Merge pull request #659 from HarbourMasters/develop-rika

`develop-rika` -> `develop`
This commit is contained in:
Garrett Cox
2024-06-04 07:42:49 -05:00
committed by GitHub
6 changed files with 123 additions and 43 deletions
+64 -37
View File
@@ -683,8 +683,32 @@ const char* logLevels[] = {
void DrawDeveloperToolsMenu() {
if (UIWidgets::BeginMenu("Developer Tools", UIWidgets::Colors::Yellow)) {
UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled",
{ .tooltip = "Enables Debug Mode, allowing you to select maps with L + R + Z." });
if (UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled",
{ .tooltip = "Enables Debug Mode, revealing some developer options and allows you "
"to enter Map Select with L + R + Z" })) {
// If disabling debug mode, disable all debug features
if (!CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) {
CVarClear("gDeveloperTools.DebugSaveFileMode");
CVarClear("gDeveloperTools.PreventActorUpdate");
CVarClear("gDeveloperTools.PreventActorDraw");
CVarClear("gDeveloperTools.PreventActorInit");
CVarClear("gDeveloperTools.DisableObjectDependency");
if (gPlayState != NULL) {
gPlayState->frameAdvCtx.enabled = false;
}
RegisterDebugSaveCreate();
RegisterPreventActorUpdateHooks();
RegisterPreventActorDrawHooks();
RegisterPreventActorInitHooks();
}
}
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f),
"Warning: Some of these features can break your game,\nor cause unexpected behavior, "
"please ensure you disable them\nbefore reporting any bugs.");
ImGui::EndTooltip();
}
if (CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) {
UIWidgets::CVarCheckbox(
@@ -697,45 +721,48 @@ void DrawDeveloperToolsMenu() {
"Change the behavior of creating saves while debug mode is enabled:\n\n"
"- Empty Save: The default 3 heart save file in first cycle\n"
"- Vanilla Debug Save: Uses the title screen save info (8 hearts, all items and masks)\n"
"- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete" })) {
"- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete",
.defaultIndex = DEBUG_SAVE_INFO_NONE })) {
RegisterDebugSaveCreate();
}
}
if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) {
RegisterPreventActorUpdateHooks();
}
if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) {
RegisterPreventActorDrawHooks();
}
if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) {
RegisterPreventActorInitHooks();
}
if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels,
{
.tooltip = "The log level determines which messages are printed to the "
"console. This does not affect the log file output",
.defaultIndex = 1,
})) {
Ship::Context::GetInstance()->GetLogger()->set_level(
(spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1));
}
if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) {
RegisterPreventActorUpdateHooks();
}
if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) {
RegisterPreventActorDrawHooks();
}
if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) {
RegisterPreventActorInitHooks();
}
UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency");
if (gPlayState != NULL) {
ImGui::Separator();
UIWidgets::Checkbox(
"Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled,
{ .tooltip = "This allows you to advance through the game one frame at a time on command. "
"To advance a frame, hold Z and tap R on the second controller. Holding Z "
"and R will advance a frame every half second. You can also use the buttons below." });
if (gPlayState->frameAdvCtx.enabled) {
