();
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// Masks
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RegisterFastTransformation();
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@ -21,6 +21,7 @@
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#include "Graphics/PlayAsKafei.h"
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#include "PlayerMovement/ClimbSpeed.h"
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#include "Songs/EnableSunsSong.h"
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#include "Saving/SavingEnhancements.h"
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enum AlwaysWinDoggyRaceOptions {
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ALWAYS_WIN_DOGGY_RACE_OFF,
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@ -31,6 +31,10 @@ void GameInteractor_ExecuteAfterEndOfCycleSave() {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterEndOfCycleSave>();
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}
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void GameInteractor_ExecuteBeforeMoonCrashSaveReset() {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::BeforeMoonCrashSaveReset>();
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}
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void GameInteractor_ExecuteOnSceneInit(s16 sceneId, s8 spawnNum) {
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SPDLOG_DEBUG("OnSceneInit: sceneId: {}, spawnNum: {}", sceneId, spawnNum);
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneId, spawnNum);
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@ -45,6 +45,7 @@ typedef enum {
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GI_VB_PREVENT_CLOCK_DISPLAY,
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GI_VB_SONG_AVAILABLE_TO_PLAY,
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GI_VB_USE_CUSTOM_CAMERA,
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GI_VB_DELETE_OWL_SAVE,
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GI_VB_PLAY_TRANSITION_CS,
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GI_VB_TATL_INTERUPT_MSG3,
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GI_VB_TATL_INTERUPT_MSG6,
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@ -250,6 +251,7 @@ class GameInteractor {
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DEFINE_HOOK(OnSaveInit, (s16 fileNum));
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DEFINE_HOOK(BeforeEndOfCycleSave, ());
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DEFINE_HOOK(AfterEndOfCycleSave, ());
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DEFINE_HOOK(BeforeMoonCrashSaveReset, ());
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DEFINE_HOOK(OnSceneInit, (s8 sceneId, s8 spawnNum));
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DEFINE_HOOK(OnRoomInit, (s8 sceneId, s8 roomNum));
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@ -288,6 +290,7 @@ void GameInteractor_ExecuteOnGameStateUpdate();
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void GameInteractor_ExecuteOnSaveInit(s16 fileNum);
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void GameInteractor_ExecuteBeforeEndOfCycleSave();
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void GameInteractor_ExecuteAfterEndOfCycleSave();
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void GameInteractor_ExecuteBeforeMoonCrashSaveReset();
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void GameInteractor_ExecuteOnSceneInit(s16 sceneId, s8 spawnNum);
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void GameInteractor_ExecuteOnRoomInit(s16 sceneId, s8 roomNum);
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150
mm/2s2h/Enhancements/Saving/SavingEnhancements.cpp
Normal file
150
mm/2s2h/Enhancements/Saving/SavingEnhancements.cpp
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@ -0,0 +1,150 @@
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#include <libultraship/libultraship.h>
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#include "BenPort.h"
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#include "Enhancements/GameInteractor/GameInteractor.h"
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extern "C" {
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#include <variables.h>
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#include <functions.h>
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}
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static uint32_t autosaveInterval = 0;
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static uint32_t iconTimer = 0;
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static uint64_t currentTimestamp = 0;
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static uint64_t lastSaveTimestamp = GetUnixTimestamp();
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static uint32_t autosaveGameStateUpdateHookId = 0;
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static uint32_t autosaveGameStateDrawFinishHookId = 0;
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// Used for saving through Autosaves and Pause Menu saves.
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extern "C" int32_t GetSaveEntrance(PlayState* play) {
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switch (play->sceneId) {
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// Woodfall Temple + Odolwa
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case SCENE_MITURIN:
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case SCENE_MITURIN_BS:
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return ENTRANCE(WOODFALL_TEMPLE, 0);
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// Snowhead Temple + Goht
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case SCENE_HAKUGIN:
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case SCENE_HAKUGIN_BS:
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return ENTRANCE(SNOWHEAD_TEMPLE, 0);
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// Great Bay Temple + Gyorg
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case SCENE_SEA:
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case SCENE_SEA_BS:
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return ENTRANCE(GREAT_BAY_TEMPLE, 0);
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// Stone Tower Temple (+ inverted) + Twinmold
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case SCENE_INISIE_N:
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case SCENE_INISIE_R:
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case SCENE_INISIE_BS:
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return ENTRANCE(STONE_TOWER_TEMPLE, 0);
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default:
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return ENTRANCE(SOUTH_CLOCK_TOWN, 0);
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}
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}
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void DeleteOwlSave() {
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// Remove Owl Save on time cycle reset, needed when persisting owl saves and/or when
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// creating owl saves without the player being send back to the file select screen.
