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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.
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parent
7b4df9bdb2
commit
a78a943312
3 changed files with 52 additions and 13 deletions
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@ -105,6 +105,13 @@ void SohMenu::AddMenuDevTools() {
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}
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})
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.SameLine(true);
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AddWidget(path, "Frame Advance Alternative Control Scheme", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"))
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.Options(CheckboxOptions().Tooltip("Remaps Frame Advance controls. Uses Controller Port 4.\n"
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"Push START button to toggle Frame Advance.\n"
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"Push A button to advance a frame.\n"
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"Hold L button to run the game normally until L button is released.\n"
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"Hold R button to advance a frame every half second."));
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AddWidget(path, "Log Level", WIDGET_CVAR_COMBOBOX)
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.CVar(CVAR_DEVELOPER_TOOLS("LogLevel"))
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.Options(ComboboxOptions()
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@ -14,6 +14,30 @@ void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
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* This function returns true when frame advance is not active (game will run normally)
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*/
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"), 0) != 0) {
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// Frame Advance Alternative Control Scheme
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// Push START to toggle the frame advance mode.
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if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
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frameAdvCtx->enabled = !frameAdvCtx->enabled;
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}
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// Push A to advance one frame.
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// Hold L to run normally until L is released.
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// Hold R to advance a frame every half second.
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if (!frameAdvCtx->enabled || CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"), 0) ||
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CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->cur.button, BTN_L) ||
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CHECK_BTN_ALL(input->press.button, BTN_R) ||
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(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))) {
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CVarClear(CVAR_DEVELOPER_TOOLS("FrameAdvanceTick"));
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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} else {
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// Frame Advance Original Control Scheme
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if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
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frameAdvCtx->enabled = !frameAdvCtx->enabled;
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}
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@ -29,3 +53,4 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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return false;
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}
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}
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@ -693,6 +693,7 @@ void Play_Update(PlayState* play) {
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Input* input = play->state.input;
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s32 isPaused;
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s32 pad1;
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s32 frameAdvanceInputPort;
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if ((SREG(1) < 0) || (DREG(0) != 0)) {
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SREG(1) = 0;
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@ -730,7 +731,13 @@ void Play_Update(PlayState* play) {
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gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(play->sceneSegment);
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if (FrameAdvance_Update(&play->frameAdvCtx, &input[1])) {
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if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("FrameAdvanceAltScheme"), 0) != 0) {
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frameAdvanceInputPort = 3; // Frame Advance Alternative Control Scheme. Uses P4 port.
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} else {
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frameAdvanceInputPort = 1; // Frame Advance Original Control Scheme. Uses P2 port.
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}
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if (FrameAdvance_Update(&play->frameAdvCtx, &input[frameAdvanceInputPort])) {
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if ((play->transitionMode == TRANS_MODE_OFF) && (play->transitionTrigger != TRANS_TRIGGER_OFF)) {
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play->transitionMode = TRANS_MODE_SETUP;
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}
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