if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) {
CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
}
ImGui::SameLine();
UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline });
if (ImGui::IsItemActive()) {
CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels,
{
.tooltip = "The log level determines which messages are printed to the "
"console. This does not affect the log file output",
.defaultIndex = 1,
})) {
Ship::Context::GetInstance()->GetLogger()->set_level(
(spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1));
}
if (gPlayState != NULL) {
ImGui::Separator();
UIWidgets::Checkbox(
"Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled,
{ .tooltip = "This allows you to advance through the game one frame at a time on command. "
"To advance a frame, hold Z and tap R on the second controller. Holding Z "
"and R will advance a frame every half second. You can also use the buttons below." });
if (gPlayState->frameAdvCtx.enabled) {
if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) {
CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
}
ImGui::SameLine();
UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline });
if (ImGui::IsItemActive()) {
CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
}
}
}
}
+9 -2
View File
@@ -277,8 +277,15 @@ void ActorViewerWindow::DrawElement() {
ImGui::InputScalar("rZ", ImGuiDataType_S16, &newActor.rot.z);
ImGui::EndGroup();
UIWidgets::CVarCheckbox("Remove Obj Dep?", "gObjDep",
{ .tooltip = "Allows actors to spawn where/when they normally wouldn't." });
UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency");
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(
ImVec4(1.0f, 1.0f, 0.0f, 1.0f),
"Warning: This will cause some actors to spawn in places they normally wouldn't,\nplease ensure "
"this is disabled before reporting any actor related issues");
ImGui::EndTooltip();
}
if (UIWidgets::Button("Fetch from Link")) {
Player* player = GET_PLAYER(gPlayState);
+1
View File
@@ -67,6 +67,7 @@ void RenderWarpPointSection() {
CVarGetInteger(CV "Room", 0), PLAYER_PARAMS(0xFF, PLAYER_INITMODE_D), &pos,
CVarGetFloat(CV "Rotation", 0.0f));
func_80169EFC(&gPlayState->state);
gSaveContext.respawnFlag = -8;
}
}
}
+45 -3
View File
@@ -1509,6 +1509,9 @@ s32 MapDisp_ConvertBossSceneToDungeonScene(s32 sceneId) {
}
}
// 2S2H [Port] Split u16 values into two u8 values for the custom palette below
#define SPLIT(val) (val >> 8) & 0xFF, val & 0xFF
/**
* @brief Draws the dungeon room sprites for the pause menu dungeon map
*
@@ -1534,6 +1537,25 @@ void MapDisp_DrawRooms(PlayState* play, s32 viewX, s32 viewY, s32 viewWidth, s32
0x0000, 0x0623, 0xFFC1, 0x07C1, 0x07FF, 0x003F, 0xFB3F, 0xF305,
0x0453, 0x0577, 0x0095, 0x82E5, 0xFD27, 0x7A49, 0x94A5, 0x0001,
}; // palette 2
// 2S2H [Port] Merge the 3 map palettes into 1 memory address so that we can load it once
// at index 0, but when the map textures below use index 1 or 2, Fast3D will correctly
// offset in this address to get the expected values.
// Palette stored as u8 to avoid endianeness issues in Fast3D
// clang-format off
static u8 sMergedPal[0x10 * 2 * 3] = {
// sUnvisitedRoomPal - palette 0
SPLIT(0x0000), SPLIT(0x0000), SPLIT(0xFFC1), SPLIT(0x07C1), SPLIT(0x07FF), SPLIT(0x003F), SPLIT(0xFB3F), SPLIT(0xF305),
SPLIT(0x0453), SPLIT(0x0577), SPLIT(0x0095), SPLIT(0x82E5), SPLIT(0xFD27), SPLIT(0x7A49), SPLIT(0x94A5), SPLIT(0x0001),
// sVisitedRoomPal - palette 1