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// Delete Owl Save
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func_80147314(&gPlayState->sramCtx, gSaveContext.fileNum);
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// Set it to not be an owl save so after reloading the save file it doesn't try to load at the owl's position in
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// clock town
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gSaveContext.save.isOwlSave = false;
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}
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void DrawAutosaveIcon() {
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// 5 seconds (100 frames) of showing the owl save icon to signify autosave has happened.
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if (iconTimer != 0) {
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float opacity = 255.0;
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// Fade in icon
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if (iconTimer > 80) {
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opacity = 255.0 - (((iconTimer - 80.0) / 20.0) * 255);
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// Fade out icon
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} else if (iconTimer < 20) {
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opacity = (iconTimer / 20.0) * 255.0;
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}
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Interface_DrawAutosaveIcon(gPlayState, uint16_t(opacity));
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iconTimer--;
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}
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}
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void HandleAutoSave() {
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// Check if the interval has passed in minutes.
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autosaveInterval = CVarGetInteger("gEnhancements.Saving.AutosaveInterval", 5) * 60000;
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currentTimestamp = GetUnixTimestamp();
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if ((currentTimestamp - lastSaveTimestamp) < autosaveInterval) {
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return;
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}
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Player* player = GET_PLAYER(gPlayState);
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if (player == NULL) {
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return;
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}
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// If owl save available to create, do it and reset the interval.
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if (gSaveContext.flashSaveAvailable && gSaveContext.fileNum != 255 &&
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!Player_InBlockingCsMode(gPlayState, player) && gPlayState->pauseCtx.state == 0 &&
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gPlayState->msgCtx.msgMode == 0) {
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// Reset timestamp, set icon timer to show autosave icon for 5 seconds (100 frames)
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lastSaveTimestamp = GetUnixTimestamp();
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iconTimer = 100;
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// Create owl save
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gSaveContext.save.isOwlSave = true;
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gSaveContext.save.shipSaveInfo.pauseSaveEntrance = GetSaveEntrance(gPlayState);
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Play_SaveCycleSceneFlags(&gPlayState->state);
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gSaveContext.save.saveInfo.playerData.savedSceneId = gPlayState->sceneId;
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func_8014546C(&gPlayState->sramCtx);
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Sram_SetFlashPagesOwlSave(&gPlayState->sramCtx, gFlashOwlSaveStartPages[gSaveContext.fileNum * 2],
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gFlashOwlSaveNumPages[gSaveContext.fileNum * 2]);
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Sram_StartWriteToFlashOwlSave(&gPlayState->sramCtx);
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gSaveContext.save.isOwlSave = false;
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gSaveContext.save.shipSaveInfo.pauseSaveEntrance = -1;
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}
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}
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void RegisterSavingEnhancements() {
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REGISTER_VB_SHOULD(GI_VB_DELETE_OWL_SAVE, {
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if (CVarGetInteger("gEnhancements.Saving.PersistentOwlSaves", 0)) {
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*should = false;
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}
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});
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GameInteractor::Instance->RegisterGameHook<GameInteractor::BeforeEndOfCycleSave>([]() { DeleteOwlSave(); });
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GameInteractor::Instance->RegisterGameHook<GameInteractor::BeforeMoonCrashSaveReset>([]() { DeleteOwlSave(); });
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}
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void RegisterAutosave() {
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if (autosaveGameStateUpdateHookId) {
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnGameStateUpdate>(autosaveGameStateUpdateHookId);
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autosaveGameStateUpdateHookId = 0;
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}
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if (autosaveGameStateDrawFinishHookId) {
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnGameStateDrawFinish>(
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autosaveGameStateDrawFinishHookId);
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autosaveGameStateDrawFinishHookId = 0;
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}
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if (CVarGetInteger("gEnhancements.Saving.Autosave", 0)) {
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autosaveGameStateUpdateHookId =
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameStateUpdate>([]() {
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if (gPlayState == nullptr) {
