mirror of https://github.com/nmlgc/ReC98.git
826 lines
20 KiB
C++
826 lines
20 KiB
C++
/* ReC98
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* -----
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* Code segment #1 of TH01's OP.EXE
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*/
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#include <mem.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "platform/x86real/pc98/page.hpp"
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#include "platform/x86real/pc98/keyboard.hpp"
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#include "game/input.hpp"
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#include "th01/math/clamp.hpp"
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#include "th01/core/initexit.hpp"
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#include "th01/core/resstuff.hpp"
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#include "th01/hardware/egc.h"
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#include "th01/hardware/frmdelay.h"
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#include "th01/hardware/graph.h"
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#include "th01/hardware/grp_text.hpp"
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#include "th01/hardware/input.hpp"
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#include "th01/hardware/palette.h"
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#include "th01/formats/cfg.hpp"
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#include "th01/formats/grp.h"
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#include "th01/snd/mdrv2.h"
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#include "th01/shiftjis/debug.hpp"
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#include "th01/shiftjis/fns.hpp"
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#include "th01/shiftjis/op.hpp"
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// Unused. The only thing on the main menu with this color is the "1996 ZUN"
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// text at the bottom... probably part of an effect that we never got to see.
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void snap_col_4(void)
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{
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static dots8_t* columns[ROW_SIZE];
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register vram_x_t x;
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register screen_y_t y;
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vram_offset_t vram_offset;
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for(x = 0; x < ROW_SIZE; x++) {
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columns[x] = new dots8_t[RES_Y];
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}
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grcg_setcolor_tcr(4);
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page_access(1);
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for(x = 0; x < ROW_SIZE; x++) {
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y = 0;
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vram_offset = x;
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while(y < RES_Y) {
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columns[x][y] = VRAM_CHUNK(B, vram_offset, 8);
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y++;
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vram_offset += ROW_SIZE;
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}
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}
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grcg_off_func();
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page_access(0);
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}
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/// REIIDEN.CFG loading and saving
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/// ------------------------------
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cfg_options_t opts = {
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CFG_RANK_DEFAULT,
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CFG_BGM_MODE_DEFAULT,
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CFG_CREDIT_BOMBS_DEFAULT,
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CFG_CREDIT_LIVES_EXTRA_DEFAULT
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};
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int8_t debug_mode = 0;
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void cfg_load(void)
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{
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cfg_t cfg_in;
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bool read_failure = false;
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FILE* fp;
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if(( fp = fopen(CFG_FN, "rb") ) == nullptr) {
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use_defaults:
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read_failure = true;
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}
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if(!read_failure) {
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fread(&cfg_in, 1, sizeof(cfg_in), fp);
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if(memcmp(cfg_in.id, CFG_ID, sizeof(cfg_in.id))) {
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fclose(fp);
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goto use_defaults;
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}
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opts.rank = cfg_in.opts.rank;
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opts.bgm_mode = cfg_in.opts.bgm_mode;
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opts.credit_bombs = cfg_in.opts.credit_bombs;
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opts.credit_lives_extra = cfg_in.opts.credit_lives_extra;
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fclose(fp);
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} else {
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opts.rank = CFG_RANK_DEFAULT;
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opts.bgm_mode = CFG_BGM_MODE_DEFAULT;
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opts.credit_bombs = CFG_CREDIT_BOMBS_DEFAULT;
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opts.credit_lives_extra = CFG_CREDIT_LIVES_EXTRA_DEFAULT;
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}
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}
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void cfg_save(void)
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{
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bool write_failure = false;
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FILE* fp;
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if(( fp = fopen(CFG_FN, "wb") ) == nullptr) {
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write_failure = true;
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}
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if(!write_failure) {
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fputs(CFG_ID, fp);
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fputc(opts.rank, fp);
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fputc(opts.bgm_mode, fp);
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fputc(opts.credit_bombs, fp);
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fputc(opts.credit_lives_extra, fp);
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fclose(fp);
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}
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}
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/// ------------------------------
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/// Input
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/// -----
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enum menu_id_t {
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MID_MAIN,
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MID_OPTION,
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MID_MUSIC,
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MID_UPDATE_BGM_MODE__DELAY__SWITCH_TO_MAIN,
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MID_DELAY__SWITCH_TO_OPTION,
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};
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static const int MAIN_CHOICE_COUNT = 4;
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static const int OPTION_CHOICE_COUNT = 5;
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static const int MUSIC_CHOICE_COUNT = 2;
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#undef RING_INC
