Paper Mario DX
Paper Mario (N64) modding
 
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state_title_screen.c
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1#include "common.h"
2#include "nu/nusys.h"
3#include "hud_element.h"
4#include "sprite.h"
5#include "game_modes.h"
6#include "fio.h"
7#include "dx/config.h"
8#include "dx/versioning.h"
9
10#if VERSION_JP
11#define TITLE_WIDTH 272
12#define TITLE_TILE_HEIGHT 2
13#define TITLE_HEIGHT 88
14#define TITLE_POS_LEFT 25
15#define TITLE_POS_TOP 34
16#define FILENAME_ERROR "\x54\x77\xA2\xF7\xF7\xf7\xf7\xf7"
17#else
18// Properties of the title screen Paper Mario logo
19#define TITLE_WIDTH 200 // Width of the texture
20#define TITLE_HEIGHT 112 // Height of the texture
21#define TITLE_TILE_HEIGHT 2 // Height of an individually loaded tile in the texture
22#define TITLE_POS_LEFT ((SCREEN_WIDTH - TITLE_WIDTH) / 2) // Left edge of the texture on screen
23#define TITLE_POS_TOP 15 // Top edge of the texture on screen (with no offset)
24#define FILENAME_ERROR "ERROR\xf7\xf7\xf7"
25#endif
26
27#define TITLE_NUM_TILES (TITLE_HEIGHT / TITLE_TILE_HEIGHT) // Number of tiles in the texture
28#define TITLE_TILE_PIXELS (TITLE_WIDTH * TITLE_TILE_HEIGHT) // Number of pixels in a single tile of the texture
29
39
40enum {
44 NEXT_STATE_NONE = 0, // used only for the initial value
45};
46
48
50 { .filename = { FILENAME_ERROR } },
51 { .filename = { FILENAME_ERROR } },
52 { .filename = { FILENAME_ERROR } },
53 { .filename = { FILENAME_ERROR } },
54};
55
57 { .hasData = TRUE },
58 { .hasData = TRUE },
59 { .hasData = TRUE },
60 { .hasData = TRUE },
61};
62
63s32 PressStart_Alpha = 0; // the opacity of "PRESS START" text
64b32 PressStart_IsVisible = FALSE; // toggles the visibility of "PRESS START"
65s32 PressStart_BlinkCounter = 0; // counts to 16, then toggles PressStart_IsVisible
66
67// controls whether the intro story or the demo will player after TITLE_STATE_HOLD is done
68// since this state is reached for the first time after the intro has already played once or was skipped,
69// this is initially false and the demo is will play first.
71
72Lights1 D_80077A38 = gdSPDefLights1(255, 255, 255, 0, 0, 0, 0, 0, 0);
73
94
95typedef struct TitleDataStruct {
96 /* 0x0 */ s32 logo;
97 /* 0x4 */ s32 copyright;
98 /* 0x8 */ s32 pressStart;
99 /* 0xC */ s32 copyrightPalette;
100} TitleDataStruct; // size = 0x10
101
102#if VERSION_JP
103#define COPYRIGHT_WIDTH 128
104#else
105#define COPYRIGHT_WIDTH 144
106#endif
107
115
116void appendGfx_title_screen(void);
121
123 s32 titleDataSize;
124 void* titleDataDst;
125 void* titleData;
126
127 gOverrideFlags = 0;
141
145#if VERSION_JP
147#endif
148
154 gCameras[CAM_DEFAULT].vfov = 25.0f;
155 set_cam_viewport(CAM_DEFAULT, 12, 28, 296, 184);
156
157 gCameras[CAM_DEFAULT].params.basic.skipRecalc = FALSE;
158 gCameras[CAM_DEFAULT].params.basic.pitch = 0;
159 gCameras[CAM_DEFAULT].params.basic.dist = 40;
160 gCameras[CAM_DEFAULT].params.basic.fovScale = 100;
161
163 gCameras[CAM_DEFAULT].lookAt_eye.y = 1000.0f;
164 gCameras[CAM_DEFAULT].lookAt_eye.z = 1500.0f;
165
169
173
175
180
187 clear_npcs();
196 load_map_bg("title_bg");
198 bgm_set_song(0, SONG_MAIN_THEME, 0, 500, 8);
200}
201
203 s32 temp;
204 u32 pressedButtons = gGameStatusPtr->pressedButtons[0];
205
206 set_curtain_scale(1.0f);
207 set_curtain_fade(0.0f);
208
209 if (TitleScreen_TimeLeft > 0) {
211 }
212
213 switch (gGameStatusPtr->startupState) {
