#include #include "sm64.h" #include "behavior_data.h" #include "model_ids.h" #include "seq_ids.h" #include "segment_symbols.h" #include "level_commands.h" #include "config/config_cutscenes.h" #include "game/area.h" #include "game/level_update.h" #include "menu/file_select.h" #include "menu/star_select.h" #include "levels/scripts.h" #include "actors/common1.h" #include "make_const_nonconst.h" #include "levels/menu/header.h" const LevelScript level_main_menu_entry_file_select[] = { #ifndef SKIP_FILE_SELECT INIT_LEVEL(), LOAD_GODDARD(), LOAD_LEVEL_DATA(menu), LOAD_BEHAVIOR_DATA(), ALLOC_LEVEL_POOL(), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_MARIO_SAVE_BUTTON, geo_menu_mario_save_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_RED_ERASE_BUTTON, geo_menu_erase_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_BLUE_COPY_BUTTON, geo_menu_copy_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_YELLOW_FILE_BUTTON, geo_menu_file_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_GREEN_SCORE_BUTTON, geo_menu_score_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_MARIO_SAVE_BUTTON_FADE, geo_menu_mario_save_button_fade), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_MARIO_NEW_BUTTON, geo_menu_mario_new_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_MARIO_NEW_BUTTON_FADE, geo_menu_mario_new_button_fade), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_PURPLE_SOUND_BUTTON, geo_menu_sound_button), LOAD_MODEL_FROM_GEO(MODEL_MAIN_MENU_GENERIC_BUTTON, geo_menu_generic_button), AREA(/*index*/ 1, geo_menu_file_select_strings_and_menu_cursor), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 0, -19000, /*angle*/ 0, 0, 0, /*behParam*/ BP(0x04, 0x00, 0x00, 0x00), /*beh*/ bhvMenuButtonManager), OBJECT(/*model*/ MODEL_MAIN_MENU_YELLOW_FILE_BUTTON, /*pos*/ 0, 0, -19000, /*angle*/ 0, 0, 0, /*behParam*/ BP(0x04, 0x00, 0x00, 0x00), /*beh*/ bhvYellowBackgroundInMenu), TERRAIN(/*terrainData*/ main_menu_seg7_collision), END_AREA(), FREE_LEVEL_POOL(), LOAD_AREA(/*area*/ 1), SET_MENU_MUSIC(/*seq*/ SEQ_MENU_FILE_SELECT), TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF), CALL( /*arg*/ 0, /*func*/ lvl_init_menu_values_and_cursor_pos), CALL_LOOP(/*arg*/ 0, /*func*/ lvl_update_obj_and_load_file_selected), GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_SAVE_FILE_NUM), STOP_MUSIC(/*fadeOutTime*/ 0x00BE), TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF), SLEEP(/*frames*/ 16), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(/*frames*/ 1), #endif // SKIP_FILE_SELECT SET_REG(/*value*/ START_LEVEL), EXIT_AND_EXECUTE(/*seg*/ SEGMENT_GLOBAL_LEVEL_SCRIPT, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry), }; const LevelScript level_main_menu_entry_act_select_exit[] = { EXIT(), }; const LevelScript level_main_menu_entry_act_select[] = { CALL(/*arg*/ 0, /*func*/ lvl_set_current_level), JUMP_IF(/*op*/ OP_EQ, /*arg*/ FALSE, (level_main_menu_entry_act_select_exit)), INIT_LEVEL(), LOAD_GODDARD(), LOAD_LEVEL_DATA(menu), ALLOC_LEVEL_POOL(), AREA(/*index*/ 2, geo_menu_act_selector_strings), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -100, 0, /*angle*/ 0, 0, 0, /*behParam*/ BP(0x04, 0x00, 0x00, 0x00), /*beh*/ bhvActSelector), TERRAIN(/*terrainData*/ main_menu_seg7_collision), END_AREA(), FREE_LEVEL_POOL(), LOAD_AREA(/*area*/ 2), #ifdef NO_SEGMENTED_MEMORY // sVisibleStars is set to 0 during FIXED_LOAD above on N64, but not when NO_SEGMENTED_MEMORY is used. // lvl_init_act_selector_values_and_stars must be called here otherwise the previous // value is retained and causes incorrect drawing during the 16 transition frames. CALL(/*arg*/ 0, /*func*/ lvl_init_act_selector_values_and_stars), #endif TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF), SLEEP(/*frames*/ 16), SET_MENU_MUSIC(/*seq*/ 0x000D), #ifndef NO_SEGMENTED_MEMORY CALL( /*arg*/ 0, /*func*/ lvl_init_act_selector_values_and_stars), #endif CALL_LOOP(/*arg*/ 0, /*func*/ lvl_update_obj_and_load_act_button_actions), GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_ACT_NUM), STOP_MUSIC(/*fadeOutTime*/ 0x00BE), TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF), SLEEP(/*frames*/ 16), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(/*frames*/ 1), EXIT(), };