#include "patches.h" #include "misc_funcs.h" #include "z64shrink_window.h" #include "overlays/gamestates/ovl_file_choose/z_file_select.h" #define FS_BTN_CONFIRM_REWIND 2 INCBIN(rewind_button_texture, "rewind.ia16.bin"); extern u64 gFileSelFileNameBoxTex[]; extern u64 gFileSelConnectorTex[]; extern u64 gFileSelBlankButtonTex[]; extern u64 gFileSelBigButtonHighlightTex[]; extern u64 gFileSelFileInfoBox0Tex[]; extern u64 gFileSelFileInfoBox1Tex[]; extern u64 gFileSelFileInfoBox2Tex[]; extern u64 gFileSelFileInfoBox3Tex[]; extern u64 gFileSelFileInfoBox4Tex[]; extern u64 gFileSelFileExtraInfoBox0Tex[]; extern u64 gFileSelFileExtraInfoBox1Tex[]; extern u64 gFileSelOptionsButtonENGTex[]; extern u64 gFileSelPleaseSelectAFileENGTex[]; extern u64 gFileSelOpenThisFileENGTex[]; extern u64 gFileSelCopyWhichFileENGTex[]; extern u64 gFileSelCopyToWhichFileENGTex[]; extern u64 gFileSelAreYouSureCopyENGTex[]; extern u64 gFileSelFileCopiedENGTex[]; extern u64 gFileSelEraseWhichFileENGTex[]; extern u64 gFileSelAreYouSureEraseENGTex[]; extern u64 gFileSelFileErasedENGTex[]; extern u64 gFileSelNoFileToCopyENGTex[]; extern u64 gFileSelNoFileToEraseENGTex[]; extern u64 gFileSelNoEmptyFileENGTex[]; extern u64 gFileSelFileEmptyENGTex[]; extern u64 gFileSelFileInUseENGTex[]; extern u64 gFileSelFile1ButtonENGTex[]; extern u64 gFileSelFile2ButtonENGTex[]; extern u64 gFileSelFile3ButtonENGTex[]; extern u64 gFileSelCopyButtonENGTex[]; extern u64 gFileSelEraseButtonENGTex[]; extern u64 gFileSelYesButtonENGTex[]; extern u64 gFileSelQuitButtonENGTex[]; // TODO extern these when the recompiler handles relocations automatically. s16 D_80814280[] = { 2, 3, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 0, 1, 1, 2, 1, 1, 4, 2, 2, 2, 1, 1, 0, 2, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 2, 2, 4, 3, 2, 4, 1, 2, 2, 1, 1, 2, 2, 3, 2, 2, 0, 2, 2, 2, 0, 3, 1, 0, }; s16 sWindowContentColors[] = { 100, 150, 255 }; TexturePtr sFileInfoBoxTextures[] = { gFileSelFileInfoBox0Tex, gFileSelFileInfoBox1Tex, gFileSelFileInfoBox2Tex, gFileSelFileInfoBox3Tex, gFileSelFileInfoBox4Tex, gFileSelFileExtraInfoBox0Tex, gFileSelFileExtraInfoBox1Tex, }; TexturePtr sTitleLabels[] = { gFileSelPleaseSelectAFileENGTex, gFileSelOpenThisFileENGTex, gFileSelCopyWhichFileENGTex, gFileSelCopyToWhichFileENGTex, gFileSelAreYouSureCopyENGTex, gFileSelFileCopiedENGTex, gFileSelEraseWhichFileENGTex, gFileSelAreYouSureEraseENGTex, gFileSelFileErasedENGTex, }; TexturePtr sWarningLabels[] = { gFileSelNoFileToCopyENGTex, gFileSelNoFileToEraseENGTex, gFileSelNoEmptyFileENGTex, gFileSelFileEmptyENGTex, gFileSelFileInUseENGTex, }; TexturePtr sFileButtonTextures[] = { gFileSelFile1ButtonENGTex, gFileSelFile2ButtonENGTex, gFileSelFile3ButtonENGTex, }; TexturePtr sActionButtonTextures[] = { gFileSelCopyButtonENGTex, gFileSelEraseButtonENGTex, gFileSelYesButtonENGTex, gFileSelQuitButtonENGTex, }; s16 sFileInfoBoxPartWidths[] = { 36, 36, 36, 36, 24, 28, 28, }; s16 sWalletFirstDigit[] = { 1, // tens (Default Wallet) 0, // hundreds (Adult Wallet) 0, // hundreds (Giant Wallet) }; s16 D_80814620[] = { 8, 8, 8, 0 }; s16 D_80814628[] = { 12, 12, 12, 0 }; s16 D_80814630[] = { 12, 12, 12, 0 }; s16 D_80814638[] = { 88, 104, 120, 940, 944, 948, }; s16 D_80814644[] = { 88, 104, 120, 944 }; s16 D_8081464C[] = { 940, 944 }; s16 D_80814650[] = { 940, 944, 948 }; void FileSelect_Main(GameState* thisx); void FileSelect_InitContext(GameState* thisx); void FileSelect_DrawFileInfo(GameState *thisx, s16 fileIndex); void FileSelect_SplitNumber(u16 value, u16 *hundreds, u16 *tens, u16 *ones); // @recomp The options button is now the quit button, so close recomp instead of opening the options. void FileSelect_RotateToOptions(GameState* thisx) { recomp_exit(); } void FileSelect_Init(GameState* thisx) { s32 pad; FileSelectState* this = (FileSelectState*)thisx; size_t size; GameState_SetFramerateDivisor(&this->state, 1); Matrix_Init(&this->state); ShrinkWindow_Init(); View_Init(&this->view, this->state.gfxCtx); // @recomp manually relocate these symbols as the recompiler doesn't do this automatically for patches yet. GameStateOverlay* ovl = &gGameStateOverlayTable[GAMESTATE_FILE_SELECT]; this->state.main = (void*)((u32)FileSelect_Main - (u32)ovl->vramStart + (u32)ovl->loadedRamAddr); this->state.destroy = (void*)((u32)FileSelect_Destroy - (u32)ovl->vramStart + (u32)ovl->loadedRamAddr); FileSelect_InitContext(&this->state); Font_LoadOrderedFont(&this->font); size = SEGMENT_ROM_SIZE(title_static); this->staticSegment = THA_AllocTailAlign16(&this->state.tha, size); DmaMgr_RequestSync(this->staticSegment, SEGMENT_ROM_START(title_static), size); size = SEGMENT_ROM_SIZE(parameter_static); this->parameterSegment = THA_AllocTailAlign16(&this->state.tha, size); DmaMgr_RequestSync(this->parameterSegment, SEGMENT_ROM_START(parameter_static), size); size = gObjectTable[OBJECT_MAG].vromEnd - gObjectTable[OBJECT_MAG].vromStart; this->titleSegment = THA_AllocTailAlign16(&this->state.tha, size); DmaMgr_RequestSync(this->titleSegment, gObjectTable[OBJECT_MAG].vromStart, size); Audio_SetSpec(0xA); // Setting ioData to 1 and writing it to ioPort 7 will skip the harp intro Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1); // @recomp Replace the contents of the options button's texture with the quit button texture. // Lower impact than replacing the entire `FileSelect_DrawWindowContents` function. void* options_button_texture = (void*)(this->staticSegment + (u32)gFileSelOptionsButtonENGTex - 0x01000000); void* quit_button_texture = (void*)(this->staticSegment + (u32)gFileSelQuitButtonENGTex - 0x01000000); Lib_MemCpy(options_button_texture, quit_button_texture, 64 * 16 * sizeof(u16)); } void FileSelect_SetWindowContentVtx(GameState *thisx) { FileSelectState *this = (FileSelectState *)thisx; u16 vtxId; s16 j; s16 i; s16 spAC; u16 spA4[3]; u16 *ptr; s32 posY; s32 relPosY; s32 tempPosY; s32 posX; s32 index; this->windowContentVtx = GRAPH_ALLOC(this->state.gfxCtx, 960 * sizeof(Vtx)); // Initialize all windowContentVtx for (vtxId = 0; vtxId < 960; vtxId += 4) { // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = 0x12C; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 16; // y-coord (top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = 0; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 16; // z-coordinate this->windowContentVtx[vtxId + 0].v.ob[2] = this->windowContentVtx[vtxId + 1].v.ob[2] = this->windowContentVtx[vtxId + 2].v.ob[2] = this->windowContentVtx[vtxId + 3].v.ob[2] = 0; // flag this->windowContentVtx[vtxId + 0].v.flag = this->windowContentVtx[vtxId + 1].v.flag = this->windowContentVtx[vtxId + 2].v.flag = this->windowContentVtx[vtxId + 3].v.flag = 0; // texture coordinates this->windowContentVtx[vtxId + 0].v.tc[0] = this->windowContentVtx[vtxId + 0].v.tc[1] = this->windowContentVtx[vtxId + 1].v.tc[1] = this->windowContentVtx[vtxId + 2].v.tc[0] = 0; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200; // alpha this->windowContentVtx[vtxId + 0].v.cn[0] = this->windowContentVtx[vtxId + 1].v.cn[0] = this->windowContentVtx[vtxId + 2].v.cn[0] = this->windowContentVtx[vtxId + 3].v.cn[0] = this->windowContentVtx[vtxId + 0].v.cn[1] = this->windowContentVtx[vtxId + 1].v.cn[1] = this->windowContentVtx[vtxId + 2].v.cn[1] = this->windowContentVtx[vtxId + 3].v.cn[1] = this->windowContentVtx[vtxId + 0].v.cn[2] = this->windowContentVtx[vtxId + 1].v.cn[2] = this->windowContentVtx[vtxId + 2].v.cn[2] = this->windowContentVtx[vtxId + 3].v.cn[2] = this->windowContentVtx[vtxId + 0].v.cn[3] = this->windowContentVtx[vtxId + 1].v.cn[3] = this->windowContentVtx[vtxId + 2].v.cn[3] = this->windowContentVtx[vtxId + 3].v.cn[3] = 255; } /** Title Label **/ // x-coord (left) this->windowContentVtx[0].v.ob[0] = this->windowContentVtx[2].v.ob[0] = this->windowPosX; // x-coord (right) this->windowContentVtx[1].v.ob[0] = this->windowContentVtx[3].v.ob[0] = this->windowContentVtx[0].v.ob[0] + 0x80; // y-coord (top) this->windowContentVtx[0].v.ob[1] = this->windowContentVtx[1].v.ob[1] = 0x48; // y-coord (bottom) this->windowContentVtx[2].v.ob[1] = this->windowContentVtx[3].v.ob[1] = this->windowContentVtx[0].