WIP In-Game Exit via pause+save menus w/ Localizations
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@ -10,11 +10,11 @@
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#define NC_CAMC _("Camera Centre Aggression")
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#define NC_CAMP _("Camera Pan Level")
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#define NC_ENABLED _("Enabled")
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#define NC_DISABLED _("Disabled")
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#define NC_DISABLED _("Disabled")
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#define NC_BUTTON _("[R]: Options")
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#define NC_BUTTON2 _("[R]: Return")
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#define NC_OPTION _("OPTIONS")
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#define NC_HIGHLIGHT _("O")
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#define NC_HIGHLIGHT _("O")
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#define NC_ANALOGUE _("Analogue Camera")
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#define NC_MOUSE _("Mouse Look")
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@ -105,6 +105,7 @@
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#define TEXT_COURSE _("コース")
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#define TEXT_MYSCORE _("マイスコア")
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#define TEXT_CONTINUE _("つづけて マリオする?")
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#define TEXT_EXIT_GAME _("ゲームをしゅうりょうする?")
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#define TEXT_EXIT_COURSE _("コースからでる?")
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#define TEXT_CAMERA_ANGLE_R _("Rボタンのカメラきりかえ")
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@ -122,6 +123,7 @@
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// Save Options
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#define TEXT_SAVE_AND_CONTINUE _("セーブしてつづける?")
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#define TEXT_SAVE_AND_QUIT _("セーブしておわる?")
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#define TEXT_SAVE_EXIT_GAME _("ゲームをやめる?")
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#define TEXT_CONTINUE_WITHOUT_SAVING _("セーブしないでつづける?")
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/**
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@ -204,6 +206,7 @@
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#define TEXT_MYSCORE _("MYSCORE")
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#define TEXT_CONTINUE _("CONTINUE")
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#define TEXT_EXIT_COURSE _("EXIT COURSE")
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#define TEXT_EXIT_GAME _("EXIT GAME")
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#ifndef VERSION_EU // "R" text is different in EU
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#define TEXT_CAMERA_ANGLE_R _("SET CAMERA ANGLE WITH R")
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#endif
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@ -222,6 +225,7 @@
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// Save Options
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#define TEXT_SAVE_AND_CONTINUE _("SAVE & CONTINUE")
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#define TEXT_SAVE_AND_QUIT _("SAVE & QUIT")
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#define TEXT_SAVE_EXIT_GAME _("SAVE & EXIT GAME")
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#define TEXT_CONTINUE_WITHOUT_SAVING _("CONTINUE, DON'T SAVE")
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/**
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@ -348,12 +352,14 @@
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#define TEXT_MY_SCORE_FR _("MON SCORE")
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#define TEXT_CONTINUE_FR _("CONTINUER")
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#define TEXT_EXIT_COURSE_FR _("QUITTER NIVEAU")
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#define TEXT_EXIT_GAME_FR _("QUITTER JEU")
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#define TEXT_CAMERA_ANGLE_R_FR _("RÉGLAGE CAMÉRA AVEC [R]")
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// German
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#define TEXT_COURSE_DE _("KURS")
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#define TEXT_MY_SCORE_DE _("LEISTUNG")
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#define TEXT_CONTINUE_DE _("WEITER")
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#define TEXT_EXIT_COURSE_DE _("KURS VERLASSEN")
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#define TEXT_EXIT_GAME_DE _("SPIEL VERLASSEN")
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#define TEXT_CAMERA_ANGLE_R_DE _("KAMERA MIT [R] VERSTELLEN")
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// Camera Options
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@ -376,10 +382,12 @@
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// French
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#define TEXT_SAVE_AND_CONTINUE_FR _("SAUVEGARDER & CONTINUER")
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#define TEXT_SAVE_AND_QUIT_FR _("SAUVEGARDER & QUITTER")
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#define TEXT_SAVE_EXIT_GAME_FR _("SAUVEGARDER & QUITTER JEU")
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#define TEXT_CONTINUE_WITHOUT_SAVING_FR _("CONTINUER SANS SAUVEGARDER")
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// German
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#define TEXT_SAVE_AND_CONTINUE_DE _("SPEICHERN & WEITER")
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#define TEXT_SAVE_AND_QUIT_DE _("SPEICHERN & ENDE")
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#define TEXT_SAVE_EXIT_GAME_DE _("SPEICHERN & SPIEL VERLASSEN")
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#define TEXT_CONTINUE_WITHOUT_SAVING_DE _("WEITER OHNE ZU SPEICHERN")
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/**
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@ -2387,6 +2387,13 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
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{ TEXT_EXIT_COURSE_FR },
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{ TEXT_EXIT_COURSE_DE }
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};
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u8 textExitGame[][22] ={
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{ TEXT_EXIT_GAME },
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{ TEXT_EXIT_GAME_FR },
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{ TEXT_EXIT_GAME_DE }
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};
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u8 textCameraAngleR[][24] = {
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{ TEXT_CAMERA_ANGLE_R },
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{ TEXT_CAMERA_ANGLE_R_FR },
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@ -2394,23 +2401,27 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
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};
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#define textContinue textContinue[gInGameLanguage]
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#define textExitCourse textExitCourse[gInGameLanguage]
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#define textExitGame textExitGame[gInGameLanguage]
