Make the ocarina work with the dpad (#311)
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230
patches/input.c
230
patches/input.c
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@ -4,6 +4,7 @@
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// Decomp rename, TODO update decomp and remove this
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// Decomp rename, TODO update decomp and remove this
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#define AudioVoice_GetWord func_801A5100
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#define AudioVoice_GetWord func_801A5100
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#include "z64voice.h"
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#include "z64voice.h"
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#include "audiothread_cmd.h"
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s32 func_80847190(PlayState* play, Player* this, s32 arg2);
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s32 func_80847190(PlayState* play, Player* this, s32 arg2);
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s16 func_80832754(Player* this, s32 arg1);
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s16 func_80832754(Player* this, s32 arg1);
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@ -2297,3 +2298,232 @@ void draw_dpad_icons(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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typedef struct {
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/* 0x0 */ s8 x;
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/* 0x1 */ s8 y;
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} OcarinaControlStick; // size = 0x2
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typedef enum {
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/* 0x0 */ SFX_CHANNEL_PLAYER0, // SfxPlayerBank
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/* 0x1 */ SFX_CHANNEL_PLAYER1,
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/* 0x2 */ SFX_CHANNEL_PLAYER2,
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/* 0x3 */ SFX_CHANNEL_ITEM0, // SfxItemBank
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/* 0x4 */ SFX_CHANNEL_ITEM1,
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/* 0x5 */ SFX_CHANNEL_ENV0, // SfxEnvironmentBank
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/* 0x6 */ SFX_CHANNEL_ENV1,
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/* 0x7 */ SFX_CHANNEL_ENV2,
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/* 0x8 */ SFX_CHANNEL_ENEMY0, // SfxEnemyBank
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/* 0x9 */ SFX_CHANNEL_ENEMY1,
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/* 0xA */ SFX_CHANNEL_ENEMY2,
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/* 0xB */ SFX_CHANNEL_SYSTEM0, // SfxSystemBank
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/* 0xC */ SFX_CHANNEL_SYSTEM1,
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/* 0xD */ SFX_CHANNEL_OCARINA, // SfxOcarinaBank
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/* 0xE */ SFX_CHANNEL_VOICE0, // SfxVoiceBank
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/* 0xF */ SFX_CHANNEL_VOICE1
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} SfxChannelIndex; // seqPlayerIndex = 2
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extern u32 sOcarinaFlags;
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extern u8 sOcarinaDropInputTimer;
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extern u32 sOcarinaInputButtonStart;
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extern u32 sOcarinaInputButtonCur;
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extern u8 sCurOcarinaPitch;
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extern u8 sCurOcarinaButtonIndex;
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extern u32 sOcarinaInputButtonPrev;
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extern s32 sOcarinaInputButtonPress;
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extern u8 sRecordingState;
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extern s8 sCurOcarinaBendIndex;
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extern f32 sCurOcarinaBendFreq;
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extern s8 sCurOcarinaVibrato;
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extern OcarinaControlStick sOcarinaInputStickRel;
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extern u8 sPrevOcarinaPitch;
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extern f32 sDefaultOcarinaVolume;
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extern s8 sOcarinaInstrumentId;
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extern f32 AudioOcarina_BendPitchTwoSemitones(s8 bendIndex);
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// @recomp Patch the function in order to read DPad inputs for the ocarina as well as CButton inputs.
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void AudioOcarina_PlayControllerInput(u8 isOcarinaSfxSuppressedWhenCancelled) {
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u32 ocarinaBtnsHeld;
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// Prevents two different ocarina notes from being played on two consecutive frames
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if ((sOcarinaFlags != 0) && (sOcarinaDropInputTimer != 0)) {
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sOcarinaDropInputTimer--;
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return;
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}
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// Ensures the button pressed to start the ocarina does not also play an ocarina note
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// @recomp Check for DPad inputs as well.
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if ((sOcarinaInputButtonStart == 0) ||
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((sOcarinaInputButtonStart & (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)) !=
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(sOcarinaInputButtonCur & (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)))) {
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sOcarinaInputButtonStart = 0;
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if (1) {}
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sCurOcarinaPitch = OCARINA_PITCH_NONE;
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sCurOcarinaButtonIndex = OCARINA_BTN_INVALID;
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// @recomp Check for DPad inputs as well.