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[1].v.tc[0] = this->windowContentVtx[3].v.tc[0] = 0x1000; /** File InfoBox **/ // Loop through 3 files for (vtxId = 4, i = 0; i < 3; i++) { posX = this->windowPosX - 6; // Loop through 7 textures for (j = 0; j < 7; j++, vtxId += 4) { // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + sFileInfoBoxPartWidths[j]; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = this->fileNamesY[i] + 0x2C; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x38; // texture coordinates this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = sFileInfoBoxPartWidths[j] << 5; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x700; // Update X position posX += sFileInfoBoxPartWidths[j]; } } // File Buttons posX = this->windowPosX - 6; posY = 44; // Loop through 3 files for (j = 0; j < 3; j++, vtxId += 16, posY -= 0x10) { /* File Button */ // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = this->buttonYOffsets[j] + posY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800; /* File Name Box */ // x-coord (left) this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] = posX + 0x40; // x-coord (right) this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] = this->windowContentVtx[vtxId + 4].v.ob[0] + 0x6C; // y-coord(top) this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] = this->buttonYOffsets[j] + posY; // y-coord (bottom) this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] = this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0xD80; /* Connectors */ // x-coord (left) this->windowContentVtx[vtxId + 8].v.ob[0] = this->windowContentVtx[vtxId + 10].v.ob[0] = posX + 0x34; // x-coord (right) this->windowContentVtx[vtxId + 9].v.ob[0] = this->windowContentVtx[vtxId + 11].v.ob[0] = this->windowContentVtx[vtxId + 8].v.ob[0] + 0x18; // y-coord(top) this->windowContentVtx[vtxId + 8].v.ob[1] = this->windowContentVtx[vtxId + 9].v.ob[1] = this->buttonYOffsets[j] + posY; // y-coord (bottom) this->windowContentVtx[vtxId + 10].v.ob[1] = this->windowContentVtx[vtxId + 11].v.ob[1] = this->windowContentVtx[vtxId + 8].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 9].v.tc[0] = this->windowContentVtx[vtxId + 11].v.tc[0] = 0x300; /* Blank Button (Owl Save) */ // x-coord (left) this->windowContentVtx[vtxId + 12].v.ob[0] = this->windowContentVtx[vtxId + 14].v.ob[0] = posX + 0xA9; // x-coord (right) this->windowContentVtx[vtxId + 13].v.ob[0] = this->windowContentVtx[vtxId + 15].v.ob[0] = this->windowContentVtx[vtxId + 12].v.ob[0] + 0x34; // y-coord(top) this->windowContentVtx[vtxId + 12].v.ob[1] = this->windowContentVtx[vtxId + 13].v.ob[1] = this->buttonYOffsets[j] + posY; // y-coord (bottom) this->windowContentVtx[vtxId + 14].v.ob[1] = this->windowContentVtx[vtxId + 15].v.ob[1] = this->windowContentVtx[vtxId + 12].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 13].v.tc[0] = this->windowContentVtx[vtxId + 15].v.tc[0] = 0x680; } posY = 44; // Loop through 3 files for (j = 0; j < 3; j++, posY -= 16) { if (!gSaveContext.flashSaveAvailable) { // Should skip vtxId // vtxId += 268; continue; } // Account for owl-save offset spAC = j; if (this->isOwlSave[j + 2]) { spAC = j + 2; } /* File name */ posX = this->windowPosX - 6; if ((this->configMode == 0x10) && (j == this->copyDestFileIndex)) { relPosY = this->fileNamesY[j] + 0x2C; } else if (((this->configMode == 0x11) || (this->configMode == 0x12)) && (j == this->copyDestFileIndex)) { relPosY = this->buttonYOffsets[j] + posY; } else { relPosY = posY + this->buttonYOffsets[j] + this->fileNamesY[j]; } tempPosY = relPosY - 2; // Loop through 8 characters of file name for (i = 0; i < 8; i++, vtxId += 4) { index = this->fileNames[j][i]; /* File Name */ // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = D_80814280[index] + posX + 0x4E; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0xB; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC; /* File Name Shadow */ // x-coord (left) this->windowContentVtx[vtxId + 32].v.ob[0] = this->windowContentVtx[vtxId + 34].v.ob[0] = D_80814280[index] + posX + 0x4F; // x-coord (right) this->windowContentVtx[vtxId + 33].v.ob[0] = this->windowContentVtx[vtxId + 35].v.ob[0] = this->windowContentVtx[vtxId + 32].v.ob[0] + 