SPLIT(0x0000), SPLIT(0x027F), SPLIT(0xFFC1), SPLIT(0x07C1), SPLIT(0x07FF), SPLIT(0x003F), SPLIT(0xFB3F), SPLIT(0xF305),
SPLIT(0x0453), SPLIT(0x0577), SPLIT(0x0095), SPLIT(0x82E5), SPLIT(0xFD27), SPLIT(0x7A49), SPLIT(0x94A5), SPLIT(0x0001),
// sCurrentRoomPal - palette 2
SPLIT(0x0000), SPLIT(0x0623), SPLIT(0xFFC1), SPLIT(0x07C1), SPLIT(0x07FF), SPLIT(0x003F), SPLIT(0xFB3F), SPLIT(0xF305),
SPLIT(0x0453), SPLIT(0x0577), SPLIT(0x0095), SPLIT(0x82E5), SPLIT(0xFD27), SPLIT(0x7A49), SPLIT(0x94A5), SPLIT(0x0001),
};
// clang-format on
PauseContext* pauseCtx = &play->pauseCtx;
s32 pad[4];
s32 i;
@@ -1542,23 +1564,40 @@ void MapDisp_DrawRooms(PlayState* play, s32 viewX, s32 viewY, s32 viewWidth, s32
sCurrentRoomPal[1] = (green << 6) | (blue << 1) | 1;
// 2S2H [Port] Apply runtime palette updates by splitting the color across the low and high index
u16 pulseColor = (green << 6) | (blue << 1) | 1;
sMergedPal[(0x10 * 2 * 2) + (1 * 2) + 0] = (pulseColor >> 8) & 0xFF;
sMergedPal[(0x10 * 2 * 2) + (1 * 2) + 1] = pulseColor & 0xFF;
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, dungeonIndex)) {
s32 requiredScopeTemp;
sUnvisitedRoomPal[0xF] = 0xAD5F;
sVisitedRoomPal[0xF] = 0xAD5F;
sCurrentRoomPal[0xF] = 0xAD5F;
for (i = 0; i <= 2; i++) {
sMergedPal[(0x10 * 2 * i) + (0xF * 2) + 0] = (0xAD5F >> 8) & 0xFF;
sMergedPal[(0x10 * 2 * i) + (0xF * 2) + 1] = 0xAD5F & 0xFF;
}
} else {
sCurrentRoomPal[0xF] = sVisitedRoomPal[0xF] = sUnvisitedRoomPal[0xF] = 0;
for (i = 0; i <= 2; i++) {
sMergedPal[(0x10 * 2 * i) + (0xF * 2) + 0] = sMergedPal[(0x10 * 2 * i) + (0xF * 2) + 1] = 0;
}
}
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL39_Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
gDPLoadTLUT_pal16(POLY_OPA_DISP++, 0, sUnvisitedRoomPal);
gDPLoadTLUT_pal16(POLY_OPA_DISP++, 1, sVisitedRoomPal);
gDPLoadTLUT_pal16(POLY_OPA_DISP++, 2, sCurrentRoomPal);
// #region 2S2H [Port] Load our merged palette at index 0, the other indexes do not need to be loaded
gDPLoadTLUT_pal16(POLY_OPA_DISP++, 0, sMergedPal);
// gDPLoadTLUT_pal16(POLY_OPA_DISP++, 0, sUnvisitedRoomPal);
// gDPLoadTLUT_pal16(POLY_OPA_DISP++, 1, sVisitedRoomPal);
// gDPLoadTLUT_pal16(POLY_OPA_DISP++, 2, sCurrentRoomPal);
// #endregion
gDPSetTextureLUT(POLY_OPA_DISP++, G_TT_RGBA16);
for (i = 0; i < sSceneNumRooms; i++) {
@@ -1648,6 +1687,9 @@ void MapDisp_DrawRooms(PlayState* play, s32 viewX, s32 viewY, s32 viewWidth, s32
} else {
continue;
}
// 2S2H [Port] Invalidate the map textures so that the palette updates apply
gSPInvalidateTexCache(POLY_OPA_DISP++, roomTexture);
gSPTextureRectangle(POLY_OPA_DISP++, (texPosX << 2), (texPosY << 2), (texPosX + texWidth) << 2,
(texPosY + texHeight) << 2, 0, s, t, dsdx, dtdy);
gDPPipeSync(POLY_OPA_DISP++);
+1 -1
View File
@@ -110,7 +110,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
}
}
return CVarGetInteger("gObjDep", 0) ? 0 : -1;
return CVarGetInteger("gDeveloperTools.DisableObjectDependency", 0) ? 0 : -1;
}
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
@@ -201,6 +201,9 @@ void ConsoleLogo_Main(GameState* thisx) {
STOP_GAMESTATE(&this->state);
if (CVarGetInteger("gEnhancements.Cutscenes.SkipToFileSelect", 0)) {
// Normally the PRNG seed is set at least once from the title opening running Play_Init
// We need to call it manually before file select creates RNG values for new saves
Rand_Seed(osGetTime());
SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, sizeof(FileSelectState));
} else {
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init, sizeof(TitleSetupState));