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#define textCameraAngleR textCameraAngleR[gInGameLanguage]
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#else
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u8 textContinue[] = { TEXT_CONTINUE };
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u8 textExitCourse[] = { TEXT_EXIT_COURSE };
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u8 textExitGame[] = { TEXT_EXIT_GAME };
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u8 textCameraAngleR[] = { TEXT_CAMERA_ANGLE_R };
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#endif
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handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3);
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handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Index max raised to 4 from 3
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gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
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gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
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print_generic_string(x + 10, y - 2, textContinue);
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print_generic_string(x + 10, y - 17, textExitCourse);
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print_generic_string(x + 10, y - 33, textExitGame);
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if (index[0] != 3) {
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print_generic_string(x + 10, y - 33, textCameraAngleR);
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if (index[0] != 4) {
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print_generic_string(x + 10, y - 48, textCameraAngleR);
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gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
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create_dl_translation_matrix(MENU_MTX_PUSH, x - X_VAL8, (y - ((index[0] - 1) * yIndex)) - Y_VAL8, 0);
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@ -2420,8 +2431,8 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
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gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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}
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if (index[0] == 3) {
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render_pause_camera_options(x - 42, y - 42, &gDialogCameraAngleIndex, 110);
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if (index[0] == 4) {
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render_pause_camera_options(x - 42, y - 57, &gDialogCameraAngleIndex, 110);
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}
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}
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@ -2662,7 +2673,7 @@ s16 render_pause_courses_and_castle(void) {
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gDialogBoxState = DIALOG_STATE_OPENING;
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gMenuMode = -1;
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if (gDialogLineNum == 2) {
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if (gDialogLineNum == 2 || gDialogLineNum == 3) {
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num = gDialogLineNum;
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} else {
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num = 1;
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@ -2949,11 +2960,13 @@ void render_course_complete_lvl_info_and_hud_str(void) {
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#if defined(VERSION_JP) || defined(VERSION_SH)
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#define TXT_SAVECONT_Y 2
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#define TXT_SAVEQUIT_Y 18
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#define TXT_CONTNOSAVE_Y 38
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#define TXT_SAVE_EXIT_GAME_Y 38
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#define TXT_CONTNOSAVE_Y 54
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#else
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#define TXT_SAVECONT_Y 0
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#define TXT_SAVEQUIT_Y 20
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#define TXT_CONTNOSAVE_Y 40
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#define TXT_SAVE_EXIT_GAME_Y 40
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#define TXT_CONTNOSAVE_Y 60
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#endif
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#ifdef VERSION_EU
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@ -2975,28 +2988,39 @@ void render_save_confirmation(s16 x, s16 y, s8 *index, s16 sp6e)
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{ TEXT_SAVE_AND_QUIT_FR },
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{ TEXT_SAVE_AND_QUIT_DE }
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};
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u8 textSaveExitGame[][26] = { // New function to exit game
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{ TEXT_SAVE_EXIT_GAME },
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{ TEXT_SAVE_EXIT_GAME_FR },
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{ TEXT_SAVE_EXIT_GAME_DE }
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};
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u8 textContinueWithoutSaveArr[][27] = {
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{ TEXT_CONTINUE_WITHOUT_SAVING },
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{ TEXT_CONTINUE_WITHOUT_SAVING_FR },
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{ TEXT_CONTINUE_WITHOUT_SAVING_DE }
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};
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#define textSaveAndContinue textSaveAndContinueArr[gInGameLanguage]
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#define textSaveAndQuit textSaveAndQuitArr[gInGameLanguage]
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#define textSaveExitGame textSaveExitGame[gInGameLanguage]
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#define textContinueWithoutSave textContinueWithoutSaveArr[gInGameLanguage]
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s16 xOffset = get_str_x_pos_from_center(160, textContinueWithoutSaveArr[gInGameLanguage], 12.0f);
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#else
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u8 textSaveAndContinue[] = { TEXT_SAVE_AND_CONTINUE };
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u8 textSaveAndQuit[] = { TEXT_SAVE_AND_QUIT };
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u8 textSaveExitGame[] = { TEXT_SAVE_EXIT_GAME };
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u8 textContinueWithoutSave[] = { TEXT_CONTINUE_WITHOUT_SAVING };
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#endif
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handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3);
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handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Increased to '4' to handle Exit Game
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gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
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gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
