194 lines
6.6 KiB
C
194 lines
6.6 KiB
C
/* clang-format off */
|
|
/*
|
|
* mem_error_screen.inc.c
|
|
*
|
|
* This enhancement should be used for ROM hacks that require the expansion pak.
|
|
*
|
|
* ----- Setup -----
|
|
*
|
|
* Make sure that USE_EXT_RAM is defined in include/segments.h
|
|
#define USE_EXT_RAM
|
|
*
|
|
* There are 7 files you will need to edit:
|
|
* src/game/main.c
|
|
* src/engine/level_script.h
|
|
* include/text_strings.h.in
|
|
* levels/entry.c
|
|
* levels/intro/script.c
|
|
* levels/intro/geo.c
|
|
* levels/intro/header.h
|
|
*
|
|
* First, in main.c, you will need to add this line below the includes:
|
|
#include "../enhancements/mem_error_screen.inc.c"
|
|
*
|
|
* In the function AllocPool(), add these lines above main_pool_init():
|
|
// Detect memory size
|
|
if(does_pool_end_lie_out_of_bounds(end))
|
|
{
|
|
end = (void *)SEG_POOL_END_4MB;
|
|
}
|
|
*
|
|
* Then in thread3_main(), replace the create_thread for thread 5 with this if/else statement:
|
|
if(!gNotEnoughMemory)
|
|
{
|
|
create_thread(&gGameLoopThread, 5, thread5_game_loop, NULL, gThread5Stack + 0x2000, 10);
|
|
}
|
|
else
|
|
{
|
|
create_thread(&gGameLoopThread, 5, thread5_mem_error_message_loop, NULL, gThread5Stack + 0x2000, 10);
|
|
}
|
|
*
|
|
* In src/engine/level_script.h, add this line below 'extern u8 level_script_entry[];'
|
|
extern u8 level_script_entry_error_screen[];
|
|
*
|
|
* In include/text_strings.h.in, add these 3 lines at the top. You can also add more strings if you want.
|
|
#define TEXT_CONSOLE_8MB _("If you're using an N64 console, then you will need to buy an\nExpansion Pak to play this ROM hack.")
|
|
#define TEXT_PJ64 _("If you are using PJ64 1.6, go to:\nOptions > Settings > Rom Settings Tab > Memory Size\nthen select 8 MB from the drop-down box.")
|
|
#define TEXT_PJ64_2 _("If you are using PJ64 2.X, go to:\nOptions > Settings > Config: > Memory Size, select 8 MB")
|
|
*
|
|
* In levels/entry.c, simply append the following to the file:
|
|
const LevelScript level_script_entry_error_screen[] {
|
|
INIT_LEVEL(),
|
|
SLEEP(2),
|
|
BLACKOUT(FALSE),
|
|
SET_REG(0),
|
|
EXECUTE(0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen),
|
|
JUMP(level_script_entry_error_screen),
|
|
};
|
|
*
|
|
* In levels/intro/script.c, add the following to the top of the file:
|
|
const LevelScript level_intro_entry_error_screen[] {
|
|
INIT_LEVEL(),
|
|
FIXED_LOAD(_goddardSegmentStart, _goddardSegmentRomStart, _goddardSegmentRomEnd),
|
|
LOAD_MIO0(0x07, _intro_segment_7SegmentRomStart, _intro_segment_7SegmentRomEnd),
|
|
ALLOC_LEVEL_POOL(),
|
|
|
|
AREA(1, intro_geo_error_screen),
|
|
END_AREA(),
|
|
|
|
FREE_LEVEL_POOL(),
|
|
LOAD_AREA(1),
|
|
SLEEP(32767),
|
|
EXIT_AND_EXECUTE(0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen),
|
|
};
|
|
*
|
|
* Add the following to the top of levels/intro/geo.c:
|
|
const GeoLayout intro_geo_error_screen[] {
|
|
GEO_NODE_SCREEN_AREA(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
|
|
GEO_OPEN_NODE(),
|
|
GEO_ZBUFFER(0),
|
|
GEO_OPEN_NODE(),
|
|
GEO_NODE_ORTHO(100),
|
|
GEO_OPEN_NODE(),
|
|
GEO_BACKGROUND_COLOR(0x0001),
|
|
GEO_CLOSE_NODE(),
|
|
GEO_CLOSE_NODE(),
|
|
GEO_ZBUFFER(0),
|
|
GEO_OPEN_NODE(),
|
|
GEO_ASM(0, geo18_display_error_message),
|
|
GEO_CLOSE_NODE(),
|
|
GEO_CLOSE_NODE(),
|
|
GEO_END(),
|
|
};
|
|
|
|
* Finally, add the following to the bottom of levels/intro/header.h:
|
|
extern const GeoLayout intro_geo_error_screen[];
|
|
extern const LevelScript level_intro_entry_error_screen[];
|
|
extern Gfx *geo18_display_error_message(u32 run, UNUSED struct GraphNode *sp44, UNUSED u32 sp48);
|
|
*/
|
|
/* clang-format on */
|
|
|
|
// Ensure that USE_EXT_RAM is defined.
