Decrease the sleep times in some spots, We do not need them to be so long. (#373)
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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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GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_SAVE_FILE_NUM),
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STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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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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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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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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SET_REG(/*value*/ LEVEL_CASTLE_GROUNDS),
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SET_REG(/*value*/ LEVEL_CASTLE_GROUNDS),
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@ -80,13 +80,13 @@ const LevelScript level_main_menu_entry_2[] = {
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CALL(/*arg*/ 0, /*func*/ lvl_init_act_selector_values_and_stars),
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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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/*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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/*29*/ SLEEP(/*frames*/ 8), // Was 16 frames
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/*30*/ SET_MENU_MUSIC(/*seq*/ 0x000D),
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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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/*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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/*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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/*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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/*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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/*39*/ SLEEP(/*frames*/ 10), // Was 16 frames
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/*40*/ CLEAR_LEVEL(),
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/*40*/ CLEAR_LEVEL(),
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/*41*/ SLEEP_BEFORE_EXIT(/*frames*/ 1),
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/*41*/ SLEEP_BEFORE_EXIT(/*frames*/ 1),
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// L1:
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// L1:
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@ -151,7 +151,7 @@ const LevelScript level_main_scripts_entry[] = {
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LOOP_BEGIN(),
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LOOP_BEGIN(),
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EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_2),
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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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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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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*/ -1, script_L2),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -2, goto_mario_head_regular),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -2, goto_mario_head_regular),
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@ -278,7 +278,7 @@ void fade_into_special_warp(u32 arg, u32 color) {
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fadeout_music(190);
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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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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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warp_special(arg);
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}
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}
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