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#undef RING_DEC
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#define RING_INC(val, ring_end) \
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(val) += 1; \
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if((val) > (ring_end)) { \
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(val) = 0; \
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}
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#define RING_DEC(val, ring_end) \
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(val) -= 1; \
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if((val) < 0) { \
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(val) = ring_end; \
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}
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#define input_update_bool(var, cur_sensed) \
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if(cur_sensed) input_func_bool(var)
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#define input_onchange_ring(prev_slot, cur_sensed, ring_func) \
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if(cur_sensed) { \
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if(!input_prev[prev_slot]) { \
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ring_func; \
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input_prev[prev_slot] = true; \
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} \
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} else { \
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input_prev[prev_slot] = false; \
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}
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int8_t menu_sel = 0;
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int8_t input_left = false; // ACTUAL TYPE: bool
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bool input_cancel = false;
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int8_t menu_id = MID_MAIN; // ACTUAL TYPE: menu_id_t
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int8_t input_right = false; // ACTUAL TYPE: bool
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bool quit = false;
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int8_t unused_con_arg_0 = 0;
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int8_t unused_con_arg_2 = 0;
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int32_t unused_con_arg_1 = 0;
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inline void keygroup_sense(REGS& out, REGS& in, char group_id) {
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in.h.ah = 0x04;
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in.h.al = group_id;
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int86(0x18, &in, &out);
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}
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inline void ok_shot_cancel_sense(REGS& out, REGS& in) {
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keygroup_sense(out, in, 3);
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input_update_bool(input_ok, (out.h.ah & K3_RETURN));
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keygroup_sense(out, in, 5);
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input_update_bool(input_shot, (out.h.ah & K5_Z));
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keygroup_sense(out, in, 0);
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input_update_bool(input_cancel, (out.h.ah & K0_ESC));
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}
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void main_input_sense(void)
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{
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REGS in;
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REGS out1, out2;
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static bool16 input_prev[2] = { false };
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keygroup_sense(out1, in, 7);
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keygroup_sense(out2, in, 8);
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input_onchange_ring(0,
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(out1.h.ah & K7_ARROW_UP) || (out2.h.ah & K8_NUM_8),
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RING_DEC(menu_sel, (MAIN_CHOICE_COUNT - 1))
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);
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keygroup_sense(out2, in, 9);
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input_onchange_ring(1,
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(out1.h.ah & K7_ARROW_DOWN) || (out2.h.ah & K9_NUM_2),
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RING_INC(menu_sel, (MAIN_CHOICE_COUNT - 1))
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);
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ok_shot_cancel_sense(out1, in);
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}
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uint8_t option_choice_max = 3;
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void option_input_sense(void)
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{
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REGS in;
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REGS out1, out2;
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static bool16 input_prev[2] = { false };
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keygroup_sense(out1, in, 7);
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keygroup_sense(out2, in, 8);
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input_onchange_ring(0,
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(out1.h.ah & K7_ARROW_UP) || (out2.h.ah & K8_NUM_8),
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RING_DEC(menu_sel, option_choice_max)
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);
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input_update_bool(
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input_left, (out1.h.ah & K7_ARROW_LEFT) || (out2.h.ah & K8_NUM_4)
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);
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keygroup_sense(out2, in, 9);
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input_onchange_ring(1,
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(out1.h.ah & K7_ARROW_DOWN) || (out2.h.ah & K9_NUM_2),
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RING_INC(menu_sel, option_choice_max)
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);
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input_update_bool(
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input_right, (out1.h.ah & K7_ARROW_RIGHT) || (out2.h.ah & K9_NUM_6)
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);
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ok_shot_cancel_sense(out1, in);
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}
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/// -----
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void whiteline_put(screen_y_t y)
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{
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vram_offset_t vram_offset = vram_offset_shift(0, y);
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vram_dword_amount_t x;
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grcg_setcolor_rmw(15);
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x = 0;
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while(x < (ROW_SIZE / sizeof(dots32_t))) {
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grcg_put(vram_offset, 0xFFFFFFFF, 32);
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x++;
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vram_offset += static_cast<vram_offset_t>(sizeof(dots32_t));
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}
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grcg_off_func();
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}
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void whitelines_animate(void)
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{
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unsigned int i = 0;
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screen_y_t y1 = 0;
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screen_y_t y2 = 0;
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bool drawn_at[RES_Y] = { false };
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while(i++ < (RES_Y / 4)) {
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egc_copy_rect_1_to_0_16(0, y1, RES_X, 1);
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egc_copy_rect_1_to_0_16(0, y2, RES_X, 1);
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do {
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y1 = (irand() % RES_Y);
