Converted the Frame Advance Alt Scheme to hooks

This commit is contained in:
nclok1405 2025-06-17 14:17:48 +09:00
commit 54722284e1
4 changed files with 86 additions and 32 deletions

View file

@ -0,0 +1,58 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
#include <spdlog/spdlog.h>
extern "C" {
#include "functions.h"
#include "macros.h"
#include "variables.h"
extern PlayState* gPlayState;
}
#define CVAR_FRAMEADVANCEALTSCHEME_NAME CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme")
#define CVAR_FRAMEADVANCEALTSCHEME_DEFAULT 0
#define CVAR_FRAMEADVANCEALTSCHEME_VALUE \
CVarGetInteger(CVAR_FRAMEADVANCEALTSCHEME_NAME, CVAR_FRAMEADVANCEALTSCHEME_DEFAULT)
void RegisterFrameAdvanceAltScheme() {
COND_VB_SHOULD(VB_FRAME_ADVANCE_BE_VANILLA, CVAR_FRAMEADVANCEALTSCHEME_VALUE, {
// Do not run vanilla Frame Advance codes.
*should = false;
});
COND_VB_SHOULD(VB_FRAME_ADVANCE_FREEZE_FRAME, CVAR_FRAMEADVANCEALTSCHEME_VALUE, {
FrameAdvanceContext* frameAdvCtx = va_arg(args, FrameAdvanceContext*);
Input* input = gPlayState->state.input;
bool runFrame = false;
// Push START to toggle the frame advance mode.
if (CHECK_BTN_ALL(input[3].press.button, BTN_START)) {
frameAdvCtx->enabled = !frameAdvCtx->enabled;
if (frameAdvCtx->enabled) {
SPDLOG_DEBUG("Frame Advance is now enabled");
} else {
SPDLOG_DEBUG("Frame Advance is now disabled");
}
}
// Push A to advance one frame.
// Hold L to run normally until L is released.
// Hold R to advance a frame every half second.
if (!frameAdvCtx->enabled || CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"), 0) ||
CHECK_BTN_ALL(input[3].press.button, BTN_A) || CHECK_BTN_ALL(input[3].cur.button, BTN_L) ||
CHECK_BTN_ALL(input[3].press.button, BTN_R) ||
(CHECK_BTN_ALL(input[3].cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))) {
CVarClear(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"));
frameAdvCtx->timer = 0;
runFrame = true;
}
*should = !runFrame;
});
}
static RegisterShipInitFunc initFunc_FrameAdvanceAltScheme(RegisterFrameAdvanceAltScheme,
{ CVAR_FRAMEADVANCEALTSCHEME_NAME });

View file

@ -535,6 +535,22 @@ typedef enum {
// - None
VB_FIX_SAW_SOFTLOCK,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*FrameAdvanceContext`
VB_FRAME_ADVANCE_BE_VANILLA,
// #### `result`
// ```c
// false
// ```
// #### `args`
// - `*FrameAdvanceContext`
VB_FRAME_ADVANCE_FREEZE_FRAME,
// #### `result`
// ```c
// true

View file

@ -1,4 +1,6 @@
#include "global.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
frameAdvCtx->timer = 0;
@ -14,30 +16,8 @@ void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
* This function returns true when frame advance is not active (game will run normally)
*/
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"), 0) != 0) {
// Frame Advance Alternative Control Scheme
// Push START to toggle the frame advance mode.
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
frameAdvCtx->enabled = !frameAdvCtx->enabled;
}
// Push A to advance one frame.
// Hold L to run normally until L is released.
// Hold R to advance a frame every half second.
if (!frameAdvCtx->enabled || CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"), 0) ||
CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->cur.button, BTN_L) ||
CHECK_BTN_ALL(input->press.button, BTN_R) ||
(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))) {
CVarClear(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"));
frameAdvCtx->timer = 0;
return true;
}
return false;
} else {
// Frame Advance Original Control Scheme
if (GameInteractor_Should(VB_FRAME_ADVANCE_BE_VANILLA, true, frameAdvCtx)) {
// Vanilla Frame Advance
if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
frameAdvCtx->enabled = !frameAdvCtx->enabled;
}
@ -53,4 +33,11 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
return false;
}
// Call hooks and ask if we should freeze the frame
if (GameInteractor_Should(VB_FRAME_ADVANCE_FREEZE_FRAME, false, frameAdvCtx)) {
return false;
}
// No hooks said we should freeze the frame, so run the game normally
return true;
}

View file

@ -693,7 +693,6 @@ void Play_Update(PlayState* play) {
Input* input = play->state.input;
s32 isPaused;
s32 pad1;
s32 frameAdvanceInputPort;
if ((SREG(1) < 0) || (DREG(0) != 0)) {
SREG(1) = 0;
@ -731,13 +730,7 @@ void Play_Update(PlayState* play) {
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"), 0) != 0) {
frameAdvanceInputPort = 3; // Frame Advance Alternative Control Scheme. Uses P4 port.
} else {
frameAdvanceInputPort = 1; // Frame Advance Original Control Scheme. Uses P2 port.
}
if (FrameAdvance_Update(&play->frameAdvCtx, &input[frameAdvanceInputPort])) {
if (FrameAdvance_Update(&play->frameAdvCtx, &input[1])) {
if ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) {
play->transitionMode = TRANS_MODE_SETUP;
}