0xB; // y-coord(top) this->windowContentVtx[vtxId + 32].v.ob[1] = this->windowContentVtx[vtxId + 33].v.ob[1] = tempPosY - 1; // y-coord (bottom) this->windowContentVtx[vtxId + 34].v.ob[1] = this->windowContentVtx[vtxId + 35].v.ob[1] = this->windowContentVtx[vtxId + 32].v.ob[1] - 0xC; // Update X position posX += 10; } // Account for the shadow vtxId += 32; /* Rupee Digits */ posX = this->windowPosX + 14; tempPosY = relPosY - 0x18; FileSelect_SplitNumber(this->rupees[spAC], &spA4[0], &spA4[1], &spA4[2]); index = sWalletFirstDigit[this->walletUpgrades[spAC]]; ptr = &spA4[index]; for (i = 0; i < 3; i++, vtxId += 4, ptr++) { /* Rupee Digits */ // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = D_80814280[*ptr] + posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + D_80814628[i]; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - D_80814630[i]; /* Rupee Digits Shadow */ // x-coord (left) this->windowContentVtx[vtxId + 12].v.ob[0] = this->windowContentVtx[vtxId + 14].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 1; // x-coord (right) this->windowContentVtx[vtxId + 13].v.ob[0] = this->windowContentVtx[vtxId + 15].v.ob[0] = this->windowContentVtx[vtxId + 12].v.ob[0] + D_80814628[i]; // y-coord(top) this->windowContentVtx[vtxId + 12].v.ob[1] = this->windowContentVtx[vtxId + 13].v.ob[1] = tempPosY - 1; // y-coord (bottom) this->windowContentVtx[vtxId + 14].v.ob[1] = this->windowContentVtx[vtxId + 15].v.ob[1] = this->windowContentVtx[vtxId + 12].v.ob[1] - D_80814630[i]; // Update X position posX += D_80814620[i]; } // Account for the shadow vtxId += 12; /* Mask Count */ posX = this->windowPosX + 42; tempPosY = relPosY - 0x2A; FileSelect_SplitNumber(this->maskCount[spAC], &spA4[0], &spA4[1], &spA4[2]); for (i = 1; i < 3; i++, vtxId += 4) { /* Mask Count */ // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = D_80814280[spA4[i]] + posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + D_80814628[i]; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - D_80814630[i]; /* Mask Count Shadow */ // x-coord (left) this->windowContentVtx[vtxId + 8].v.ob[0] = this->windowContentVtx[vtxId + 10].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 1; // x-coord (right) this->windowContentVtx[vtxId + 9].v.ob[0] = this->windowContentVtx[vtxId + 11].v.ob[0] = this->windowContentVtx[vtxId + 8].v.ob[0] + D_80814628[i]; // y-coord(top) this->windowContentVtx[vtxId + 8].v.ob[1] = this->windowContentVtx[vtxId + 9].v.ob[1] = tempPosY - 1; // y-coord (bottom) this->windowContentVtx[vtxId + 10].v.ob[1] = this->windowContentVtx[vtxId + 11].v.ob[1] = this->windowContentVtx[vtxId + 8].v.ob[1] - D_80814630[i]; // Update X position posX += D_80814620[i]; } // Account for the shadow vtxId += 8; /* Hearts */ posX = this->windowPosX + 63; tempPosY = relPosY - 0x10; // Loop through 20 hearts for (i = 0; i < 20; i++, vtxId += 4, posX += 9) { // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0xA; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0xA; // New row of hearts next iteration if (i == 9) { posX = this->windowPosX + (63 - 9); tempPosY -= 8; } } /* Quest Remains */ posX = this->windowPosX + 64; tempPosY = relPosY - 0x20; // Loop through 4 Remains for (i = 0; i < 4; i++, vtxId += 4, posX += 0x18) { // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x14; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x14; // texture coordinates this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x400; } /* Rupee Icon */ // posX = this->windowPosX - 1; tempPosY = relPosY - 0x15; // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 1; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x10; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x200; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200; vtxId += 4; /* Heart Piece Count */ // posX = this->windowPosX + 0x27; tempPosY = relPosY - 0x15; // x-coord (left) this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX + 0x27; // x-coord (right) this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x18; // y-coord(top) this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; // y-coord (bottom) this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; // texture coordinates this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x300; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200; vtxId += 4; /* Mask Text */ // posX = this->windowPosX - 10; tempPosY = relPosY - 0x27; this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 10; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200; this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 1; this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] = this->windowContentVtx[vtxId + 4].v.ob[0] + 0x40; this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] = tempPosY - 1; this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] = this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10; this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0x800; this->windowContentVtx[vtxId + 6].v.tc[1] = this->windowContentVtx[vtxId + 7].v.tc[1] = 0x200; vtxId += 8; /* Owl Save Icon */ posX = this->windowPosX + 0xA3; if ((this->configMode == 0x10) && (j == this->copyDestFileIndex)) { tempPosY = this->fileNamesY[j] + 0x2C; } else if (((this->configMode == 0x11) || (this->configMode == 0x12)) && (j == this->copyDestFileIndex)) { tempPosY = this->buttonYOffsets[j] + posY; } else { tempPosY = posY + this->buttonYOffsets[j] + this->fileNamesY[j]; } this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX + 0xE; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x18; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - 2; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x300; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x180; vtxId += 4; /* Day Text */ for (i = 0; i < 2; i++, vtxId += 4) { this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = 2 + posX + i; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x30; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - i - 0x12; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x18; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x600; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x300; } /* Time Digits */ posX += 6; index = vtxId; for (i = 0; i < 5; i++, vtxId += 4, posX += 8) { this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0xC; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - 0x2A; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC; this->windowContentVtx[vtxId + 0x14].v.ob[0] = this->windowContentVtx[vtxId + 0x16].v.ob[0] = posX + 1; this->windowContentVtx[vtxId + 0x15].v.ob[0] = this->windowContentVtx[vtxId + 0x17].v.ob[0] = this->windowContentVtx[vtxId + 0x14].v.ob[0] + 0xC; this->windowContentVtx[vtxId + 0x14].v.ob[1] = this->windowContentVtx[vtxId + 0x15].v.ob[1] = tempPosY - 0x2B; this->windowContentVtx[vtxId + 0x16].v.ob[1] = this->windowContentVtx[vtxId + 0x17].v.ob[1] = this->windowContentVtx[vtxId + 0x14].v.ob[1] - 0xC; } // Adjust the colon to the right this->windowContentVtx[index + 8].v.ob[0] = this->windowContentVtx[index + 10].v.ob[0] = this->windowContentVtx[index + 8].v.ob[0] + 3; this->windowContentVtx[index + 9].v.ob[0] = this->windowContentVtx[index + 11].v.ob[0] = this->windowContentVtx[index + 8].v.ob[0] + 0xC; this->windowContentVtx[index + 0x1C].v.ob[0] = this->windowContentVtx[index + 0x1E].v.ob[0] = this->windowContentVtx[index + 8].v.ob[0] + 1; this->windowContentVtx[index + 0x1D].v.ob[0] = this->windowContentVtx[index + 0x1F].v.ob[0] = this->windowContentVtx[index + 0x1C].v.ob[0] + 0xC; vtxId += 20; } posX = this->windowPosX - 6; posY = -0xC; // @recomp Check if the rewind button is visible based on whether there's an owl save for the current slot and what mode the file select is currently in. bool rewind_visible = this->menuMode == FS_MENU_MODE_SELECT && this->isOwlSave[this->buttonIndex + 2] && (this->selectMode == SM_FADE_IN_FILE_INFO || this->selectMode == SM_CONFIRM_FILE || this->selectMode == SM_FADE_OUT_FILE_INFO || this->selectMode == SM_FADE_OUT); for (j = 0; j < 2; j++, vtxId += 4, posY -= 0x10) { this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = this->buttonYOffsets[j + 3] + posY; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800; // @recomp