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https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2026-05-10 19:11:36 +00:00
40 lines
1.2 KiB
C
40 lines
1.2 KiB
C
#include "patches.h"
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#include "patch_helpers.h"
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#include "play_patches.h"
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#include "global.h"
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#include "z64save.h"
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#include "z64shrink_window.h"
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#include "z64view.h"
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#include "regs.h"
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typedef struct {
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/* 0x000 */ GameState state;
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/* 0x0A8 */ View view;
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} TitleSetupState; // size = 0x210
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void TitleSetup_Init(GameState* thisx);
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void TitleSetup_Main(GameState* thisx);
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void TitleSetup_Destroy(GameState* thisx);
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RECOMP_PATCH void TitleSetup_Init(GameState* thisx) {
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TitleSetupState* this = (TitleSetupState*)thisx;
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GameState_SetFramerateDivisor(&this->state, 1);
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Matrix_Init(&this->state);
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ShrinkWindow_Init();
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View_Init(&this->view, this->state.gfxCtx);
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this->state.main = TitleSetup_Main;
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this->state.destroy = TitleSetup_Destroy;
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gSaveContext.respawnFlag = 0;
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gSaveContext.respawn[RESPAWN_MODE_GORON].entrance = 0xFF;
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gSaveContext.respawn[RESPAWN_MODE_ZORA].entrance = 0xFF;
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gSaveContext.respawn[RESPAWN_MODE_DEKU].entrance = 0xFF;
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gSaveContext.respawn[RESPAWN_MODE_HUMAN].entrance = 0xFF;
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// @recomp the game reset button shouldn't be shown during the title sequence,
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// despite the fact that a PlayState is initialized.
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recomp_set_in_title_sequence(true);
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}
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