214 case TITLE_STATE_INIT:
220 break;
222 if (TitleScreen_AppearDelay != 0) {
224 break;
225 }
228 }
230 if (startup_fade_screen_in(6) != 0) {
233 }
234 }
236 break;
237 case TITLE_STATE_HOLD:
238
239 #if DX_SKIP_DEMO && DX_SKIP_STORY
240 // play neither demo nor story
242 #elif DX_SKIP_DEMO
243 // only the story may play
244 if (TitleScreen_TimeLeft == 120) {
245 bgm_set_song(0, -1, 0, 3900, 8);
246 }
247 if (TitleScreen_TimeLeft == 0) {
250 return;
251 }
252 #elif DX_SKIP_STORY
253 // only the demo may play
254 if (TitleScreen_TimeLeft == 0) {
257 return;
258 }
259 #else
260 // allow either demo or story to play
261 if (PlayIntroNext && TitleScreen_TimeLeft == 120) {
262 bgm_set_song(0, -1, 0, 3900, 8);
263 }
264 if (TitleScreen_TimeLeft == 0) {
266 if (!PlayIntroNext) {
268 } else {
270 }
271 PlayIntroNext ^= 1;
272 return;
273 }
274 #endif
275 if (pressedButtons & (BUTTON_A | BUTTON_START)) {
279 bgm_set_song(0, SONG_FILE_SELECT, 0, 500, 8);
280 return;
281 }
282 break;
288 } else {
290 }
292 break;
297 }
298 if (startup_fade_screen_out(10) != 0) {
303 }
304 }
311 } else {
313 }
314 } else {
318 }
319 break;
320 case TITLE_STATE_EXIT:
323 break;
324 }
330 clear_npcs();
338
339 switch (TitleScreenNextState) {
340 case NEXT_STATE_INTRO:
343 break;
344 case NEXT_STATE_DEMO:
346 break;
349 gGameStatusPtr->mapID = 0xB; //TODO hardcoded map IDs
352 break;
353 }
354 return;
355 }
356
358 update_npcs();
360 }
361}
362
364 switch (gGameStatusPtr->startupState) {
365 case TITLE_STATE_INIT:
369 break;
370 case TITLE_STATE_HOLD:
373 }
375 break;
379 break;
380 }
381}
382
384 f32 alpha;
385
386 switch (gGameStatusPtr->startupState) {
387 case TITLE_STATE_INIT:
389 break;
393 alpha = SQ(alpha);
394 title_screen_draw_images(alpha, alpha);
395 break;
396 case TITLE_STATE_HOLD:
397 title_screen_draw_images(0.0f, 0.0f);
398 break;
400 title_screen_draw_images(0.0f, 0.0f);
401 break;
405 alpha = SQ(alpha);
406 title_screen_draw_images(alpha, alpha);
407 break;
408 }
409
419
431}
432
437
439 s32 yOffset;
440 s32 i;
441
444 yOffset = -100 * moveAlpha;
445
446 for (i = 0; i < TITLE_NUM_TILES; i++) {
447 // Load a tile from the logo texture
449 TITLE_WIDTH, TITLE_TILE_HEIGHT, // width, height
450 0, 0, (TITLE_WIDTH - 1), (TITLE_TILE_HEIGHT - 1), // uls, ult, lrs, lrt
451 0, // pal
453 G_TX_NOMASK, G_TX_NOMASK, // masks, maskt
454 G_TX_NOLOD, G_TX_NOLOD); // shifts, shiftt
455 // Draw a scissored texture rectangle with the loaded tile
457 (TITLE_POS_LEFT) << 2, // ulx
458 (TITLE_POS_TOP + TITLE_TILE_HEIGHT * i + yOffset) << 2, // uly
459 (TITLE_POS_LEFT + TITLE_WIDTH) << 2, // lrx
460 (TITLE_POS_TOP + TITLE_TILE_HEIGHT + TITLE_TILE_HEIGHT * i + yOffset) << 2, // lry
461 G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
462 }
463
465}
466
467#if VERSION_IQUE
468#define VAR_1 20
469#define VAR_2 628
470#else
471#define VAR_1 32
472#define VAR_2 676
473#endif
474
512
513#if VERSION_IQUE
514#define RECT_SIZE 0x28
515#define YL_BASE 724
516#define YH_BASE 764
517#define COPYRIGHT_TEX_CHUNKS 4
518#define COPYRIGHT_IMG(k, i) &TitleScreen_ImgList_Copyright[k]
519#define LTT_LRT 9
520#else
521#define RECT_SIZE 0x40
522#define YL_BASE 764
523#define YH_BASE 828
524#define COPYRIGHT_TEX_CHUNKS 2
525#define COPYRIGHT_IMG(k, i) &TitleScreen_ImgList_Copyright[16 * i]
526#define LTT_LRT 15
527#endif
528
530 s32 alpha;
531 s32 i;
532
534#if VERSION_JP
536#endif
538