Move the Yes and Quit buttons up by one if the Rewind button is visible. if (rewind_visible) { this->windowContentVtx[vtxId + 0].v.ob[1] += 16; this->windowContentVtx[vtxId + 1].v.ob[1] += 16; this->windowContentVtx[vtxId + 2].v.ob[1] += 16; this->windowContentVtx[vtxId + 3].v.ob[1] += 16; } } this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = this->buttonYOffsets[5] - 0x34; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800; vtxId += 4; if (((this->menuMode == FS_MENU_MODE_CONFIG) && (this->configMode >= 2)) || ((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == 3))) { if (this->menuMode == FS_MENU_MODE_CONFIG) { if ((this->configMode == 4) || (this->configMode == 7) || (this->configMode == 0x16)) { j = D_80814644[this->buttonIndex]; } else if ((this->configMode == 0x19) || (this->configMode == 0xC)) { j = D_8081464C[this->buttonIndex]; } else { j = D_80814638[this->buttonIndex]; } } else { j = D_80814650[this->confirmButtonIndex]; } this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 0xA; this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] = this->windowContentVtx[vtxId + 0].v.ob[0] + 0x48; this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = this->windowContentVtx[j].v.ob[1] + 4; this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] = this->windowContentVtx[vtxId + 0].v.ob[1] - 0x18; this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x900; this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x300; } this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] = this->windowPosX + 0x3A; this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] = this->windowContentVtx[vtxId + 4].v.ob[0] + 0x80; this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] = this->windowContentVtx[D_80814638[this->warningButtonIndex]].v.ob[1]; this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] = this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10; this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0x1000; // @recomp Copy the vertices for the Rewind button from the Yes button and move it down 2 buttons. if (rewind_visible) { for (u16 j = 0; j < 4; j++) { this->windowContentVtx[vtxId + 4 + j] = this->windowContentVtx[0x3AC + j]; this->windowContentVtx[vtxId + 4 + j].v.ob[1] -= 32; } } } /** * Draw most window contents including buttons, labels, and icons. * Does not include anything from the keyboard and settings windows. */ void FileSelect_DrawWindowContents(GameState *thisx) { FileSelectState *this = (FileSelectState *)thisx; s16 fileIndex; s16 temp; s16 i; s16 quadVtxIndex; if (1) {} OPEN_DISPS(this->state.gfxCtx); // draw title label gDPPipeSync(POLY_OPA_DISP++); gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[FS_TITLE_CUR]); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0); gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[0], 4, 0); gDPLoadTextureBlock(POLY_OPA_DISP++, sTitleLabels[this->titleLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0); // draw next title label gDPPipeSync(POLY_OPA_DISP++); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[FS_TITLE_NEXT]); gDPLoadTextureBlock(POLY_OPA_DISP++, sTitleLabels[this->nextTitleLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0); temp = 4; gDPPipeSync(POLY_OPA_DISP++); // @recomp Check if the Rewind button is currently selected to know whether to display the regular save instead of the owl save. u8 hide_owl_save = (this->menuMode == FS_MENU_MODE_SELECT) && (this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND); // draw file info box (large box when a file is selected) for (fileIndex = 0; fileIndex < 3; fileIndex++, temp += 28) { if (fileIndex < 2) { gDPPipeSync(POLY_OPA_DISP++); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2], this->fileInfoAlpha[fileIndex]); gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 28, 0); for (quadVtxIndex = 0, i = 0; i < 7; i++, quadVtxIndex += 4) { // @recomp Don't draw the box on the right that displays owl save information if the Rewind button is selected. if ((i < 5) || (this->isOwlSave[fileIndex + 2] && (i >= 