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} while(drawn_at[y1]);
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drawn_at[y1] = true;
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do {
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y2 = (irand() % RES_Y);
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} while(drawn_at[y2]);
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drawn_at[y2] = true;
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whiteline_put(y1);
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whiteline_put(y2);
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frame_delay(1);
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}
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graph_copy_page_to_other(1);
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page_access(0);
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}
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void title_init(void)
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{
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mdrv2_bgm_load("reimu.mdt");
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mdrv2_bgm_play();
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page_access(1);
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grp_put("REIIDEN2.grp", GPF_PALETTE_SHOW);
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z_palette_black();
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graph_copy_page_to_other(1);
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page_access(1);
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grp_put("REIIDEN3.grp", GPF_PALETTE_KEEP);
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page_access(0);
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z_palette_black_in();
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frame_delay(100);
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whitelines_animate();
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}
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void title_window_put(void)
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{
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graph_copy_page_to_other(1);
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page_access(0);
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grp_put("op_win.grp", GPF_COLORKEY);
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graph_copy_page_to_other(0);
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page_access(0);
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}
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// Starting the game
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// -----------------
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void start_game(bool new_game)
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{
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cfg_save();
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resident_create_and_stuff_set(
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opts.rank,
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opts.bgm_mode,
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opts.credit_bombs,
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opts.credit_lives_extra,
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frame_rand
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);
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key_end();
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mdrv2_bgm_fade_out_nonblock();
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// ZUN bug: Does not initialize [resident->debug_mode] if [debug_mode] is
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// 1, which happens when starting the game with `game s`. This mode is
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// supposed to just show the stage selection screen at the beginning of
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// REIIDEN.EXE, without enabling other debug features.
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// However, since master.lib doesn't clear the resident structure after
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// allocation, `game s` might actually *have* the intended effect if
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// anything on the system previously wrote a value other than DM_OFF,
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// DM_TEST, or DM_FULL to the specific byte in memory that now corresponds
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// to [resident->debug_mode]. This happens on a certain widely circulated
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// .HDI copy of TH01 that boots MS-DOS 3.30C and then directly launches the
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// game, which might be the whole reason why `game s` is widely documented
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// to trigger a stage selection to begin with.
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//
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// The fact that main() does have a conditional branch that sets
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// [debug_mode] to a distinct value proves that ZUN did have a stage
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// selection mode during development, fitting the bug classification.
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if(!new_game || (debug_mode == 0)) {
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resident->debug_mode = DM_OFF;
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} else if(debug_mode == 2) {
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resident->debug_mode = DM_TEST;
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} else if(debug_mode == 3) {
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resident->debug_mode = DM_FULL;
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}
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resident->rem_lives = (opts.credit_lives_extra + 2);
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resident->point_value = 0;
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if(new_game) {
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resident->route = ROUTE_MAKAI;
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resident->stage_id = 0;
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for(int i = 0; i < SCENE_COUNT; i++) {
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resident->continues_per_scene[i] = 0;
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resident->bonus_per_stage[i] = 0;
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}
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resident->score_highest = 0;
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resident->end_flag = ES_NONE;
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}
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resident->snd_need_init = true;
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resident->pellet_speed = to_pellet_speed(-0.1);
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game_switch_binary(EP_MAIN);
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}
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// -----------------
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/// Main menu
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/// ---------
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/// Terminology: "Choice" = Top-level menu selection (not amount of values)
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static const vc_t COL_ACTIVE = 15;
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static const vc_t COL_INACTIVE = 5;
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static const int16_t FX = FX_WEIGHT_BLACK;
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// Coordinates
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// -----------
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static const screen_x_t MENU_LEFT = 220;
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static const screen_x_t MENU_CENTER_X = 316;
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static const screen_y_t MENU_CENTER_Y = 316;
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static const pixel_t MENU_W = 176;
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static const pixel_t CHOICE_PADDED_H = 20;
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static const int CHOICE_COUNT_MAX = 5;
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static const int TRACK_COUNT = 15;
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// ZUN bloat: Needed to circumvent 16-bit promotion in a single comparison.
