Rando version warning on different builds (#2420)
* save build version to savefile * adjust rando hash icons to use fade in/out * add dialog message support on the file select screen and display rando version warning * remove duplicated message functions and use stubbed play state instead for rando warning * add major/minor/patch version saving to file and compare against * use strncpy and memset for build version * don't show rando warning one copy/erase screens * review feedback * Add german and french translations for rando warning Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> --------- Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
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@@ -2416,7 +2416,7 @@ void GameOver_Update(PlayState* play);
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void func_80110990(PlayState* play);
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void func_801109B0(PlayState* play);
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void Message_Init(PlayState* play);
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void func_80112098(PlayState* play);
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void Regs_InitData(PlayState* play);
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void Title_Init(GameState* thisx);
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void Title_PrintBuildInfo(Gfx** gfxp);
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@@ -2433,6 +2433,11 @@ void Heaps_Free(void);
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CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
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// Exposing these methods to leverage them from the file select screen to render messages
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void Message_OpenText(PlayState* play, u16 textId);
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void Message_Decode(PlayState* play);
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void Message_DrawText(PlayState* play, Gfx** gfxP);
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#ifdef __cplusplus
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#undef this
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};
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