5) && !hide_owl_save)) { gDPLoadTextureBlock(POLY_OPA_DISP++, sFileInfoBoxTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b, sFileInfoBoxPartWidths[i], 56, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0); } } } } gDPPipeSync(POLY_OPA_DISP++); for (i = 0; i < 3; i++, temp += 16) { if (i < 2) { // draw file button gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 16, 0); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1], sWindowContentColors[2], this->fileButtonAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, sFileButtonTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0); // draw file name box gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1], sWindowContentColors[2], this->nameBoxAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelFileNameBoxTex, G_IM_FMT_IA, G_IM_SIZ_16b, 108, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 4, 6, 7, 5, 0); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1], sWindowContentColors[2], this->connectorAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelConnectorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0); // @recomp Skip drawing the box to hold the owl save icon if the Rewind button is currently selected. if (this->isOwlSave[i + 2] && !hide_owl_save) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1], sWindowContentColors[2], this->nameBoxAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelBlankButtonTex, G_IM_FMT_IA, G_IM_SIZ_16b, 52, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0); } } } // draw file info for (fileIndex = 0; fileIndex < 2; fileIndex++) { // @recomp Record the save's owl save status and clear it if the rewind button is currently selected. u8 *this_owl_save = &this->isOwlSave[fileIndex + 2]; u8 owl_save_old = *this_owl_save; if (hide_owl_save) { *this_owl_save = false; } FileSelect_DrawFileInfo(&this->state, fileIndex); // @recomp Reset the save's owl save status. *this_owl_save = owl_save_old; } gDPPipeSync(POLY_OPA_DISP++); gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0); // @recomp Load an extra 4 vertices for the rewind button. gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[0x3AC], 24, 0); // draw primary action buttons (copy/erase) for (quadVtxIndex = 0, i = 0; i < 2; i++, quadVtxIndex += 4) { gDPPipeSync(POLY_OPA_DISP++); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2], this->actionButtonAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0); } gDPPipeSync(POLY_OPA_DISP++); // draw confirm buttons (yes/quit) for (quadVtxIndex = 0, i = FS_BTN_CONFIRM_YES; i <= FS_BTN_CONFIRM_QUIT; i++, quadVtxIndex += 4) { temp = this->confirmButtonTexIndices[i]; gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2], this->confirmButtonAlpha[i]); gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[temp], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0); } // @recomp Draw the Rewind button. if (this->menuMode == FS_MENU_MODE_SELECT && this->isOwlSave[this->buttonIndex + 2]) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2], this->confirmButtonAlpha[FS_BTN_CONFIRM_YES]); gDPLoadTextureBlock(POLY_OPA_DISP++, rewind_button_texture, G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0); } // draw options button gDPPipeSync(POLY_OPA_DISP++); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2], this->optionButtonAlpha); gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelOptionsButtonENGTex, G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0); // draw highlight over currently selected button if (((this->menuMode == FS_MENU_MODE_CONFIG) && ((this->configMode == CM_MAIN_MENU) || (this->configMode == CM_SELECT_COPY_SOURCE) || (this->configMode == CM_SELECT_COPY_DEST) || (this->configMode == CM_COPY_CONFIRM) || (this->configMode == CM_ERASE_SELECT) || (this->configMode == CM_ERASE_CONFIRM))) || ((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == SM_CONFIRM_FILE))) { gDPPipeSync(POLY_OPA_DISP++); gDPSetCombineLERP(POLY_OPA_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->highlightColor[0], this->highlightColor[1], this->highlightColor[2], this->highlightColor[3]); gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelBigButtonHighlightTex, G_IM_FMT_I, G_IM_SIZ_8b, 