sm64pc/levels/intro/script.c

143 lines
5.4 KiB
C
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2020-05-05 12:15:53 +00:00
#include <ultra64.h>
#include "sm64.h"
#include "behavior_data.h"
#include "model_ids.h"
#include "seq_ids.h"
#include "segment_symbols.h"
#include "level_commands.h"
#include "game/area.h"
#include "game/level_update.h"
#include "menu/level_select_menu.h"
#include "levels/scripts.h"
#include "levels/menu/header.h"
#include "actors/common1.h"
#include "make_const_nonconst.h"
#include "levels/intro/header.h"
const LevelScript level_intro_entry_1[] = {
INIT_LEVEL(),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x07, _intro_segment_7SegmentRomStart, _intro_segment_7SegmentRomEnd),
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_0002D0),
END_AREA(),
FREE_LEVEL_POOL(),
LOAD_AREA(/*area*/ 1),
CALL(/*arg*/ 0, /*func*/ LevelProc_8016F508),
SLEEP(/*frames*/ 75),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 16),
CMD2A(/*unk2*/ 1),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_2),
};
const LevelScript level_intro_entry_2[] = {
INIT_LEVEL(),
BLACKOUT(/*active*/ TRUE),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
//LOAD_MARIO_HEAD(/*loadHeadID*/ REGULAR_FACE),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0_TEXTURE(/*seg*/ 0x0A, _title_screen_bg_mio0SegmentRomStart, _title_screen_bg_mio0SegmentRomEnd),
ALLOC_LEVEL_POOL(),
//AREA(/*index*/ 1, intro_geo_00035C),
//END_AREA(),
FREE_LEVEL_POOL(),
SLEEP(/*frames*/ 2),
BLACKOUT(/*active*/ FALSE),
//LOAD_AREA(/*area*/ 1),
CLEAR_DEMO_PTR(), // we need to do this or else file select will be tainted with inputs
GET_OR_SET(/*op*/ OP_GET, /*var*/ 5),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ 1, script_intro_L1), // was start pressed when demo ended last time?
SET_MENU_MUSIC(/*seq*/ 0x0002),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_STAR, /*time*/ 20, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 20),
//CALL_LOOP(/*arg*/ 1, /*func*/ LevelProc_8016F508),
//JUMP_IF(/*op*/ OP_EQ, /*arg*/ 100, script_intro_L1),
//JUMP_IF(/*op*/ OP_EQ, /*arg*/ 101, script_intro_L2),
//JUMP(script_intro_L4),
ADV_DEMO(), // advance the demo ID manually with a new command which sets the level as script register
JUMP(script_intro_L4), // go to ingame
};
const LevelScript level_intro_entry_3[] = {
JUMP(level_intro_entry_2),
};
const LevelScript level_intro_entry_4[] = {
INIT_LEVEL(),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0_TEXTURE(/*seg*/ 0x0A, _title_screen_bg_mio0SegmentRomStart, _title_screen_bg_mio0SegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x07, _debug_level_select_mio0SegmentRomStart, _debug_level_select_mio0SegmentRomEnd),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_000414),
END_AREA(),
FREE_LEVEL_POOL(),
LOAD_AREA(/*area*/ 1),
SET_MENU_MUSIC(/*seq*/ 0x0002),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CALL_LOOP(/*arg*/ 3, /*func*/ LevelProc_8016F508),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ -1, script_intro_L5),
JUMP(script_intro_L3),
};
// These should be static, but C doesn't allow non-sized forward declarations of static arrays
const LevelScript script_intro_L1[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
SET_REG(/*value*/ 16),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_1),
};
const LevelScript script_intro_L2[] = {
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_4),
};
const LevelScript script_intro_L3[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
};
const LevelScript script_intro_L4[] = {
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
};
const LevelScript script_intro_L5[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_1),
};