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return;
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}
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HandleAutoSave();
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});
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autosaveGameStateDrawFinishHookId =
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameStateDrawFinish>([]() {
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if (gPlayState == nullptr) {
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return;
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}
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DrawAutosaveIcon();
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});
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}
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}
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7
mm/2s2h/Enhancements/Saving/SavingEnhancements.h
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7
mm/2s2h/Enhancements/Saving/SavingEnhancements.h
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@ -0,0 +1,7 @@
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#ifndef SAVING_ENHANCEMENTS_H
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#define SAVING_ENHANCEMENTS_H
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void RegisterSavingEnhancements();
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void RegisterAutosave();
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#endif // SAVING_ENHANCEMENTS_H
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@ -1365,6 +1365,10 @@ void osSpTaskYield(void);
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void osViSetXScale(f32 value);
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void osViSetYScale(f32 value);
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// #endregion
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// #region 2S2H [Enhancements]
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// [Autosaves & Pause Menu Saves]
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int32_t GetSaveEntrance(PlayState* play);
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// #endregion
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void Regs_InitData(PlayState* play);
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@ -293,8 +293,11 @@ s32 Inventory_ReplaceItem(struct PlayState* play, u8 oldItem, u8 newItem);
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void Inventory_UpdateDeitySwordEquip(struct PlayState* play) ;
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s32 Inventory_HasEmptyBottle(void);
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s32 Inventory_HasItemInBottle(u8 item);
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// #region 2S2H [Dpad]
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// #region 2S2H - Enhancements
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// [Dpad]
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void Inventory_Dpad_UpdateBottleItem(struct PlayState* play, u8 item, u8 btn);
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// [Autosave]
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void Interface_DrawAutosaveIcon(struct PlayState* play, uint16_t opacity);
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// #endregion
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void Inventory_UpdateBottleItem(struct PlayState* play, u8 item, u8 btn);
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s32 Inventory_ConsumeFairy(struct PlayState* play);
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@ -1753,6 +1753,9 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx);
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void Sram_SetFlashPagesOwlSave(SramContext* sramCtx, s32 curPage, s32 numPages);
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void Sram_StartWriteToFlashOwlSave(SramContext* sramCtx);
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void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx);
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// #region 2S2H [Port] Moved from z_sram_NES.c to use function in enhancement - Persistent Owl Saves
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void func_80147314(SramContext* sramCtx, s32 fileNum); // Removes Owl Saves
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// #endregion
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extern u32 gSramSlotOffsets[];
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extern u8 gAmmoItems[];
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@ -15,6 +15,7 @@
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/actors/ovl_En_Mm3/z_en_mm3.h"
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#include "interface/week_static/week_static.h"
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#include "misc/title_static/title_static.h"
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#include "BenPort.h"
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#include <string.h>
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#include "BenGui/HudEditor.h"
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@ -3435,6 +3436,33 @@ void Interface_Dpad_LoadItemIconImpl(PlayState* play, u8 btn) {
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}
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}
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void Interface_DrawAutosaveIcon(PlayState* play, uint16_t opacity) {
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s16 rectLeft = 290;
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s16 rectTop = 220;
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s16 rectWidth = 24;
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s16 rectHeight = 12;
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s16 dsdx = 512;
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s16 dtdy = 512;
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OPEN_DISPS(gPlayState->state.gfxCtx);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, opacity);
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rectLeft = OTRGetRectDimensionFromRightEdge(rectLeft);
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPLoadTextureBlock(OVERLAY_DISP++, gFileSelOwlSaveIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 24, 12, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
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G_TX_NOLOD);
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gSPWideTextureRectangle(OVERLAY_DISP++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
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(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx << 1, dtdy << 1);
