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e51f50f0ff
* working * start color switch * progress * progress * progress on bgm func * progress * game over matched (except the rodata meme) * start update * progress * lightning docs done * progress * progress * progress * progress * progress * can compile at least * suns state, progress on kankyo_update * some new names * progress * progress * progress * new functions * cleanup * more matches * another match * now functional * format * better match * hugely improved update * cleanup/review * remove old changes * review2 * review3 * missed one * review4 * change asm filenames * update doorwarp1 * review5 * Kankyo_ -> Environment_ * format * merge master and format functions.h Co-authored-by: Jacob Young <jacobly0@users.noreply.github.com> Co-authored-by: fig <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
29 lines
1.1 KiB
C
29 lines
1.1 KiB
C
#include "global.h"
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
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frameAdvCtx->timer = 0;
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frameAdvCtx->enabled = false;
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}
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/**
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* Frame advance allows you to advance through the game one frame at a time on command.
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* To enable, hold R and press Dpad Down on the specified controller.
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* To advance a frame, hold Z and press R.
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* Holding Z and R will advance a frame every half second.
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*
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* This function returns true when frame advance is not active (game will run normally)
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*/
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
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frameAdvCtx->enabled = !frameAdvCtx->enabled;
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}
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if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) &&
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(CHECK_BTN_ALL(input->press.button, BTN_R) ||
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(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) {
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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}
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