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Create FILENAME_ macros for NTSC filename encoding (#1986)

* Create FILENAME_ macros for NTSC filename encoding

* Add defines/comments for all filename characters

* FILENAME_EXCLAMATION_POINT -> FILENAME_EXCLAMATION_MARK to match kanji file

* hirigana -> hiragana
This commit is contained in:
cadmic 2024-07-17 15:36:17 -07:00 committed by GitHub
parent f0796afb86
commit 4fbb48177f
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GPG key ID: B5690EEEBB952194
6 changed files with 113 additions and 56 deletions

View file

@ -409,10 +409,14 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
static s16 textFadeDirection = 0;
static s16 textFadeTimer = 0;
static u8 noControllerFontIndices[] = {
0x17, 0x18, 0x0C, 0x18, 0x17, 0x1D, 0x1B, 0x18, 0x15, 0x15, 0x0E, 0x1B,
FILENAME_UPPERCASE('N'), FILENAME_UPPERCASE('O'), FILENAME_UPPERCASE('C'), FILENAME_UPPERCASE('O'),
FILENAME_UPPERCASE('N'), FILENAME_UPPERCASE('T'), FILENAME_UPPERCASE('R'), FILENAME_UPPERCASE('O'),
FILENAME_UPPERCASE('L'), FILENAME_UPPERCASE('L'), FILENAME_UPPERCASE('E'), FILENAME_UPPERCASE('R'),
};
static u8 pressStartFontIndices[] = {
0x19, 0x1B, 0x0E, 0x1C, 0x1C, 0x1C, 0x1D, 0x0A, 0x1B, 0x1D,
FILENAME_UPPERCASE('P'), FILENAME_UPPERCASE('R'), FILENAME_UPPERCASE('E'), FILENAME_UPPERCASE('S'),
FILENAME_UPPERCASE('S'), FILENAME_UPPERCASE('S'), FILENAME_UPPERCASE('T'), FILENAME_UPPERCASE('A'),
FILENAME_UPPERCASE('R'), FILENAME_UPPERCASE('T'),
};
static void* effectMaskTextures[] = {
gTitleEffectMask00Tex, gTitleEffectMask01Tex, gTitleEffectMask02Tex,

View file

@ -169,7 +169,10 @@ void FileSelect_FinishFadeIn(GameState* thisx) {
* Update function for `CM_MAIN_MENU`
*/
void FileSelect_UpdateMainMenu(GameState* thisx) {
static u8 emptyName[] = { 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E };
static u8 emptyName[] = {
FILENAME_SPACE, FILENAME_SPACE, FILENAME_SPACE, FILENAME_SPACE,
FILENAME_SPACE, FILENAME_SPACE, FILENAME_SPACE, FILENAME_SPACE,
};
FileSelectState* this = (FileSelectState*)thisx;
SramContext* sramCtx = &this->sramCtx;
Input* input = &this->state.input[0];

View file

@ -373,12 +373,12 @@ void FileSelect_DrawNameEntry(GameState* thisx) {
this->kbdY = 5;
this->kbdX = 4;
} else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
if ((this->newFileNameCharCount == 7) && (this->fileNames[this->buttonIndex][7] != 0x3E)) {
if ((this->newFileNameCharCount == 7) && (this->fileNames[this->buttonIndex][7] != FILENAME_SPACE)) {
for (i = this->newFileNameCharCount; i < 7; i++) {
this->fileNames[this->buttonIndex][i] = this->fileNames[this->buttonIndex][i + 1];
}
this->fileNames[this->buttonIndex][i] = 0x3E;
this->fileNames[this->buttonIndex][i] = FILENAME_SPACE;
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_DECIDE_S, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
@ -392,7 +392,7 @@ void FileSelect_DrawNameEntry(GameState* thisx) {
this->fileNames[this->buttonIndex][i] = this->fileNames[this->buttonIndex][i + 1];
}
this->fileNames[this->buttonIndex][i] = 0x3E;
this->fileNames[this->buttonIndex][i] = FILENAME_SPACE;
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_DECIDE_S, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
@ -419,12 +419,13 @@ void FileSelect_DrawNameEntry(GameState* thisx) {
}
} else if (CHECK_BTN_ALL(input->press.button, BTN_A) && (this->charPage != this->kbdButton)) {
if (this->kbdButton == FS_KBD_BTN_BACKSPACE) {
if ((this->newFileNameCharCount == 7) && (this->fileNames[this->buttonIndex][7] != 0x3E)) {
if ((this->newFileNameCharCount == 7) &&
(this->fileNames[this->buttonIndex][7] != FILENAME_SPACE)) {
for (i = this->newFileNameCharCount; i < 7; i++) {
this->fileNames[this->buttonIndex][i] = this->fileNames[this->buttonIndex][i + 1];
}
this->fileNames[this->buttonIndex][i] = 0x3E;
this->fileNames[this->buttonIndex][i] = FILENAME_SPACE;
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_DECIDE_S, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
@ -439,7 +440,7 @@ void FileSelect_DrawNameEntry(GameState* thisx) {
this->fileNames[this->buttonIndex][i] = this->fileNames[this->buttonIndex][i + 1];
}
this->fileNames[this->buttonIndex][i] = 0x3E;
this->fileNames[this->buttonIndex][i] = FILENAME_SPACE;
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_DECIDE_S, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
@ -448,7 +449,7 @@ void FileSelect_DrawNameEntry(GameState* thisx) {
validName = false;
for (i = 0; i < 8; i++) {
if (this->fileNames[this->buttonIndex][i] != 0x3E) {
if (this->fileNames[this->buttonIndex][i] != FILENAME_SPACE) {
validName = true;
break;
}