Some changes
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@ -50,7 +50,7 @@ const LevelScript level_main_menu_entry_1[] = {
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GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_SAVE_FILE_NUM),
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STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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SLEEP(/*frames*/ 16),
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SLEEP(/*frames*/ 8), // Was 16 frames
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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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SET_REG(/*value*/ LEVEL_CASTLE_GROUNDS),
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@ -58,37 +58,37 @@ const LevelScript level_main_menu_entry_1[] = {
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};
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const LevelScript level_main_menu_entry_2[] = {
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/*0*/ CALL(/*arg*/ 0, /*func*/ lvl_set_current_level),
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/*2*/ JUMP_IF(/*op*/ OP_EQ, /*arg*/ 0, level_main_menu_entry_2 + 42),
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/*5*/ INIT_LEVEL(),
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/*6*/ FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
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/*10*/ LOAD_MIO0(/*seg*/ 0x07, _menu_segment_7SegmentRomStart, _menu_segment_7SegmentRomEnd),
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/*13*/ ALLOC_LEVEL_POOL(),
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CALL(/*arg*/ 0, /*func*/ lvl_set_current_level),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ 0, level_main_menu_entry_2 + 42),
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INIT_LEVEL(),
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FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
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LOAD_MIO0(/*seg*/ 0x07, _menu_segment_7SegmentRomStart, _menu_segment_7SegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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/*14*/ AREA(/*index*/ 2, geo_menu_act_selector_strings),
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/*16*/ OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -100, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x04000000, /*beh*/ bhvActSelector),
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/*22*/ TERRAIN(/*terrainData*/ main_menu_seg7_collision),
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/*24*/ END_AREA(),
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AREA(/*index*/ 2, geo_menu_act_selector_strings),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -100, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x04000000, /*beh*/ bhvActSelector),
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TERRAIN(/*terrainData*/ main_menu_seg7_collision),
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END_AREA(),
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/*25*/ FREE_LEVEL_POOL(),
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/*26*/ LOAD_AREA(/*area*/ 2),
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FREE_LEVEL_POOL(),
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LOAD_AREA(/*area*/ 2),
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// sVisibleStars is set to 0 during FIXED_LOAD above on N64, but not on PC-port.
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// lvl_init_act_selector_values_and_stars must be called here otherwise the
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// previous value is retained and causes incorrect drawing during the 16 transition
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// frames.
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CALL(/*arg*/ 0, /*func*/ lvl_init_act_selector_values_and_stars),
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// sVisibleStars is set to 0 during FIXED_LOAD above on N64, but not on PC-port.
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// lvl_init_act_selector_values_and_stars must be called here otherwise the
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// previous value is retained and causes incorrect drawing during the 10 transition
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// frames.
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CALL(/*arg*/ 0, /*func*/ lvl_init_act_selector_values_and_stars),
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/*27*/ TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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/*29*/ SLEEP(/*frames*/ 16),
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/*30*/ SET_MENU_MUSIC(/*seq*/ 0x000D),
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/*33*/ CALL_LOOP(/*arg*/ 0, /*func*/ lvl_update_obj_and_load_act_button_actions),
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/*35*/ GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_ACT_NUM),
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/*36*/ STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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/*37*/ TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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/*39*/ SLEEP(/*frames*/ 16),
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/*40*/ CLEAR_LEVEL(),
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/*41*/ SLEEP_BEFORE_EXIT(/*frames*/ 1),
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TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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SLEEP(/*frames*/ 8), // Was 16 frames
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SET_MENU_MUSIC(/*seq*/ 0x000D),
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CALL_LOOP(/*arg*/ 0, /*func*/ lvl_update_obj_and_load_act_button_actions),
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GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_ACT_NUM),
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STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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SLEEP(/*frames*/ 10), // Was 16 frames
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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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// L1:
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/*42*/ EXIT(),
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EXIT(),
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};
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@ -152,7 +152,7 @@ const LevelScript level_main_scripts_entry[] = {
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LOOP_BEGIN(),
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EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_2),
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JUMP_LINK(script_exec_level_table),
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SLEEP(/*frames*/ 1),
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// SLEEP(/*frames*/ 1),
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LOOP_UNTIL(/*op*/ OP_LT, /*arg*/ 0),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -1, script_L2),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -2, goto_mario_head_regular),
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@ -3349,8 +3349,10 @@ void update_camera(struct Camera *c) {
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// Make sure the palette editor cutscene is properly reset
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struct MarioState *m = gMarioState;
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if (c->paletteEditorCap && c->cutscene != CUTSCENE_PALETTE_EDITOR && !(m->flags & MARIO_CAP_ON_HEAD) && m->action != ACT_PUTTING_ON_CAP) {
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cutscene_put_cap_on(m);
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if (c->paletteEditorCap && c->cutscene != CUTSCENE_PALETTE_EDITOR && m->action != ACT_PUTTING_ON_CAP) {
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if (!(m->flags & MARIO_CAP_ON_HEAD)) {
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cutscene_put_cap_on(m);
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}
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c->paletteEditorCap = false;
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}
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}
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@ -10860,8 +10862,15 @@ void cutscene_palette_editor(struct Camera *c) {
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if (!gDjuiInPlayerMenu) {
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if (c->paletteEditorCap) {
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if (m->action == ACT_IDLE && !(m->flags & MARIO_CAP_ON_HEAD)) {
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set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
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if (m->flags & MARIO_CAP_ON_HEAD) {
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gCamera->paletteEditorCap = false;
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} else {
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if (m->action == ACT_IDLE) {
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set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
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} else {
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cutscene_put_cap_on(m);
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gCamera->paletteEditorCap = false;
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}
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}
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}
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gCutsceneTimer = CUTSCENE_STOP;
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@ -288,7 +288,7 @@ void fade_into_special_warp(u32 arg, u32 color) {
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fadeout_music(190);
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play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x10, color, color, color);
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level_set_transition(30, NULL);
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level_set_transition(16, NULL);
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warp_special(arg);
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}
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