|
|
#ifndef USE_EXT_RAM
|
|
#error You have to define USE_EXT_RAM in 'include/segments.h'
|
|
#endif
|
|
|
|
#include <types.h>
|
|
#include <text_strings.h>
|
|
#include "../src/game/display.h"
|
|
#include "../src/game/print.h"
|
|
#include "../src/game/ingame_menu.h"
|
|
#include "../src/game/segment2.h"
|
|
#include "../src/engine/level_script.h"
|
|
|
|
// Require 8 MB of RAM, even if the pool doesn't go into extended memory.
|
|
// Change the '8' to whatever MB limit you want.
|
|
// Note: only special emulators allow for RAM sizes above 8 MB.
|
|
#define REQUIRED_MIN_MEM_SIZE 1048576 * 8
|
|
|
|
u8 gNotEnoughMemory = FALSE;
|
|
u8 gDelayForErrorMessage = 0;
|
|
|
|
u8 does_pool_end_lie_out_of_bounds(void *end) {
|
|
u32 endPhy = ((u32) end) & 0x1FFFFFFF;
|
|
u32 memSize = *((u32 *) 0x80000318);
|
|
|
|
if (endPhy > memSize) {
|
|
gNotEnoughMemory = TRUE;
|
|
return TRUE;
|
|
} else {
|
|
if (memSize < REQUIRED_MIN_MEM_SIZE) {
|
|
gNotEnoughMemory = TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// If you're using an N64 console, then you will need to buy an\nexpansion pak to play this ROM hack.
|
|
u8 text_console_8mb[] = { TEXT_CONSOLE_8MB };
|
|
|
|
// If you are using PJ64 1.6, go to: Options ► Settings ► Rom Settings Tab ► Memory Size then select 8
|
|
// MB from the drop-down box.
|
|
u8 text_pj64[] = { TEXT_PJ64 };
|
|
|
|
// If you are using PJ64 2.X, go to: Options ► Settings ► Config: ► Memory Size, select 8 MB
|
|
u8 text_pj64_2[] = { TEXT_PJ64_2 };
|
|
|
|
Gfx *geo18_display_error_message(u32 run, UNUSED struct GraphNode *sp44, UNUSED u32 sp48) {
|
|
if (run) {
|
|
if (gDelayForErrorMessage > 0) {
|
|
// Draw color text title.
|
|
print_text(10, 210, "ERROR Need more memory");
|
|
|
|
// Init generic text rendering
|
|
create_dl_ortho_matrix();
|
|
gSPDisplayList(gDisplayListHead++,
|
|
dl_ia_text_begin); // Init rendering stuff for generic text
|
|
|
|
// Set text color to white
|
|
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
|
|
|
|
print_generic_string(8, 170, text_console_8mb);
|
|
print_generic_string(8, 120, text_pj64);
|
|
print_generic_string(8, 54, text_pj64_2);
|
|
|
|
// Cleanup
|
|
gSPDisplayList(gDisplayListHead++,
|
|
dl_ia_text_end); // Reset back to default render settings.
|
|
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
|
|
} else {
|
|
gDelayForErrorMessage += 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Basic main loop for the error screen. Note that controllers are not enabled here.
|
|
void thread5_mem_error_message_loop(UNUSED void *arg) {
|
|
struct LevelCommand *addr;
|
|
|
|
setup_game_memory();
|
|
set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg) 1);
|
|
|
|
addr = segmented_to_virtual(level_script_entry_error_screen);
|
|
|
|
func_80247ED8();
|
|
|
|
while (1) {
|
|
func_80247FAC();
|
|
addr = level_script_execute(addr);
|
|
display_and_vsync();
|
|
}
|
|
}
|