diff --git a/UnleashedRecomp/patches/aspect_ratio_patches.cpp b/UnleashedRecomp/patches/aspect_ratio_patches.cpp index 9875d69..0bcf4e8 100644 --- a/UnleashedRecomp/patches/aspect_ratio_patches.cpp +++ b/UnleashedRecomp/patches/aspect_ratio_patches.cpp @@ -351,6 +351,8 @@ enum CORNER_EXTRACT = 1 << 20, SKIP_INSPIRE = 1 << 21, + + CONTROL_TUTORIAL = 1 << 22, }; struct CsdModifier @@ -592,7 +594,7 @@ static const xxHashMap g_modifiers = { HashStr("ui_playscreen_su/su_sonic_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } }, { HashStr("ui_playscreen_su/gaia_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | OFFSET_SCALE_LEFT, 632.0f } }, { HashStr("ui_playscreen_su/gaia_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } }, - { HashStr("ui_playscreen_su/footer"), { ALIGN_BOTTOM_RIGHT | SCALE } }, + { HashStr("ui_playscreen_su/footer"), { ALIGN_BOTTOM_RIGHT | SCALE | CONTROL_TUTORIAL } }, // ui_prov_playscreen { HashStr("ui_prov_playscreen/so_speed_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | TORNADO_DEFENSE } }, @@ -849,6 +851,11 @@ PPC_FUNC(sub_830C6A00) if (g_sceneModifier.has_value()) { + if (!Config::ControlTutorial && (g_sceneModifier->flags & CONTROL_TUTORIAL) != 0) + { + return; + } + // Tornado Defense bugs out when applying gameplay UI scaling. // This seems consistent with base game behavior, because the UI // is normally squashed, which was probably done to work around this.