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inline int8_t track_count(void) {
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return TRACK_COUNT;
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}
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#define choice_top_0(choice_count) ( \
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(MENU_CENTER_Y - (((choice_count) * CHOICE_PADDED_H) / 2)) \
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)
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#define choice_top(choice, choice_count) ( \
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(choice_top_0(choice_count) + (choice * CHOICE_PADDED_H)) \
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)
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#define music_choice_top(choice, choice_count) ( \
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(choice_top_0(choice_count + 1) + (choice * (CHOICE_PADDED_H * 2))) \
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)
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// -----------
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inline void menu_unput(int choice_count) {
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egc_copy_rect_1_to_0_16(
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MENU_LEFT,
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choice_top_0(choice_count),
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MENU_W,
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(choice_count * CHOICE_PADDED_H)
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);
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}
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#define choice_put(left, top, col, str) { \
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graph_printf_fx(left, top, (col | FX), "%s", str); \
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}
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#define choice_put_value(left, top, col, str, val) { \
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graph_printf_fx(left, top, (col | FX), "%s%s", str, val); \
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}
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#define choice_render_if_changed(prev, cur, unput_and_put_func) { \
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if(cur != prev) { \
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unput_and_put_func(prev, COL_INACTIVE); \
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unput_and_put_func(cur, COL_ACTIVE); \
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prev = cur; \
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} \
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}
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void title_hit_key_put(int frame)
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{
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enum {
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LEFT = (((RES_X / 2) - GLYPH_FULL_W) - (shiftjis_w(HIT_KEY) / 2)),
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TOP = choice_top(0, 1),
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};
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if((frame % 70) < 50) {
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graph_putsa_fx(LEFT, TOP, (FX_WEIGHT_BOLD | COL_ACTIVE), HIT_KEY);
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} else {
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egc_copy_rect_1_to_0_16_word_w(LEFT, TOP, shiftjis_w(HIT_KEY), GLYPH_H);
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}
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}
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void main_choice_unput_and_put(int choice, vc2 col)
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{
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const shiftjis_t* CHOICES[MAIN_CHOICE_COUNT] = MAIN_CHOICES;
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screen_x_t left = (MENU_CENTER_X - (MAIN_CHOICE_W / 2));
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screen_y_t top = choice_top(choice, MAIN_CHOICE_COUNT);
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// No unblitting necessary here, as only the colors change.
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graph_putsa_fx(left, top, (col | FX), CHOICES[choice]);
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}
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void option_choice_unput_and_put(int choice, vc2 col)
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{
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const shiftjis_t* CHOICES[OPTION_CHOICE_COUNT] = OPTION_CHOICES;
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const shiftjis_t* RANKS[RANK_COUNT] = RANKS_CAPS_CENTERED;
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const shiftjis_t* MUSIC_MODES[BGM_MODE_COUNT] = BGM_MODES_CENTERED;
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const shiftjis_t* START_LIVES[CFG_CREDIT_LIVES_EXTRA_MAX] = {
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" 3 ",
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" 4 ",
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" 5 ",
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" 6 ",
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" 7 ",
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};
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screen_x_t left = (MENU_CENTER_X - (MENU_W / 2));
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screen_y_t top = choice_top(choice, OPTION_CHOICE_COUNT);
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egc_copy_rect_1_to_0_16(left, top, MENU_W, GLYPH_H);
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if(choice == 0) {
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choice_put_value(left, top, col, CHOICES[choice], RANKS[opts.rank]);
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} else if(choice == 1) {
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choice_put_value(
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left, top, col, CHOICES[choice], MUSIC_MODES[opts.bgm_mode]
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);
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} else if(choice == 2) {
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choice_put_value(
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left,
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top,
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col,
|
|
CHOICES[choice],
|
|
START_LIVES[opts.credit_lives_extra]
|
|
);
|
|
} else if(choice == 3) {
|
|
choice_put(left, top, col, CHOICES[choice]);
|
|
} else if(choice == 4) {
|
|
choice_put(left, top, col, CHOICES[choice]);
|
|
}
|
|
}
|
|
|
|
int8_t music_sel = 0;
|
|
|
|
void music_choice_unput_and_put(int choice, vc2 col)
|
|
{
|
|
const shiftjis_t* CHOICES[MUSIC_CHOICE_COUNT] = MUSIC_CHOICES;
|
|
const shiftjis_t* TITLES[TRACK_COUNT] = MUSIC_TITLES;
|
|
|
|
screen_x_t left = (MENU_CENTER_X - (MENU_W / 2));
|
|
screen_y_t top = music_choice_top(choice, MUSIC_CHOICE_COUNT);
|
|
|
|
egc_copy_rect_1_to_0_16(left, top, MENU_W, GLYPH_H);
|
|
|
|
if(choice == 0) {
|
|
// ZUN landmine: That's larger than the menu?
