#include "global.h" s16 sKaleidoSetupUnusedPageIndex[] = { PAUSE_QUEST, // PAUSE_ITEM PAUSE_EQUIP, // PAUSE_MAP PAUSE_ITEM, // PAUSE_QUEST PAUSE_MAP, // PAUSE_EQUIP }; f32 sKaleidoSetupUnusedEyeX[] = { PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_EQUIP }; f32 sKaleidoSetupUnusedEyeZ[] = { PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_EQUIP }; s16 sKaleidoSetupRightPageIndex[] = { PAUSE_MAP, // PAUSE_ITEM PAUSE_QUEST, // PAUSE_MAP PAUSE_EQUIP, // PAUSE_QUEST PAUSE_ITEM, // PAUSE_EQUIP }; f32 sKaleidoSetupRightPageEyeX[] = { PAUSE_EYE_DIST * -PAUSE_MAP_X, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_QUEST_X, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_EQUIP_X, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_ITEM_X, // PAUSE_EQUIP }; f32 sKaleidoSetupRightPageEyeZ[] = { PAUSE_EYE_DIST * -PAUSE_MAP_Z, // PAUSE_ITEM PAUSE_EYE_DIST * -PAUSE_QUEST_Z, // PAUSE_MAP PAUSE_EYE_DIST * -PAUSE_EQUIP_Z, // PAUSE_QUEST PAUSE_EYE_DIST * -PAUSE_ITEM_Z, // PAUSE_EQUIP }; void KaleidoSetup_Update(PlayState* play) { PauseContext* pauseCtx = &play->pauseCtx; Input* input = &play->state.input[0]; if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE && play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF && gSaveContext.save.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) && play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL && (play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) { if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) { if (BREG(0)) { pauseCtx->debugState = 3; } } else if (CHECK_BTN_ALL(input->press.button, BTN_START)) { // The start button was pressed, pause gSaveContext.prevHudVisibilityMode = gSaveContext.hudVisibilityMode; R_PAUSE_CURSOR_LEFT_X = -175; R_PAUSE_CURSOR_RIGHT_X = 155; pauseCtx->switchPageTimer = 0; pauseCtx->mainState = PAUSE_MAIN_STATE_SWITCHING_PAGE; // irrelevant if (R_START_LABEL_DD(0) == 0) { // Never reached, unused, and the data would be wrong anyway pauseCtx->eye.x = sKaleidoSetupUnusedEyeX[pauseCtx->pageIndex]; pauseCtx->eye.z = sKaleidoSetupUnusedEyeZ[pauseCtx->pageIndex]; pauseCtx->pageIndex = sKaleidoSetupUnusedPageIndex[pauseCtx->pageIndex]; } else { // Set eye position and pageIndex such that scrolling left brings to the desired page pauseCtx->eye.x = sKaleidoSetupRightPageEyeX[pauseCtx->pageIndex]; pauseCtx->eye.z = sKaleidoSetupRightPageEyeZ[pauseCtx->pageIndex]; pauseCtx->pageIndex = sKaleidoSetupRightPageIndex[pauseCtx->pageIndex]; } // Set next page mode to scroll left pauseCtx->nextPageMode = (u16)(pauseCtx->pageIndex * 2) + 1; pauseCtx->state = PAUSE_STATE_WAIT_LETTERBOX; osSyncPrintf("Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d\n", pauseCtx->nextPageMode, pauseCtx->eye.x, pauseCtx->eye.z, pauseCtx->pageIndex); } if (pauseCtx->state == PAUSE_STATE_WAIT_LETTERBOX) { R_PAUSE_OFFSET_VERTICAL = -6240; R_UPDATE_RATE = 2; if (Letterbox_GetSizeTarget() != 0) { Letterbox_SetSizeTarget(0); } func_800F64E0(1); } } } void KaleidoSetup_Init(PlayState* play) { PauseContext* pauseCtx = &play->pauseCtx; u64 temp = 0; // Necessary to match pauseCtx->state = PAUSE_STATE_OFF; pauseCtx->debugState = 0; pauseCtx->alpha = 0; pauseCtx->switchPageTimer = 0; pauseCtx->mainState = PAUSE_MAIN_STATE_IDLE; pauseCtx->nextPageMode = 0; pauseCtx->pageIndex = PAUSE_ITEM; pauseCtx->itemPageRoll = pauseCtx->equipPageRoll = pauseCtx->mapPageRoll = pauseCtx->questPageRoll = 160.0f; pauseCtx->eye.z = 64.0f; pauseCtx->savePromptOffsetDepth_ = 936.0f; pauseCtx->eye.x = pauseCtx->eye.y = 0.0f; pauseCtx->rollRotSavePrompt_ = -314.0f; pauseCtx->cursorPoint[PAUSE_ITEM] = 0; pauseCtx->cursorPoint[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorPoint[PAUSE_QUEST] = QUEST_MEDALLION_FOREST; pauseCtx->cursorPoint[PAUSE_EQUIP] = 1; pauseCtx->cursorPoint[PAUSE_WORLD_MAP] = 10; pauseCtx->cursorX[PAUSE_ITEM] = 0; pauseCtx->cursorY[PAUSE_ITEM] = 0; pauseCtx->cursorX[PAUSE_MAP] = 0; pauseCtx->cursorY[PAUSE_MAP] = 0; pauseCtx->cursorX[PAUSE_QUEST] = temp; pauseCtx->cursorY[PAUSE_QUEST] = temp; pauseCtx->cursorX[PAUSE_EQUIP] = EQUIP_VALUE_SWORD_KOKIRI; pauseCtx->cursorY[PAUSE_EQUIP] = EQUIP_TYPE_SWORD; pauseCtx->cursorItem[PAUSE_ITEM] = PAUSE_ITEM_NONE; pauseCtx->cursorItem[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorItem[PAUSE_QUEST] = PAUSE_ITEM_NONE; pauseCtx->cursorItem[PAUSE_EQUIP] = ITEM_SWORD_KOKIRI; pauseCtx->cursorSlot[PAUSE_ITEM] = 0; pauseCtx->cursorSlot[PAUSE_MAP] = VREG(30) + 3; pauseCtx->cursorSlot[PAUSE_QUEST] = 0; pauseCtx->cursorSlot[PAUSE_EQUIP] = pauseCtx->cursorPoint[PAUSE_EQUIP]; pauseCtx->infoPanelOffsetY = -40; pauseCtx->nameDisplayTimer = 0; pauseCtx->nameColorSet = 0; pauseCtx->cursorColorSet = 4; pauseCtx->ocarinaSongIdx = -1; pauseCtx->cursorSpecialPos = 0; View_Init(&pauseCtx->view, play->state.gfxCtx); } void KaleidoSetup_Destroy(PlayState* play) { }