Delete fps.patch
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diff --git a/src/game/game_init.c b/src/game/game_init.c
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index 0852a141..18c5e8fe 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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@@ -56,6 +56,47 @@ struct DemoInput *gCurrDemoInput = NULL; // demo input sequence
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u16 gDemoInputListID = 0;
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struct DemoInput gRecordedDemoInput = { 0 }; // possibly removed in EU. TODO: Check
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+// SDK states that 1 cycle takes about 21.33 nanoseconds
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+#define SECONDS_PER_CYCLE 0.00000002133f
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+
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+#define FPS_COUNTER_X_POS 24
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+#define FPS_COUNTER_Y_POS 190
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+
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+static OSTime gLastOSTime = 0;
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+static float gFrameTime = 0.0f;
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+static u16 gFrames = 0;
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+static u16 gFPS = 0;
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+static u8 gRenderFPS = FALSE;
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+
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+static void calculate_frameTime_from_OSTime(OSTime diff) {
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+ gFrameTime += diff * SECONDS_PER_CYCLE;
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+ gFrames++;
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+}
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+
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+static void render_fps(void) {
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+ // Toggle rendering framerate with the L button.
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+ if (gPlayer1Controller->buttonPressed & L_TRIG) {
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+ gRenderFPS ^= 1;
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+ }
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+
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+ if (gRenderFPS) {
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+ OSTime newTime = osGetTime();
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+
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+ calculate_frameTime_from_OSTime(newTime - gLastOSTime);
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+
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+ // If frame time is longer or equal to a second, update FPS counter.
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+ if (gFrameTime >= 1.0f) {
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+ gFPS = gFrames;
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+ gFrames = 0;
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+ gFrameTime -= 1.0f;
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+ }
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+
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+ print_text_fmt_int(FPS_COUNTER_X_POS, FPS_COUNTER_Y_POS, "FPS %d", gFPS);
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+
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+ gLastOSTime = newTime;
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+ }
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+}
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+
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/**
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* Initializes the Reality Display Processor (RDP).
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* This function initializes settings such as texture filtering mode,
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@@ -614,5 +655,7 @@ void thread5_game_loop(UNUSED void *arg) {
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// amount of free space remaining.
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print_text_fmt_int(180, 20, "BUF %d", gGfxPoolEnd - (u8 *) gDisplayListHead);
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}
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+
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+ render_fps();
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}
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}
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