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ocarinaBtnsHeld = (sOcarinaInputButtonCur & (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)) &
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(sOcarinaInputButtonPrev & (BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP));
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if (!(sOcarinaInputButtonPress & ocarinaBtnsHeld) && (sOcarinaInputButtonCur != 0)) {
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sOcarinaInputButtonPress = sOcarinaInputButtonCur;
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} else {
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sOcarinaInputButtonPress &= ocarinaBtnsHeld;
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}
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// Interprets and transforms controller input into ocarina buttons and notes
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if (CHECK_BTN_ANY(sOcarinaInputButtonPress, BTN_A)) {
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sCurOcarinaPitch = OCARINA_PITCH_D4;
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sCurOcarinaButtonIndex = OCARINA_BTN_A;
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// @recomp Check for DPad down input as well.
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} else if (CHECK_BTN_ANY(sOcarinaInputButtonPress, (BTN_CDOWN | BTN_DDOWN))) {
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sCurOcarinaPitch = OCARINA_PITCH_F4;
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sCurOcarinaButtonIndex = OCARINA_BTN_C_DOWN;
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// @recomp Check for DPad right input as well.
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} else if (CHECK_BTN_ANY(sOcarinaInputButtonPress, BTN_CRIGHT | BTN_DRIGHT)) {
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sCurOcarinaPitch = OCARINA_PITCH_A4;
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sCurOcarinaButtonIndex = OCARINA_BTN_C_RIGHT;
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// @recomp Check for DPad left input as well.
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} else if (CHECK_BTN_ANY(sOcarinaInputButtonPress, BTN_CLEFT | BTN_DLEFT)) {
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sCurOcarinaPitch = OCARINA_PITCH_B4;
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sCurOcarinaButtonIndex = OCARINA_BTN_C_LEFT;
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// @recomp Check for DPad up input as well.
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} else if (CHECK_BTN_ANY(sOcarinaInputButtonPress, BTN_CUP | BTN_DUP)) {
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sCurOcarinaPitch = OCARINA_PITCH_D5;
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sCurOcarinaButtonIndex = OCARINA_BTN_C_UP;
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}
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if (sOcarinaInputButtonCur) {}
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// Pressing the R Button will raise the pitch by 1 semitone
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if ((sCurOcarinaPitch != OCARINA_PITCH_NONE) && CHECK_BTN_ANY(sOcarinaInputButtonCur, BTN_R) &&
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(sRecordingState != OCARINA_RECORD_SCARECROW_SPAWN)) {
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sCurOcarinaButtonIndex += OCARINA_BUTTON_FLAG_BFLAT_RAISE; // Flag to resolve B Flat 4
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sCurOcarinaPitch++; // Raise the pitch by 1 semitone
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}
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// Pressing the Z Button will lower the pitch by 1 semitone
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if ((sCurOcarinaPitch != OCARINA_PITCH_NONE) && CHECK_BTN_ANY(sOcarinaInputButtonCur, BTN_Z) &&
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(sRecordingState != OCARINA_RECORD_SCARECROW_SPAWN)) {
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sCurOcarinaButtonIndex += OCARINA_BUTTON_FLAG_BFLAT_LOWER; // Flag to resolve B Flat 4
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sCurOcarinaPitch--; // Lower the pitch by 1 semitone
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}
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if (sRecordingState != OCARINA_RECORD_SCARECROW_SPAWN) {
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// Bend the pitch of the note based on y control stick
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sCurOcarinaBendIndex = sOcarinaInputStickRel.y;
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sCurOcarinaBendFreq = AudioOcarina_BendPitchTwoSemitones(sCurOcarinaBendIndex);
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// Add vibrato of the ocarina note based on the x control stick
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sCurOcarinaVibrato = ABS_ALT(sOcarinaInputStickRel.x) >> 2;
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// Sets vibrato to io port 6
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AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, SFX_CHANNEL_OCARINA, 6, sCurOcarinaVibrato);
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} else {
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// no bending or vibrato for recording state OCARINA_RECORD_SCARECROW_SPAWN
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sCurOcarinaBendIndex = 0;
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sCurOcarinaVibrato = 0;
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sCurOcarinaBendFreq = 1.0f; // No bend
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}
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// Processes new and valid notes
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if ((sCurOcarinaPitch != OCARINA_PITCH_NONE) && (sPrevOcarinaPitch != sCurOcarinaPitch)) {
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// Sets ocarina instrument Id to io port 7, which is used
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// as an index in seq 0 to get the true instrument Id
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AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, SFX_CHANNEL_OCARINA, 7, sOcarinaInstrumentId - 1);
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// Sets pitch to io port 5
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AUDIOCMD_CHANNEL_SET_IO(SEQ_PLAYER_SFX, SFX_CHANNEL_OCARINA, 5, sCurOcarinaPitch);
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AudioSfx_PlaySfx(NA_SE_OC_OCARINA, &gSfxDefaultPos, 4, &sCurOcarinaBendFreq, &sDefaultOcarinaVolume,
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&gSfxDefaultReverb);
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} else if ((sPrevOcarinaPitch != OCARINA_PITCH_NONE) && (sCurOcarinaPitch == OCARINA_PITCH_NONE) &&
