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Fix PlayStation time of day transition animation not rendering. (#167)
* Fix PlayStation transition animation not rendering. * Remove medal swinging animation from the YNCP.
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2 changed files with 26 additions and 1 deletions
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@ -17,7 +17,7 @@ PPC_FUNC(sub_824DCF38)
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if (Config::TimeOfDayTransition == ETimeOfDayTransition::PlayStation)
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if (Config::TimeOfDayTransition == ETimeOfDayTransition::PlayStation)
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{
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{
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if (ctx.r4.u32 == SWA::eLoadingDisplayType_WerehogMovie)
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if (ctx.r4.u32 == SWA::eLoadingDisplayType_WerehogMovie)
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ctx.r4.u32 = SWA::eLoadingDisplayType_Arrows;
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ctx.r4.u32 = SWA::eLoadingDisplayType_ChangeTimeOfDay;
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}
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}
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if (auto pGameDocument = SWA::CGameDocument::GetInstance())
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if (auto pGameDocument = SWA::CGameDocument::GetInstance())
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@ -36,6 +36,26 @@ PPC_FUNC(sub_824DCF38)
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__imp__sub_824DCF38(ctx, base);
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__imp__sub_824DCF38(ctx, base);
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}
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}
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// The game checks for a bool to render the PS3 transition animation. It's never set so it's presumably a "is PS3" bool.
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bool LoadingRenderMidAsmHook()
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{
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return Config::TimeOfDayTransition == ETimeOfDayTransition::PlayStation;
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}
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// Patch "ui_loading.yncp" to remove the medal swinging animation.
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// SWA::CCsdProject::Make
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PPC_FUNC_IMPL(__imp__sub_825E4068);
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PPC_FUNC(sub_825E4068)
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{
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if (ctx.r4.u32 != NULL && ctx.r5.u32 == 0x65C0C && XXH3_64bits(base + ctx.r4.u32, ctx.r5.u32) == 0xD4DA1A9BE4D79BED)
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{
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// Keyframe count. First keyframe is at the center of the screen.
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PPC_STORE_U32(ctx.r4.u32 + 0x2794C, 1);
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}
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__imp__sub_825E4068(ctx, base);
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}
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// SWA::CLoading::Update
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// SWA::CLoading::Update
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PPC_FUNC_IMPL(__imp__sub_824DAB60);
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PPC_FUNC_IMPL(__imp__sub_824DAB60);
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PPC_FUNC(sub_824DAB60)
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PPC_FUNC(sub_824DAB60)
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@ -802,3 +802,8 @@ registers = ["r3"]
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name = "ObjBigBarrelSetPositionMidAsmHook"
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name = "ObjBigBarrelSetPositionMidAsmHook"
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address = 0x8271B5C8
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address = 0x8271B5C8
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registers = ["r3", "r4"]
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registers = ["r3", "r4"]
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[[midasm_hook]]
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name = "LoadingRenderMidAsmHook"
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address = 0x824DB734
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jump_address_on_true = 0x824DB738
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