#include "patches.h" #include "input.h" void Message_FindMessage(PlayState* play, u16 textId); extern SceneEntranceTableEntry sSceneEntranceTable[]; char text_buffer[1024]; void do_warp(PlayState* play, u16 entrance){ play->nextEntrance = entrance; gSaveContext.save.entrance = play->nextEntrance; play->state.running = false; play->state.init = gGameStateOverlayTable[GAMESTATE_PLAY].init; play->state.size = gGameStateOverlayTable[GAMESTATE_PLAY].instanceSize; // Gets the ingame name, may be useful for mods later on // SceneEntranceTableEntry* scene_entrance_table_entry = &sSceneEntranceTable[entrance >> 9]; // if (scene_entrance_table_entry->table) { // EntranceTableEntry* entrance_table_entry = scene_entrance_table_entry->table[0]; // recomp_printf("entrance_table_entry: 0x%08X\n", (uintptr_t)entrance_table_entry); // int scene_id = ABS(entrance_table_entry->sceneId); // recomp_printf("scene_id: %d\n", scene_id); // SceneTableEntry* scene = &gSceneTable[scene_id]; // int title_text_id = scene->titleTextId; // recomp_printf("title_text_id: %d\n", title_text_id); // recomp_printf("play->msgCtx.messageEntryTable: 0x%08X\n", (uintptr_t)play->msgCtx.messageEntryTableNes); // Message_FindMessageNES(play, title_text_id); // recomp_printf("font->messageStart: 0x%08X font->messageEnd: 0x%08X\n", play->msgCtx.font.messageStart, play->msgCtx.font.messageEnd); // DmaRequest req; // req.vromAddr = play->msgCtx.font.messageStart + SEGMENT_ROM_START(message_data_static); // req.dramAddr = text_buffer; // req.size = play->msgCtx.font.messageEnd; // recomp_printf("dma from vrom 0x%08X to vram 0x%08x of 0x%04X bytes\n", req.vromAddr, req.dramAddr, req.size); // DmaMgr_ProcessMsg(&req); // if (text_buffer[2] != (char)0xFE) { // recomp_printf("Invalid text\n"); // *(volatile int*)0 = 0; // } // recomp_printf("text_buffer: %s\n", text_buffer + 11); // } // int scene = (entrance & 0xFF00) >> 8; } void debug_play_update(PlayState* play) { u16 pending_warp = recomp_get_pending_warp(); if (pending_warp != 0xFFFF) { do_warp(play, pending_warp); } }