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!isOcarinaSfxSuppressedWhenCancelled) {
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// Stops ocarina sound when transitioning from playing to not playing a note
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AudioSfx_StopById(NA_SE_OC_OCARINA);
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}
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}
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}
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extern u8 sOcarinaHasStartedSong;
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extern u8 sOcarinaStaffPlayingPos;
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extern u8 sCurOcarinaSongWithoutMusicStaff[8];
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extern u8 sOcarinaWithoutMusicStaffPos;
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extern u8 sFirstOcarinaSongIndex;
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extern u32 sOcarinaAvailableSongFlags;
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extern u8 sLastOcarinaSongIndex;
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extern u8 sButtonToPitchMap[5];
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extern u8 sPlayedOcarinaSongIndexPlusOne;
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extern u8 sIsOcarinaInputEnabled;
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extern void AudioOcarina_CheckIfStartedSong(void);
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extern void AudioOcarina_UpdateCurOcarinaSong(void);
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// @recomp Patch the L button check (for free ocarina playing) to account for DPad ocarina.
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void AudioOcarina_CheckSongsWithoutMusicStaff(void) {
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u32 pitch;
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u8 ocarinaStaffPlayingPosStart;
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u8 songIndex;
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u8 j;
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u8 k;
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// @recomp Add the DPad inputs to the check.
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if (CHECK_BTN_ANY(sOcarinaInputButtonCur, BTN_L) &&
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CHECK_BTN_ANY(sOcarinaInputButtonCur, BTN_A | BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)) {
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AudioOcarina_StartDefault(sOcarinaFlags);
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return;
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}
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AudioOcarina_CheckIfStartedSong();
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if (!sOcarinaHasStartedSong) {
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return;
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}
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ocarinaStaffPlayingPosStart = sOcarinaStaffPlayingPos;
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if ((sPrevOcarinaPitch != sCurOcarinaPitch) && (sCurOcarinaPitch != OCARINA_PITCH_NONE)) {
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sOcarinaStaffPlayingPos++;
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if (sOcarinaStaffPlayingPos > ARRAY_COUNT(sCurOcarinaSongWithoutMusicStaff)) {
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sOcarinaStaffPlayingPos = 1;
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}
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AudioOcarina_UpdateCurOcarinaSong();
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if ((ABS_ALT(sCurOcarinaBendIndex) > 20) && (ocarinaStaffPlayingPosStart != sOcarinaStaffPlayingPos)) {
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sCurOcarinaSongWithoutMusicStaff[sOcarinaWithoutMusicStaffPos - 1] = OCARINA_PITCH_NONE;
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} else {
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sCurOcarinaSongWithoutMusicStaff[sOcarinaWithoutMusicStaffPos - 1] = sCurOcarinaPitch;
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}
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// This nested for-loop tests to see if the notes from the ocarina are identical
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// to any of the songIndex from sFirstOcarinaSongIndex to sLastOcarinaSongIndex
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// Loop through each of the songs
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for (songIndex = sFirstOcarinaSongIndex; songIndex < sLastOcarinaSongIndex; songIndex++) {
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// Checks to see if the song is available to be played
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if ((u32)sOcarinaAvailableSongFlags & (1 << songIndex)) {
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// Loops through all possible starting indices?
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// Loops through the notes of the song?
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for (j = 0, k = 0; (j < gOcarinaSongButtons[songIndex].numButtons) && (k == 0) &&
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(sOcarinaWithoutMusicStaffPos >= gOcarinaSongButtons[songIndex].numButtons);) {
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pitch = sCurOcarinaSongWithoutMusicStaff[(sOcarinaWithoutMusicStaffPos -
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gOcarinaSongButtons[songIndex].numButtons) +
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j];
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if (pitch == sButtonToPitchMap[gOcarinaSongButtons[songIndex].buttonIndex[j]]) {
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j++;
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} else {
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k++;
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}
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}
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// This conditional is true if songIndex = i is detected
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if (j == gOcarinaSongButtons[songIndex].numButtons) {
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sPlayedOcarinaSongIndexPlusOne = songIndex + 1;
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sIsOcarinaInputEnabled = false;
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sOcarinaFlags = 0;
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}
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}
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}
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}
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}
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