539 alpha = 255.0f - (moveAlpha * 255.0f);
540 if (alpha < 255) {
541 if (alpha < 0) {
542 alpha = 0;
543 }
545 gDPSetPrimColor(gMainGfxPos++, 0, 0, 0, 0, 0, alpha);
546 }
547
548#if VERSION_JP
551 COPYRIGHT_WIDTH, 0, 0, 0, 127, 31, 0,
553 G_TX_NOLOD);
555 0, 0, 0x0400, 0x0400);
556#else
557 for (i = 0; i < COPYRIGHT_TEX_CHUNKS; i++) {
558 s32 k = 10 * i;
559 alpha = 0; // TODO figure out why this is needed
560
562 COPYRIGHT_WIDTH, 32, 0, 0, 143, LTT_LRT, 0,
564 G_TX_NOLOD);
566 G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
567 }
568#endif
570}
BSS s32 PopupMenu_SelectedIndex
u16 * nuGfxCfb_ptr
Definition cam_main.c:14
u32 pressedButtons[4]
s32 b32
@ BUTTON_A
Definition enums.h:2790
@ BUTTON_START
Definition enums.h:2787
@ CAMERA_FLAG_DISABLED
Definition enums.h:4720
@ SONG_FILE_SELECT
Definition enums.h:387
@ SONG_MAIN_THEME
Definition enums.h:388
@ CAM_UPDATE_NO_INTERP
Definition enums.h:4760
@ INTRO_PART_NONE
Definition enums.h:3555
@ INTRO_PART_0
Definition enums.h:3551
@ AREA_KMR
Definition enums.h:2960
@ TIME_FREEZE_NONE
Definition enums.h:3464
@ CONTEXT_WORLD
Definition enums.h:3528
@ SOUND_FILE_MENU_IN
Definition enums.h:710
@ PLAYER_SPRITES_MARIO_WORLD
Definition enums.h:6345
@ GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD
Definition enums.h:4320
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
Definition enums.h:4321
@ CAM_TATTLE
Definition enums.h:1802
@ CAM_DEFAULT
Definition enums.h:1800
@ CAM_HUD
Definition enums.h:1803
@ CAM_BATTLE
Definition enums.h:1801
void clear_script_list(void)
void create_cameras(void)
Definition cam_main.c:255
void clear_animator_list(void)
Definition animator.c:222
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void clear_render_tasks(void)
Definition model.c:4534
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
Definition world.c:251
void set_curtain_fade(f32 fade)
Definition curtains.c:302
void set_background(BackgroundHeader *)
Definition background.c:40
b32 startup_fade_screen_in(s16 subtractAlpha)
void clear_entity_data(b32)
Definition entity.c:787
void startup_fade_screen_update(void)
void load_map_bg(char *optAssetName)
Definition background.c:14
void clear_printers(void)
Definition msg.c:196
void update_cameras(void)
Definition cam_main.c:19
void clear_effect_data(void)
Definition effects.c:41
HeapNode * general_heap_create(void)
Definition heap.c:6
void clear_worker_list(void)
Definition worker.c:10
void set_curtain_scale(f32 scale)
Definition curtains.c:289
void clear_windows(void)
Definition windows.c:135
s32 general_heap_free(void *data)
Definition heap.c:18
void startup_set_fade_screen_color(s16 color)
void clear_player_data(void)
Definition inventory.c:55
void decode_yay0(void *src, void *dst)
void render_frame(s32 flag)
Definition cam_main.c:91
b32 startup_fade_screen_out(s16 addAlpha)
void clear_entity_models(void)
void reset_background_settings(void)
Definition background.c:33
void * heap_malloc(s32 size)
Definition heap.c:34
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
Definition cam_main.c:373
void set_game_mode_render_frontUI(void(*fn)(void))
Definition game_modes.c:154
void set_game_mode(s32 modeID)
Definition game_modes.c:127
@ GAME_MODE_DEMO
Definition game_modes.h:22
@ GAME_MODE_FILE_SELECT
Definition game_modes.h:19
@ GAME_MODE_INTRO
Definition game_modes.h:21
void hud_element_clear_cache(void)
void clear_npcs(void)
Definition npc.c:60
void update_npcs(void)
Updates all NPCs.