|
|
egc_copy_rect_1_to_0_16(
|
|
left, (top + CHOICE_PADDED_H), (MENU_W + GLYPH_FULL_W), GLYPH_H
|
|
);
|
|
graph_printf_fx(
|
|
left, top, (col | FX), "%s%.2d", CHOICES[choice], music_sel
|
|
);
|
|
choice_put(left, (top + CHOICE_PADDED_H), col, TITLES[music_sel]);
|
|
} else if(choice == 1) {
|
|
choice_put(left, top, col, CHOICES[choice]);
|
|
}
|
|
}
|
|
|
|
void main_update_and_render(void)
|
|
{
|
|
static int sel_prev = 99;
|
|
static bool16 in_this_menu = false;
|
|
|
|
if(!in_this_menu) {
|
|
menu_unput(CHOICE_COUNT_MAX);
|
|
main_choice_unput_and_put(0, COL_INACTIVE);
|
|
main_choice_unput_and_put(1, COL_INACTIVE);
|
|
main_choice_unput_and_put(2, COL_INACTIVE);
|
|
main_choice_unput_and_put(3, COL_INACTIVE);
|
|
|
|
main_choice_unput_and_put(menu_sel, COL_ACTIVE);
|
|
in_this_menu = true;
|
|
sel_prev = menu_sel;
|
|
}
|
|
choice_render_if_changed(sel_prev, menu_sel, main_choice_unput_and_put);
|
|
|
|
if(input_ok || input_shot) {
|
|
switch(menu_sel) {
|
|
case 0:
|
|
start_game(true);
|
|
break;
|
|
case 1:
|
|
start_game(false);
|
|
break;
|
|
case 2:
|
|
menu_id = MID_OPTION;
|
|
in_this_menu = false;
|
|
break;
|
|
case 3:
|
|
quit = true;
|
|
break;
|
|
}
|
|
}
|
|
if(input_cancel) {
|
|
quit = true;
|
|
}
|
|
}
|
|
|
|
void option_update_and_render(void)
|
|
{
|
|
static bool16 in_this_menu = false;
|
|
static int sel_prev = 0;
|
|
static bool16 left_locked = false;
|
|
static bool16 right_locked = false;
|
|
|
|
if(!in_this_menu) {
|
|
menu_sel = 0;
|
|
sel_prev = 0;
|
|
in_this_menu = true;
|
|
option_choice_max = (OPTION_CHOICE_COUNT - 1);
|
|
|
|
menu_unput(max_macro(MAIN_CHOICE_COUNT, MUSIC_CHOICE_COUNT));
|
|
option_choice_unput_and_put(0, COL_ACTIVE);
|
|
|
|
option_choice_unput_and_put(1, COL_INACTIVE);
|
|
option_choice_unput_and_put(2, COL_INACTIVE);
|
|
option_choice_unput_and_put(3, COL_INACTIVE);
|
|
option_choice_unput_and_put(4, COL_INACTIVE);
|
|
}
|
|
choice_render_if_changed(sel_prev, menu_sel, option_choice_unput_and_put);
|
|
|
|
on_condition_if_not_locked_2((input_left == true), left_locked, {
|
|
switch(menu_sel) {
|
|
case 0:
|
|
ring_dec_16(opts.rank, RANK_LUNATIC);
|
|
break;
|
|
case 1:
|
|
ring_dec_16(
|
|
static_cast<int8_t>(opts.bgm_mode), (BGM_MODE_COUNT - 1)
|
|
);
|
|
break;
|
|
case 2:
|
|
ring_dec_16(
|
|
opts.credit_lives_extra, (CFG_CREDIT_LIVES_EXTRA_MAX - 1)
|
|
);
|
|
break;
|
|
}
|
|
option_choice_unput_and_put(menu_sel, COL_ACTIVE);
|
|
});
|
|
|
|
on_condition_if_not_locked_2((input_right == true), right_locked, {
|
|
switch(menu_sel) {
|
|
case 0:
|
|
ring_inc(opts.rank, RANK_LUNATIC);
|
|
break;
|
|
case 1:
|
|
ring_inc(static_cast<int8_t>(opts.bgm_mode), (BGM_MODE_COUNT - 1));
|
|
break;
|
|
case 2:
|
|
ring_inc(opts.credit_lives_extra, (CFG_CREDIT_LIVES_EXTRA_MAX - 1));
