2020-04-03 18:57:26 +00:00
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diff --git a/src/game/game_init.c b/src/game/game_init.c
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index 0852a141..004941d8 100644
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--- a/src/game/game_init.c
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+++ b/src/game/game_init.c
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@@ -332,6 +332,45 @@ void display_and_vsync(void) {
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gGlobalTimer++;
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}
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2020-02-03 05:51:26 +00:00
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+/*
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+ * This enhancement allows you to record gameplay demos for the mario head screen.
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+ *
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+ * Note:
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+ * This enhancement does require the lastest versions of PJ64 from the nightly builds,
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+ * because it uses the javascript API to automatically dump the demo files from RAM
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+ * once the demo is completed. See enhancements/RecordDemo.js for more info
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+ *
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+*/
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+
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+#include "../src/game/mario.h"
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+
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+#define DEMOREC_STATUS_NOT_RECORDING 0
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+#define DEMOREC_STATUS_PREPARING 1
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+#define DEMOREC_STATUS_RECORDING 2
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+#define DEMOREC_STATUS_STOPPING 3
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+#define DEMOREC_STATUS_DONE 4
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+
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+#define DEMOREC_PRINT_X 10
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+#define DEMOREC_PRINT_Y 10
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+
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+#define DEMOREC_DONE_DELAY 60 // Show "DONE" message for 2 seconds.
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+
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+#define DEMOREC_MAX_INPUTS 1025 // Max number of recorded inputs.
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+
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+/*
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+ DO NOT REMOVE, MODIFY, OR MAKE A COPY OF THIS EXACT STRING!
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+ This is here so that the js dump script can find the control variables easily.
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+*/
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+char gDemoRecTag[] = "DEMORECVARS";
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+
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+// Control variables. It is easier if they are each 4 byte aligned, which is why they are u32.
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+u32 gRecordingStatus = DEMOREC_STATUS_NOT_RECORDING;
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+u32 gDoneDelay = 0;
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+u32 gNumOfRecordedInputs = 0;
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+struct DemoInput gRecordedInputs[DEMOREC_MAX_INPUTS];
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+struct DemoInput* gRecordedInputsPtr = (struct DemoInput*)gRecordedInputs;
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+struct DemoInput gRecordedDemoInputCopy;
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+
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// this function records distinct inputs over a 255-frame interval to RAM locations and was likely
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// used to record the demo sequences seen in the final game. This function is unused.
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static void record_demo(void) {
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2020-04-03 18:57:26 +00:00
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@@ -365,6 +404,118 @@ static void record_demo(void) {
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2020-02-03 05:51:26 +00:00
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gRecordedDemoInput.timer++;
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}
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+void record_new_demo_input(void) {
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+ if(gRecordedDemoInput.timer == 1 && gRecordedDemoInputCopy.timer > 0) {
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+ gRecordedInputs[gNumOfRecordedInputs].timer = gRecordedDemoInputCopy.timer;
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+ gRecordedInputs[gNumOfRecordedInputs + 1].timer = 0;
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+ gRecordedInputs[gNumOfRecordedInputs].rawStickX = gRecordedDemoInputCopy.rawStickX;
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+ gRecordedInputs[gNumOfRecordedInputs + 1].rawStickX = gRecordedDemoInputCopy.rawStickX;
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+ gRecordedInputs[gNumOfRecordedInputs].rawStickY = gRecordedDemoInputCopy.rawStickY;
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+ gRecordedInputs[gNumOfRecordedInputs + 1].rawStickY = gRecordedDemoInputCopy.rawStickY;
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+ gRecordedInputs[gNumOfRecordedInputs].buttonMask = gRecordedDemoInputCopy.buttonMask;
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+ gRecordedInputs[gNumOfRecordedInputs + 1].buttonMask = gRecordedDemoInputCopy.buttonMask;
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+ gNumOfRecordedInputs++;
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+ }
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+}
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+
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+// Self explanitory
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+void copy_gRecordedDemoInput(void) {
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+ gRecordedDemoInputCopy.timer = gRecordedDemoInput.timer;
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+ gRecordedDemoInputCopy.rawStickX = gRecordedDemoInput.rawStickX;
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+ gRecordedDemoInputCopy.rawStickY = gRecordedDemoInput.rawStickY;
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+ gRecordedDemoInputCopy.buttonMask = gRecordedDemoInput.buttonMask;
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+}
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+
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+// Runs when the demo is recording.