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gDPPipeSync(OVERLAY_DISP++);
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CLOSE_DISPS(gPlayState->state.gfxCtx);
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}
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void Interface_LoadItemIconImpl(PlayState* play, u8 btn) {
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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@ -8,7 +8,6 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void Sram_SyncWriteToFlash(SramContext* sramCtx, s32 curPage, s32 numPages);
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void func_80147314(SramContext* sramCtx, s32 fileNum);
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void func_80147414(SramContext* sramCtx, s32 fileNum, s32 arg2);
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#define CHECK_NEWF(newf) \
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@ -1218,6 +1217,7 @@ void Sram_InitDebugSave(void) {
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}
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void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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GameInteractor_ExecuteBeforeMoonCrashSaveReset();
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s32 i;
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s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
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@ -1375,7 +1375,11 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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}
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fileNum = gSaveContext.fileNum;
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func_80147314(sramCtx, fileNum);
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// Remove Owl saves on save continue
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if (GameInteractor_Should(GI_VB_DELETE_OWL_SAVE, true, 0)) {
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func_80147314(sramCtx, fileNum);
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}
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}
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}
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@ -1996,7 +2000,7 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
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}
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}
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Save.DisableSaveDelay", 0) ? 0 : 2)) {
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Saving.DisableSaveDelay", 0) ? 0 : 2)) {
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// 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
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// Finished status is hardcoded to 2 seconds instead of when the task finishes
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sramCtx->status = 0;
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@ -2036,7 +2040,7 @@ void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
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}
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}
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Save.DisableSaveDelay", 0) ? 0 : 2)) {
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Saving.DisableSaveDelay", 0) ? 0 : 2)) {
|
||||
// 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
|
||||
// Finished status is hardcoded to 2 seconds instead of when the task finishes
|
||||
sramCtx->status = 0;
|
||||
|
@ -912,7 +912,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
|
||||
}
|
||||
}
|
||||
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0) || CVarGetInteger("gEnhancements.Kaleido.GameOver", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0) || CVarGetInteger("gEnhancements.Kaleido.GameOver", 0)) {
|
||||
Gfx_SetupDL42_Opa(gfxCtx);
|
||||
if ((pauseCtx->state == PAUSE_STATE_SAVEPROMPT) || IS_PAUSE_STATE_GAMEOVER) {
|
||||
KaleidoScope_UpdatePrompt(play);
|
||||
@ -3377,7 +3377,7 @@ void KaleidoScope_Update(PlayState* play) {
|
||||
if (!pauseCtx->itemDescriptionOn &&
|
||||
(CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_B))) {
|
||||
Interface_SetAButtonDoAction(play, DO_ACTION_NONE);
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0)) {
|
||||
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
|
||||
pauseCtx->state = PAUSE_STATE_SAVEPROMPT;
|
||||
Audio_PlaySfx_MessageDecide();
|
||||
@ -3418,7 +3418,7 @@ void KaleidoScope_Update(PlayState* play) {
|
||||
// Abort having the player play the song and close the pause menu
|
||||
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
|
||||
Interface_SetAButtonDoAction(play, DO_ACTION_NONE);
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0)) {
|
||||
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
|
||||
pauseCtx->state = PAUSE_STATE_SAVEPROMPT;
|
||||
Audio_PlaySfx_MessageDecide();
|
||||
@ -3461,7 +3461,7 @@ void KaleidoScope_Update(PlayState* play) {
|
||||
if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_B)) {
|
||||
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
|
||||
Interface_SetAButtonDoAction(play, DO_ACTION_NONE);
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0)) {
|
||||
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
|
||||
pauseCtx->state = PAUSE_STATE_SAVEPROMPT;
|
||||
Audio_PlaySfx_MessageDecide();
|
||||
@ -3513,12 +3513,12 @@ void KaleidoScope_Update(PlayState* play) {
|
||||
pauseCtx->savePromptState = PAUSE_SAVEPROMPT_STATE_RETURN_TO_MENU;
|
||||
} else {
|
||||
Audio_PlaySfx(NA_SE_SY_PIECE_OF_HEART);
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0)) {
|
||||
gSaveContext.save.isOwlSave = true;
|
||||
// 2S2H [Enhancement] Eventually we might allow them to load from their last entrance,
|
||||
// but we need to first identify and fix edge cases where that doesn't work properly
|
||||
// like grottos and cutscenes
|
||||
gSaveContext.save.shipSaveInfo.pauseSaveEntrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
|
||||
gSaveContext.save.shipSaveInfo.pauseSaveEntrance = GetSaveEntrance(play);
|
||||
}
|
||||
Play_SaveCycleSceneFlags(&play->state);
|
||||
gSaveContext.save.saveInfo.playerData.savedSceneId = play->sceneId;
|
||||
@ -3528,7 +3528,7 @@ void KaleidoScope_Update(PlayState* play) {
|
||||
255) { // 2S2H [Enhancement] Don't let them save if they are in debug save
|
||||
pauseCtx->savePromptState = PAUSE_SAVEPROMPT_STATE_5;
|
||||
} else {
|
||||
if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PauseSave", 0)) {
|
||||
Sram_SetFlashPagesOwlSave(sramCtx,
|
||||
gFlashOwlSaveStartPages[gSaveContext.fileNum * 2],
|
||||
gFlashOwlSaveNumPages[gSaveContext.fileNum * 2]);
|
||||
|
Loading…
Reference in New Issue
Block a user