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print_generic_string(TXT_SAVEOPTIONS_X, y + TXT_SAVECONT_Y, textSaveAndContinue);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVEQUIT_Y, textSaveAndQuit);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVE_EXIT_GAME_Y, textSaveExitGame);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_CONTNOSAVE_Y, textContinueWithoutSave);
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gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
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@ -1,4 +1,5 @@
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#include <ultra64.h>
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#include <stdbool.h>
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#include "sm64.h"
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#include "seq_ids.h"
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@ -27,6 +28,9 @@
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#include "level_table.h"
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#include "course_table.h"
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#include "thread6.h"
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#include "../../include/libc/stdlib.h"
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#include "../pc/configfile.h"
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#define CONFIG_FILE "sm64config.txt"
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#define PLAY_MODE_NORMAL 0
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#define PLAY_MODE_PAUSED 2
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@ -1013,23 +1017,36 @@ s32 play_mode_normal(void) {
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s32 play_mode_paused(void) {
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if (gPauseScreenMode == 0) {
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set_menu_mode(RENDER_PAUSE_SCREEN);
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} else if (gPauseScreenMode == 1) {
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} else if (gPauseScreenMode == 1) {
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raise_background_noise(1);
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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set_play_mode(PLAY_MODE_NORMAL);
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} else {
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// Exit level
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if (gDebugLevelSelect) {
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fade_into_special_warp(-9, 1);
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} else {
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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gSavedCourseNum = COURSE_NONE;
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}
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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}
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// Exit level
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else if (gPauseScreenMode == 2) {
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if (gDebugLevelSelect) {
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fade_into_special_warp(-9, 1);
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}
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else {
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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gSavedCourseNum = COURSE_NONE;
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}
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} // end of gPauseScreenMode == 2 for "EXIT COURSE" option
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if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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//configfile_save(CONFIG_FILE);
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exit(0); // Appears to automatically save config on exit!
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}
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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// }
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return 0;
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}
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@ -1,4 +1,5 @@
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#include <ultra64.h>
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#include <stdbool.h>
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#include "prevent_bss_reordering.h"
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#include "sm64.h"
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#include "gfx_dimensions.h"
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@ -27,9 +28,12 @@
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#include "level_table.h"
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#include "dialog_ids.h"
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#include "thread6.h"
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#include "../../include/libc/stdlib.h"
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#include "../pc/configfile.h"
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#define CONFIG_FILE "sm64config.txt"
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// TODO: put this elsewhere
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE };
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
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static struct Object *sIntroWarpPipeObj;
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static struct Object *sEndPeachObj;
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@ -254,16 +258,26 @@ void handle_save_menu(struct MarioState *m) {
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// mario_finished_animation(m) ? (not my file, not my problem)
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if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) {
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// save and continue / save and quit
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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save_file_do_save(gCurrSaveFileNum - 1);
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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fade_into_special_warp(-2, 0); // reset game
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}
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
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//configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting
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//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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//fade_into_special_warp(-2, 0); // do the reset game thing
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exit(0); // exit after saving game
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}
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}
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// not quitting
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if (gSaveOptSelectIndex != SAVE_OPT_SAVE_AND_QUIT) {
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if (gSaveOptSelectIndex != SAVE_OPT_SAVE_EXIT_GAME) {
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disable_time_stop();
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m->faceAngle[1] += 0x8000;
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// figure out what dialog to show, if we should
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