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+void recording(void) {
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+
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+ // Force-stop when someone makes too many inputs.
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+ if(gNumOfRecordedInputs + 1 > DEMOREC_MAX_INPUTS) {
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+ gRecordingStatus = DEMOREC_STATUS_STOPPING;
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+ return;
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+ }
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+
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+ copy_gRecordedDemoInput();
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+ record_demo(); // Defined in game.c
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+ record_new_demo_input();
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+}
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+
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+// Makes sure the last demo input is zeroed out, to make it look more clean.
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+void record_cleanup(void) {
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+ gRecordedInputs[gNumOfRecordedInputs].timer = 0;
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+ gRecordedInputs[gNumOfRecordedInputs].rawStickX = 0;
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+ gRecordedInputs[gNumOfRecordedInputs].rawStickY = 0;
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+ gRecordedInputs[gNumOfRecordedInputs].buttonMask = 0;
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+
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+ // Make sure the done delay is reset before moving to DONE status.
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+ gDoneDelay = 0;
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+}
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+
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+void record_run(void) {
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+ switch(gRecordingStatus) {
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+ case DEMOREC_STATUS_NOT_RECORDING:
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+ break;
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+ case DEMOREC_STATUS_PREPARING:
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+ if(gMarioObject != NULL && gCurrLevelNum >= 5) { // If the game is in an active level
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+ gRecordingStatus = DEMOREC_STATUS_RECORDING;
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+
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+ // A bit of a hack, but it works.
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+ gNumOfRecordedInputs = 1;
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+ gRecordedInputs[0].timer = gCurrLevelNum;
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+ gRecordedInputs[0].rawStickX = 0;
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+ gRecordedInputs[0].rawStickY = 0;
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+ gRecordedInputs[0].buttonMask = 0;
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+ }
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+ break;
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+ case DEMOREC_STATUS_RECORDING:
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+ recording();
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+ break;
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+ case DEMOREC_STATUS_DONE:
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+ if(gDoneDelay > DEMOREC_DONE_DELAY)
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+ gRecordingStatus = DEMOREC_STATUS_NOT_RECORDING;
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+ else
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+ gDoneDelay++;
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+ break;
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+ }
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+}
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+
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+// Prints the status on the bottom-left side of the screen in colorful text.
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+void print_status(void) {
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+ switch(gRecordingStatus) {
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+ case DEMOREC_STATUS_PREPARING:
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+ print_text(DEMOREC_PRINT_X, DEMOREC_PRINT_Y, "READY");
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+ break;
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+ case DEMOREC_STATUS_RECORDING:
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+ print_text(DEMOREC_PRINT_X, DEMOREC_PRINT_Y, "REC");
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+ break;
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+ case DEMOREC_STATUS_STOPPING:
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+ print_text(DEMOREC_PRINT_X, DEMOREC_PRINT_Y, "WAIT");
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+ break;
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+ case DEMOREC_STATUS_DONE:
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+ print_text(DEMOREC_PRINT_X, DEMOREC_PRINT_Y, "DONE");
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+ break;
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+ }
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+}
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+
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+// Main function that should be called from thread5_game_loop()
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+void recordingDemo(void) {
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+ // Mario needs to enter directly into a level and not from a warp,
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+ // so the debug level select is used for that.
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+ gDebugLevelSelect = TRUE;
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+
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+ if(gPlayer1Controller->buttonPressed & L_TRIG) {
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+ if(gRecordingStatus == DEMOREC_STATUS_NOT_RECORDING) {
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+ gRecordingStatus = DEMOREC_STATUS_PREPARING;
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+ } else if (gRecordingStatus == DEMOREC_STATUS_RECORDING) {
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+ gRecordingStatus = DEMOREC_STATUS_STOPPING;
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+ record_cleanup();
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+ }
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+ }
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+
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+ record_run();
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+ print_status();
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+}
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+
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// take the updated controller struct and calculate
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// the new x, y, and distance floats.
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void adjust_analog_stick(struct Controller *controller) {
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2020-04-03 18:57:26 +00:00
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@@ -605,6 +756,7 @@ void thread5_game_loop(UNUSED void *arg) {
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2020-02-03 05:51:26 +00:00
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audio_game_loop_tick();
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2020-04-03 18:57:26 +00:00
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config_gfx_pool();
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2020-02-03 05:51:26 +00:00
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read_controller_inputs();
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+ recordingDemo();
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addr = level_script_execute(addr);
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display_and_vsync();
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