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/* 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 6 files you will need to edit :
* src / game / main . c
* src / engine / level_script . h
* include / text_strings . h . in
* levels / entry . s
* levels / intro / script . s
* levels / intro / geo . s
*
* 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 . s , simply append the following to the file :
glabel 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
. align 4
*
* In levels / intro / script . s , add the following to the top of the file :
glabel 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
*
* Finally , add the following to the top of levels / intro / geo . s :
glabel intro_geo_error_screen
geo_node_screen_area 0 , 160 , 120 , 160 , 120
geo_open_node
geo_zbuffer 0
geo_open_node
geo_node_ortho 100
geo_open_node
geo_background 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
*/
/* 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
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create_dl_ortho_matrix ( ) ;
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gSPDisplayList ( gDisplayListHead + + ,
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dl_ia_text_begin ) ; // Init rendering stuff for generic text
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// Set text color to white
gDPSetEnvColor ( gDisplayListHead + + , 255 , 255 , 255 , 255 ) ;
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print_generic_string ( 8 , 170 , text_console_8mb ) ;
print_generic_string ( 8 , 120 , text_pj64 ) ;
print_generic_string ( 8 , 54 , text_pj64_2 ) ;
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// Cleanup
gSPDisplayList ( gDisplayListHead + + ,
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dl_ia_text_end ) ; // Reset back to default render settings.
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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 ) ;
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addr = segmented_to_virtual ( level_script_entry_error_screen ) ;
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func_80247ED8 ( ) ;
while ( 1 ) {
func_80247FAC ( ) ;
addr = level_script_execute ( addr ) ;
display_and_vsync ( ) ;
}
}