Definition npc.c:617
void sfx_set_reverb_mode(s32 arg0)
Definition sfx.c:352
void sfx_play_sound(s32 soundID)
Definition sfx.c:517
#define CAM_NEAR_CLIP
Definition macros.h:121
#define SCREEN_WIDTH
Definition macros.h:109
#define BSS
Definition macros.h:7
#define CAM_FAR_CLIP
Definition macros.h:122
#define SCREEN_HEIGHT
Definition macros.h:110
#define SQ(x)
Definition macros.h:170
#define PM_CC_02
Definition macros.h:281
void spr_init_sprites(s32 playerSpriteSet)
Definition sprite.c:764
b32 PressStart_IsVisible
s16 TitleScreenNextState
#define YL_BASE
void appendGfx_title_screen(void)
#define TITLE_POS_TOP
#define COPYRIGHT_WIDTH
BSS s32 * TitleScreen_ImgList_CopyrightPalette
s32 PressStart_BlinkCounter
s32 PressStart_Alpha
#define YH_BASE
#define FILENAME_ERROR
void state_drawUI_title_screen(void)
void state_step_title_screen(void)
Gfx TitleSetupGfx[]
void title_screen_draw_images(f32, f32)
SaveFileSummary gSaveSlotSummary[4]
BSS s32 * TitleScreen_ImgList_PressStart
#define TITLE_POS_LEFT
void title_screen_draw_copyright(f32)
#define COPYRIGHT_TEX_CHUNKS
SaveSlotMetadata gSaveSlotMetadata[4]
#define TITLE_TILE_PIXELS
BSS TitleDataStruct * TitleScreen_ImgList
#define TITLE_NUM_TILES
#define VAR_1
#define TITLE_WIDTH
#define LTT_LRT
BSS u8(* TitleScreen_ImgList_Copyright)[144]
BSS s16 TitleScreen_TimeLeft
s32 PlayIntroNext
#define RECT_SIZE
void title_screen_draw_logo(f32)
@ NEXT_STATE_INTRO
@ NEXT_STATE_DEMO
@ NEXT_STATE_FILE_SELECT
@ NEXT_STATE_NONE
#define COPYRIGHT_IMG(k, i)
void state_init_title_screen(void)
#define VAR_2
BSS s32 * TitleScreen_ImgList_Logo
void title_screen_draw_press_start(void)
Lights1 D_80077A38
BSS s16 TitleScreen_AppearDelay
TitleScreenStates
@ TITLE_STATE_EXIT
@ TITLE_STATE_INIT
@ TITLE_STATE_HOLD
@ TITLE_STATE_UNUSED
@ TITLE_STATE_DISMISS
@ TITLE_STATE_BEGIN_DISMISS
@ TITLE_STATE_APPEAR
#define TITLE_TILE_HEIGHT
s16 bgColor[3]
Vec3f lookAt_obj_target
union Camera::@17 params
Vec3f lookAt_eye
s32 gOverrideFlags
Definition main_loop.c:11
BackgroundHeader gBackgroundImage
GameStatus * gGameStatusPtr
Definition main_loop.c:32
Camera gCameras[4]
Definition cam_main.c:17
Gfx * gMainGfxPos
Definition cam_main.c:15
s32 gCurrentCameraID
Definition cam_math.c:4
s32 gTimeFreezeMode
Definition main_loop.c:12