72, 24, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0); } // draw warning labels if (this->warningLabel > FS_WARNING_NONE) { gDPPipeSync(POLY_OPA_DISP++); gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->emptyFileTextAlpha); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0); gDPLoadTextureBlock(POLY_OPA_DISP++, sWarningLabels[this->warningLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0); } gDPPipeSync(POLY_OPA_DISP++); gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); CLOSE_DISPS(this->state.gfxCtx); } void FileSelect_ConfirmFile(GameState *thisx) { FileSelectState *this = (FileSelectState *)thisx; Input *input = CONTROLLER1(&this->state); if (CHECK_BTN_ALL(input->press.button, BTN_START) || (CHECK_BTN_ALL(input->press.button, BTN_A))) { // @recomp Handle the Rewind button being pressed. if (this->confirmButtonIndex == FS_BTN_CONFIRM_YES || this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND) { Rumble_Request(300.0f, 180, 20, 100); Audio_PlaySfx(NA_SE_SY_FSEL_DECIDE_L); this->selectMode = SM_FADE_OUT; Audio_MuteAllSeqExceptSystemAndOcarina(15); } else if (this->confirmButtonIndex == FS_BTN_CONFIRM_QUIT) { Audio_PlaySfx(NA_SE_SY_FSEL_CLOSE); this->selectMode++; // SM_FADE_OUT_FILE_INFO } } else if (CHECK_BTN_ALL(input->press.button, BTN_B)) { Audio_PlaySfx(NA_SE_SY_FSEL_CLOSE); this->selectMode++; // SM_FADE_OUT_FILE_INFO } else if (ABS_ALT(this->stickAdjY) >= 30) { Audio_PlaySfx(NA_SE_SY_FSEL_CURSOR); // @recomp Allow the cursor to navigate to the rewind button if this save slot has an owl save. if (this->isOwlSave[this->buttonIndex + 2]) { if (this->stickAdjY > 0) { this->confirmButtonIndex--; if (this->confirmButtonIndex < 0) { this->confirmButtonIndex = FS_BTN_CONFIRM_REWIND; } } else { this->confirmButtonIndex++; if (this->confirmButtonIndex > FS_BTN_CONFIRM_REWIND) { this->confirmButtonIndex = 0; } } } else { this->confirmButtonIndex ^= 1; } } } /** * Load the save for the appropriate file and start the game. * Update function for `SM_LOAD_GAME` */ void FileSelect_LoadGame(GameState* thisx) { FileSelectState* this = (FileSelectState*)thisx; u16 i; gSaveContext.fileNum = this->buttonIndex; // @recomp Temporarily disable the owl save for this slot if the Rewind button was pressed. u8 was_owl_save = this->isOwlSave[gSaveContext.fileNum + 2]; if (this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND) { this->isOwlSave[gSaveContext.fileNum + 2] = false; } Sram_OpenSave(this, &this->sramCtx); // @recomp Re-enable the owl save for this slot after the file has been loaded. this->isOwlSave[gSaveContext.fileNum + 2] = was_owl_save; gSaveContext.gameMode = GAMEMODE_NORMAL; STOP_GAMESTATE(&this->state); SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState)); gSaveContext.respawnFlag = 0; gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTR_LOAD_OPENING; gSaveContext.seqId = (u8)NA_BGM_DISABLED; gSaveContext.ambienceId = AMBIENCE_ID_DISABLED; gSaveContext.showTitleCard = true; gSaveContext.dogParams = 0; for (i = 0; i < TIMER_ID_MAX; i++) { gSaveContext.timerStates[i] = TIMER_STATE_OFF; } gSaveContext.prevHudVisibility = HUD_VISIBILITY_ALL; gSaveContext.nayrusLoveTimer = 0; gSaveContext.healthAccumulator = 0; gSaveContext.magicFlag = 0; gSaveContext.forcedSeqId = 0; gSaveContext.skyboxTime = CLOCK_TIME(0, 0); gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT; gSaveContext.cutsceneTrigger = 0; gSaveContext.chamberCutsceneNum = 0; gSaveContext.nextDayTime = NEXT_TIME_NONE; gSaveContext.retainWeatherMode = false; gSaveContext.buttonStatus[EQUIP_SLOT_B] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_LEFT] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_DOWN] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_RIGHT] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_A] = BTN_ENABLED; gSaveContext.hudVisibilityForceButtonAlphasByStatus = false; gSaveContext.nextHudVisibility = HUD_VISIBILITY_IDLE; gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE; gSaveContext.hudVisibilityTimer = 0; gSaveContext.save.saveInfo.playerData.tatlTimer = 0; }