NTSC Support (N64) (#4198)
* copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * quicktext more closely aligned with decomp * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include <textures/do_action_static/do_action_static.h>
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#include <assert.h>
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#include "soh/ResourceManagerHelpers.h"
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void func_80110990(PlayState* play) {
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Map_Destroy(play);
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@@ -80,21 +81,21 @@ void func_801109B0(PlayState* play) {
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}
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}
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osSyncPrintf("EVENT=%d\n", ((void)0, gSaveContext.timer1State));
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osSyncPrintf("EVENT=%d\n", ((void)0, gSaveContext.timerState));
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if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8) || (gSaveContext.timer2State == 4) ||
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(gSaveContext.timer2State == 10)) {
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if ((gSaveContext.timerState == 4) || (gSaveContext.timerState == 8) || (gSaveContext.subTimerState == 4) ||
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(gSaveContext.subTimerState == 10)) {
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osSyncPrintf("restart_flag=%d\n", ((void)0, gSaveContext.respawnFlag));
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if ((gSaveContext.respawnFlag == -1) || (gSaveContext.respawnFlag == 1)) {
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if (gSaveContext.timer1State == 4) {
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gSaveContext.timer1State = 1;
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if (gSaveContext.timerState == 4) {
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gSaveContext.timerState = 1;
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gSaveContext.timerX[0] = 140;
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gSaveContext.timerY[0] = 80;
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}
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}
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if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) {
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if ((gSaveContext.timerState == 4) || (gSaveContext.timerState == 8)) {
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temp = 0;
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} else {
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temp = 1;
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@@ -109,10 +110,10 @@ void func_801109B0(PlayState* play) {
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}
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}
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if ((gSaveContext.timer1State >= 11) && (gSaveContext.timer1State < 16)) {
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gSaveContext.timer1State = 0;
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if ((gSaveContext.timerState >= 11) && (gSaveContext.timerState < 16)) {
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gSaveContext.timerState = 0;
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// "Timer Stop!!!!!!!!!!!!!!!!!!!!!!"
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osSyncPrintf("タイマー停止!!!!!!!!!!!!!!!!!!!!! = %d\n", gSaveContext.timer1State);
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osSyncPrintf("タイマー停止!!!!!!!!!!!!!!!!!!!!! = %d\n", gSaveContext.timerState);
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}
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osSyncPrintf("PARAMETER領域=%x\n", parameterSize + 0x5300); // "Parameter Area = %x"
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@@ -157,7 +158,11 @@ void Message_Init(PlayState* play) {
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osSyncPrintf("吹き出しgame_alloc=%x\n", 0x2200); // "Textbox game_alloc=%x"
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assert(msgCtx->textboxSegment != NULL);
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Font_LoadOrderedFont(&play->msgCtx.font);
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if (ResourceMgr_GetGameRegion(0) == GAME_REGION_PAL && gSaveContext.language != LANGUAGE_JPN) {
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Font_LoadOrderedFont(&play->msgCtx.font);
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} else { // GAME_REGION_NTSC
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Font_LoadOrderedFontNTSC(&play->msgCtx.font);
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}
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YREG(31) = 0;
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}
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