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Name warp-related defines and add option to disable intro demo
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@@ -44,11 +44,11 @@ static const LevelScript script_exec_level_table[2
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#undef DEFINE_LEVEL
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#undef STUB_LEVEL
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static const LevelScript script_L1[6];
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static const LevelScript script_L2[6];
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static const LevelScript goto_intro_splash_screen[6];
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static const LevelScript goto_ending[6];
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static const LevelScript goto_mario_head_regular[6];
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static const LevelScript goto_mario_head_dizzy[6];
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static const LevelScript script_L5[6];
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static const LevelScript goto_debug_level_select[6];
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#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
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#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) static const LevelScript script_exec_ ## folder [6 + 1];
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@@ -101,7 +101,6 @@ const LevelScript level_main_scripts_entry[] = {
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LOAD_MODEL_FROM_GEO(MODEL_MARIOS_METAL_CAP, marios_metal_cap_geo),
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LOAD_MODEL_FROM_GEO(MODEL_MARIOS_WING_CAP, marios_wing_cap_geo),
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LOAD_MODEL_FROM_GEO(MODEL_MARIOS_CAP, marios_cap_geo),
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//LOAD_MODEL_FROM_GEO(MODEL_MARIOS_CAP, marios_cap_geo), // repeated
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LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY_CUTSCENE, bowser_key_cutscene_geo),
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LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY, bowser_key_geo),
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LOAD_MODEL_FROM_GEO(MODEL_RED_FLAME_SHADOW, red_flame_shadow_geo),
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@@ -115,22 +114,22 @@ const LevelScript level_main_scripts_entry[] = {
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FREE_LEVEL_POOL(),
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CALL(/*arg*/ 0, /*func*/ lvl_init_from_save_file),
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LOOP_BEGIN(),
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EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_2),
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EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_act_select),
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JUMP_LINK(script_exec_level_table),
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SLEEP(/*frames*/ 1),
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LOOP_UNTIL(/*op*/ OP_LT, /*arg*/ 0),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -1, script_L2),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -2, goto_mario_head_regular),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -3, goto_mario_head_dizzy),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -8, script_L1),
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JUMP_IF(/*op*/ OP_EQ, /*arg*/ -9, script_L5),
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LOOP_UNTIL(/*op*/ OP_LT, /*arg*/ WARP_SPECIAL_NONE),
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JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_ENDING, goto_ending),
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JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_MARIO_HEAD_REGULAR, goto_mario_head_regular),
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JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_MARIO_HEAD_DIZZY, goto_mario_head_dizzy),
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JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_INTRO_SPLASH_SCREEN, goto_intro_splash_screen),
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JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_LEVEL_SELECT, goto_debug_level_select),
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};
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static const LevelScript script_L1[] = {
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static const LevelScript goto_intro_splash_screen[] = {
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EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_splash_screen, _introSegmentBssStart, _introSegmentBssEnd),
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};
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static const LevelScript script_L2[] = {
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static const LevelScript goto_ending[] = {
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EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ 0x0E, _endingSegmentRomStart, _endingSegmentRomEnd, level_ending_entry, _endingSegmentBssStart, _endingSegmentBssEnd),
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};
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@@ -142,8 +141,8 @@ static const LevelScript goto_mario_head_dizzy[] = {
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EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_mario_head_dizzy, _introSegmentBssStart, _introSegmentBssEnd),
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};
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static const LevelScript script_L5[] = {
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EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_4, _introSegmentBssStart, _introSegmentBssEnd),
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static const LevelScript goto_debug_level_select[] = {
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EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_level_select, _introSegmentBssStart, _introSegmentBssEnd),
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};
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// Include the level jumptable.
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