|
|
break;
|
|
}
|
|
option_choice_unput_and_put(menu_sel, COL_ACTIVE);
|
|
});
|
|
|
|
if(((input_ok || input_shot) && (menu_sel == 4)) || input_cancel) {
|
|
menu_id = MID_UPDATE_BGM_MODE__DELAY__SWITCH_TO_MAIN;
|
|
in_this_menu = false;
|
|
menu_sel = 2; // Option in the main menu
|
|
}
|
|
if((input_ok || input_shot) && (menu_sel == 3)) {
|
|
menu_id = MID_MUSIC;
|
|
in_this_menu = false;
|
|
menu_sel = 0; // Track selection in the Music Test
|
|
}
|
|
}
|
|
|
|
void music_play_selected(void)
|
|
{
|
|
const char* FILES[TRACK_COUNT] = MUSIC_FILES;
|
|
mdrv2_bgm_stop();
|
|
mdrv2_bgm_load(FILES[music_sel]);
|
|
mdrv2_bgm_play();
|
|
}
|
|
|
|
void music_update_and_render(void)
|
|
{
|
|
static bool16 in_this_menu = false;
|
|
static int sel_prev = 0;
|
|
static bool16 left_locked = false;
|
|
static bool16 right_locked = false;
|
|
|
|
if(!in_this_menu) {
|
|
menu_sel = 0;
|
|
sel_prev = 0;
|
|
in_this_menu = true;
|
|
|
|
// This is not a functional way of locking these keys...
|
|
input_ok = false;
|
|
input_shot = false;
|
|
|
|
option_choice_max = (MUSIC_CHOICE_COUNT - 1);
|
|
|
|
menu_unput(CHOICE_COUNT_MAX);
|
|
music_choice_unput_and_put(0, COL_ACTIVE);
|
|
music_choice_unput_and_put(1, COL_INACTIVE);
|
|
}
|
|
choice_render_if_changed(sel_prev, menu_sel, music_choice_unput_and_put);
|
|
|
|
on_condition_if_not_locked_2((input_left == true), left_locked, {
|
|
if(menu_sel == 0) {
|
|
ring_dec(music_sel, (TRACK_COUNT - 1));
|
|
}
|
|
music_choice_unput_and_put(menu_sel, COL_ACTIVE);
|
|
});
|
|
|
|
on_condition_if_not_locked_2((input_right == true), right_locked, {
|
|
if(menu_sel == 0) {
|
|
ring_inc_ge(music_sel, track_count());
|
|
}
|
|
music_choice_unput_and_put(menu_sel, COL_ACTIVE);
|
|
});
|
|
|
|
if(((input_ok || input_shot) && (menu_sel == 1)) || input_cancel) {
|
|
menu_id = MID_DELAY__SWITCH_TO_OPTION;
|
|
in_this_menu = false;
|
|
menu_sel = 3; // Music Test in the option menu
|
|
}
|
|
if((input_ok || input_shot) && (menu_sel == 0)) {
|
|
music_play_selected();
|
|
}
|
|
}
|
|
|
|
int main_op(int argc, const char *argv[])
|
|
{
|
|
int bgm_mode_cur = 0;
|
|
int hit_key_frames = 0;
|
|
const char* arg2; // ZUN bloat
|
|
const char* arg4; // ZUN bloat
|
|
uint8_t bios_flag;
|
|
seg_t kb_buf_head;
|
|
REGS in;
|
|
REGS out;
|
|
|
|
if(!mdrv2_resident()) {
|
|
printf(ERROR_RESIDENT_INVALID);
|
|
return 1;
|
|
}
|
|
|
|
unused_con_arg_0 = 0;
|
|
unused_con_arg_1 = 0;
|
|
unused_con_arg_2 = 0;
|
|
|
|
if(argc > 1) {
|
|
if(argv[1][0] == 's') {
|
|
debug_mode = 1;
|
|
}
|
|
if(argv[1][0] == 't') {
|
|
debug_mode = 2;
|
|
}
|
|
if(argv[1][0] == 'd') {
|
|
debug_mode = 3;
|
|
}
|
|
|
|
// ZUN landmine: The string could theoretically be less than 3
|
|
// characters long.
