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Fix "Dawn of the X day" screen ending too early (#266)
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commit
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@ -2,6 +2,8 @@
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/actors/ovl_En_Fall/z_en_fall.h"
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#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
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#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
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#include "z64shrink_window.h"
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#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
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#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
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@ -330,3 +332,47 @@ s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s
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return true;
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}
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void* gamestate_relocate(void* addr, GameStateId id) {
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GameStateOverlay* ovl = &gGameStateOverlayTable[id];
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if ((uintptr_t)addr >= 0x80800000) {
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return (void*)((uintptr_t)addr -
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(intptr_t)((uintptr_t)ovl->vramStart - (uintptr_t)ovl->loadedRamAddr));
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}
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else {
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recomp_printf("Not an overlay address!: 0x%08X 0x%08X 0x%08X\n", (u32)addr, (u32)ovl->vramStart, (u32)ovl->loadedRamAddr);
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return addr;
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}
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}
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void DayTelop_Main(GameState* thisx);
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void DayTelop_Destroy(GameState* thisx);
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void DayTelop_Noop(DayTelopState* this);
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void DayTelop_LoadGraphics(DayTelopState* this);
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// @recomp Increase the length of the "Dawn of the X Day" screen to account for faster loading.
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void DayTelop_Init(GameState* thisx) {
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DayTelopState* this = (DayTelopState*)thisx;
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GameState_SetFramerateDivisor(&this->state, 1);
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Matrix_Init(&this->state);
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ShrinkWindow_Destroy();
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View_Init(&this->view, this->state.gfxCtx);
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// @recomp Manual relocation, TODO remove when automated.
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this->state.main = (GameStateFunc)gamestate_relocate(DayTelop_Main, GAMESTATE_DAYTELOP);
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this->state.destroy = (GameStateFunc)gamestate_relocate(DayTelop_Destroy, GAMESTATE_DAYTELOP);
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// @recomp Add 120 extra frames (2 seconds with a frame divisor of 1) to account for faster loading.
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this->transitionCountdown = 260;
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this->fadeInState = DAYTELOP_HOURSTEXT_OFF;
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if (gSaveContext.save.day < 9) {
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if (gSaveContext.save.day == 0) {
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Sram_ClearFlagsAtDawnOfTheFirstDay();
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}
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Sram_IncrementDay();
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}
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DayTelop_Noop(this);
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DayTelop_LoadGraphics(this);
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Audio_PlaySfx(NA_SE_OC_TELOP_IMPACT);
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}
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