Frame Advance Alternative Control Scheme

* Remaps Frame Advance controls. Uses Controller Port 4.
* Push START button to toggle Frame Advance.
* Push A button to advance a frame.
* Hold L button to run the game normally until L button is released.
* Hold R button to advance a frame every half second.
This commit is contained in:
nclok1405 2025-05-26 14:08:50 +09:00
commit a78a943312
3 changed files with 52 additions and 13 deletions

View file

@ -105,6 +105,13 @@ void SohMenu::AddMenuDevTools() {
} }
}) })
.SameLine(true); .SameLine(true);
AddWidget(path, "Frame Advance Alternative Control Scheme", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"))
.Options(CheckboxOptions().Tooltip("Remaps Frame Advance controls. Uses Controller Port 4.\n"
"Push START button to toggle Frame Advance.\n"
"Push A button to advance a frame.\n"
"Hold L button to run the game normally until L button is released.\n"
"Hold R button to advance a frame every half second."));
AddWidget(path, "Log Level", WIDGET_CVAR_COMBOBOX) AddWidget(path, "Log Level", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_DEVELOPER_TOOLS("LogLevel")) .CVar(CVAR_DEVELOPER_TOOLS("LogLevel"))
.Options(ComboboxOptions() .Options(ComboboxOptions()

View file

@ -14,6 +14,30 @@ void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
* This function returns true when frame advance is not active (game will run normally) * This function returns true when frame advance is not active (game will run normally)
*/ */
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) { 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 (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) { if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
frameAdvCtx->enabled = !frameAdvCtx->enabled; frameAdvCtx->enabled = !frameAdvCtx->enabled;
} }
@ -29,3 +53,4 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
return false; return false;
} }
}

View file

@ -693,6 +693,7 @@ void Play_Update(PlayState* play) {
Input* input = play->state.input; Input* input = play->state.input;
s32 isPaused; s32 isPaused;
s32 pad1; s32 pad1;
s32 frameAdvanceInputPort;
if ((SREG(1) < 0) || (DREG(0) != 0)) { if ((SREG(1) < 0) || (DREG(0) != 0)) {
SREG(1) = 0; SREG(1) = 0;
@ -730,7 +731,13 @@ void Play_Update(PlayState* play) {
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment); gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
if (FrameAdvance_Update(&play->frameAdvCtx, &input[1])) { 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 ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) { if ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) {
play->transitionMode = TRANS_MODE_SETUP; play->transitionMode = TRANS_MODE_SETUP;
} }