|
|
if(memcmp(argv[1], "CON", 3) == 0) {
|
|
arg2 = argv[2];
|
|
unused_con_arg_0 = atol(arg2);
|
|
unused_con_arg_1 = atol(argv[3]);
|
|
arg4 = argv[4];
|
|
unused_con_arg_2 = atol(arg4);
|
|
}
|
|
}
|
|
|
|
// ZUN bug: Should be done conditionally based on resident_t::bgm_mode.
|
|
// This is why you still get music during this binary despite disabling BGM
|
|
// in the options.
|
|
mdrv2_enable_if_board_installed();
|
|
game_init();
|
|
cfg_load();
|
|
|
|
bgm_mode_cur = opts.bgm_mode;
|
|
|
|
// Initialize the PC-98 keyboard interface and clear the key buffer.
|
|
in.h.ah = 0x03;
|
|
int86(0x18, &in, &out);
|
|
|
|
key_start();
|
|
|
|
title_init();
|
|
|
|
// Set the BIOS_FLAG to not beep when the keyboard buffer overflows, as
|
|
// we're clearing and setting its length to 0 below… I guess?
|
|
pokeb(0, 0x0500 /* BIOS_FLAG */, (peekb(0, 0x0500 /* BIOS_FLAG */) | 0x20));
|
|
|
|
while(!key_sense_bios()) {
|
|
frame_delay(1);
|
|
title_hit_key_put(hit_key_frames);
|
|
hit_key_frames++;
|
|
}
|
|
|
|
title_window_put();
|
|
|
|
// Since [frame_rand] is always 0 here, the white line animation always
|
|
// looks identical.
|
|
irand_init(frame_rand);
|
|
|
|
while(!quit) {
|
|
if(menu_id == MID_MAIN) {
|
|
main_input_sense();
|
|
main_update_and_render();
|
|
} else if(menu_id == MID_OPTION) {
|
|
option_input_sense();
|
|
option_update_and_render();
|
|
} else if(menu_id == MID_MUSIC) {
|
|
option_input_sense();
|
|
music_update_and_render();
|
|
} else if(menu_id == MID_UPDATE_BGM_MODE__DELAY__SWITCH_TO_MAIN) {
|
|
if(opts.bgm_mode != bgm_mode_cur) {
|
|
if(opts.bgm_mode == BGM_MODE_OFF) {
|
|
mdrv2_bgm_stop();
|
|
} else if(static_cast<int>(opts.bgm_mode) == BGM_MODE_MDRV2) {
|
|
mdrv2_bgm_stop();
|
|
mdrv2_bgm_load("reimu.mdt");
|
|
mdrv2_bgm_play();
|
|
}
|
|
bgm_mode_cur = opts.bgm_mode;
|
|
}
|
|
|
|
// ZUN quirk: These delays are only here to prevent this menu from
|
|
// being immediately entered again if the OK or Shot key isn't
|
|
// immediately released on the next frame. This would need a
|
|
// cross-menu locking approach to be solved properly.
|
|
frame_delay(15);
|
|
menu_id = MID_MAIN;
|
|
} else if(menu_id == MID_DELAY__SWITCH_TO_OPTION) {
|
|
// ZUN quirk: Same here.
|
|
frame_delay(15);
|
|
menu_id = MID_OPTION;
|
|
}
|
|
|
|
// Clear the PC-98 BIOS keyboard buffer… yeah, this is not a proper
|
|
// way to handle cross-menu locking either.
|
|
poke(0, 0x0526 /* KB_BUF_TAIL */, peek(0, 0x0524) /* KB_BUF_HEAD */);
|
|
pokeb(0, 0x0528 /* KB_COUNT */, 0);
|
|
|
|
frame_rand++;
|
|
frame_delay(1);
|
|
}
|
|
cfg_save();
|
|
mdrv2_bgm_stop();
|
|
key_end();
|
|
resident_free();
|
|
|
|
page_access(1); z_graph_clear();
|
|
page_access(0); z_graph_clear();
|
|
|
|
game_exit();
|
|
mdrv2_bgm_stop();
|
|
printf(GOODBYE);
|
|
|
|
return 0;
|
|
}
|
|
/// ---------
|