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Restore save confirmation screen when saving and in game over (N64) (#1750)
* Restore save confirmation screen * Use correct time from NTSC decomp * Apply suggested changes * Update GameMenuBar.cpp
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af5a780e63
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2 changed files with 12 additions and 2 deletions
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@ -344,6 +344,8 @@ namespace GameMenuBar {
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// Restore old Gold Skulltula cutscene
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// Restore old Gold Skulltula cutscene
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CVar_SetS32("gGsCutscene", 0);
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CVar_SetS32("gGsCutscene", 0);
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// Skip save confirmation
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CVar_SetS32("gSkipSaveConfirmation", 0);
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// Autosave
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// Autosave
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CVar_SetS32("gAutosave", 0);
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CVar_SetS32("gAutosave", 0);
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@ -410,6 +412,8 @@ namespace GameMenuBar {
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CVar_SetS32("gN64WeirdFrames", 1);
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CVar_SetS32("gN64WeirdFrames", 1);
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// Bombchus out of bounds
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// Bombchus out of bounds
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CVar_SetS32("gBombchusOOB", 1);
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CVar_SetS32("gBombchusOOB", 1);
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// Skip save confirmation
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CVar_SetS32("gSkipSaveConfirmation", 1);
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}
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}
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void applyEnhancementPresetEnhanced(void) {
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void applyEnhancementPresetEnhanced(void) {
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@ -819,6 +823,8 @@ namespace GameMenuBar {
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UIWidgets::PaddedEnhancementCheckbox("Remember Save Location", "gRememberSaveLocation", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Remember Save Location", "gRememberSaveLocation", true, false);
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UIWidgets::Tooltip("When loading a save, places Link at the last entrance he went through.\n"
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UIWidgets::Tooltip("When loading a save, places Link at the last entrance he went through.\n"
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"This doesn't work if the save was made in a grotto.");
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"This doesn't work if the save was made in a grotto.");
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UIWidgets::PaddedEnhancementCheckbox("Skip save confirmation", "gSkipSaveConfirmation", true, false);
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UIWidgets::Tooltip("Skip the \"Game saved.\" confirmation screen");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -1527,6 +1527,10 @@ void KaleidoScope_DrawPages(GlobalContext* globalCtx, GraphicsContext* gfxCtx) {
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POLY_KAL_DISP =
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POLY_KAL_DISP =
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KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][1], 48, 16, 16);
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KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sPromptChoiceTexs[gSaveContext.language][1], 48, 16, 16);
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} else if (((pauseCtx->state == 7 && pauseCtx->unk_1EC >= 4) || pauseCtx->state == 0xF) &&
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!CVar_GetS32("gSkipSaveConfirmation", 0)) {
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POLY_KAL_DISP =
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KaleidoScope_QuadTextureIA8(POLY_KAL_DISP, sSaveConfirmationTexs[gSaveContext.language], 152, 16, 0);
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} else if ((pauseCtx->state != 7) || (pauseCtx->unk_1EC < 4)) {
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} else if ((pauseCtx->state != 7) || (pauseCtx->unk_1EC < 4)) {
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if ((pauseCtx->state != 0xF) && ((pauseCtx->state == 0x10) || (pauseCtx->state == 0x11))) {
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if ((pauseCtx->state != 0xF) && ((pauseCtx->state == 0x10) || (pauseCtx->state == 0x11))) {
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POLY_KAL_DISP =
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POLY_KAL_DISP =
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@ -3874,7 +3878,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx)
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&D_801333E8);
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&D_801333E8);
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Gameplay_PerformSave(globalCtx);
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Gameplay_PerformSave(globalCtx);
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pauseCtx->unk_1EC = 4;
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pauseCtx->unk_1EC = 4;
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D_8082B25C = 3;
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D_8082B25C = CVar_GetS32("gSkipSaveConfirmation", 0) ? 3 /* 0.1 sec */ : 90 /* 3 secs */;
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}
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}
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} else if (CHECK_BTN_ALL(input->press.button, BTN_START) ||
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} else if (CHECK_BTN_ALL(input->press.button, BTN_START) ||
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CHECK_BTN_ALL(input->press.button, BTN_B)) {
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CHECK_BTN_ALL(input->press.button, BTN_B)) {
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@ -4118,7 +4122,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx)
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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Save_SaveFile();
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Save_SaveFile();
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pauseCtx->state = 0xF;
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pauseCtx->state = 0xF;
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D_8082B25C = 3;
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D_8082B25C = CVar_GetS32("gSkipSaveConfirmation", 0) ? 3 /* 0.1 sec */ : 90 /* 3 secs */;
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}
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}
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}
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}
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break;
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break;
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