mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
3afd99a8e3
* temp * some decomp * tfrag dma setup * fix negative label bug * tfrag dma setup * tfrag, with pipeline tricks * kinda works * cleanup before trying some color stuff * time of day works * clean up * temp before render changes * a few more fixes * fix up tests * clean up * fix * fix alignment * one more cleanup
808 lines
25 KiB
Common Lisp
808 lines
25 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: main.gc
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;; name in dgo: main
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;; dgos: GAME, ENGINE
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;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Letterbox and blackout
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;;;;;;;;;;;;;;;;;;;;;;;;;;
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(defun set-letterbox-frames ((arg0 int))
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"Set the letterbox frame counter for arg0 frames in the future"
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(let ((v0-0 (+ (current-time) arg0)))
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(set! (-> *game-info* letterbox-time) v0-0)
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v0-0
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)
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)
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(defun letterbox ()
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"Draw the letterbox black rectangles"
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(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
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(bucket-id debug-draw1)) ;; debug-draw1 is one of the last buckets
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;; draw the two sprites
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(draw-sprite2d-xy dma-buf 0 0 512 25 (new 'static 'rgba :a #x80))
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(draw-sprite2d-xy dma-buf 0 199 512 26 (new 'static 'rgba :a #x80))
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)
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(none)
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)
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(defun set-blackout-frames ((arg0 int))
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"Set the blackout frame counter. If arg0 is 0, disables blackout immediately.
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Otherwise, this can only be used to increase the blackout period."
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(cond
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((zero? arg0)
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(set! (-> *game-info* blackout-time) (current-time))
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)
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(else
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(set! (-> *game-info* blackout-time) (max (the int (-> *game-info* blackout-time))
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(the int (+ (current-time) arg0))))
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)
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)
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)
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(defun blackout ()
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"Draw the blackout rectangle, convering the entire screen in darkness."
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(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
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(bucket-id debug-draw1)) ;; debug-draw1 is one of the last buckets
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(draw-sprite2d-xy dma-buf 0 0 512 224 (new 'static 'rgba :a #x80))
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)
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(none)
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)
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;;;;;;;;;;;;;;;;;;;;;
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;; Pause/Master Mode
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;;;;;;;;;;;;;;;;;;;;;
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(defun paused? ()
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"Are we paused? True if *master-mode* = pause, progress is not hidden, or *master-mode* = menu"
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(the-as symbol
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(or (= *master-mode* 'pause)
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(or (and *progress-process* (not (hidden? (-> *progress-process* 0))))
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(= *master-mode* 'menu)
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)
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)
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)
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)
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(defun movie? ()
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"Are we in a movie?"
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(logtest? (-> *kernel-context* prevent-from-run) (process-mask movie))
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)
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(defun set-master-mode ((new-mode symbol))
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"Update pause masks for the given mode, and set *master-mode*"
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(set! *master-mode* new-mode)
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(if *debug-segment*
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(menu-respond-to-pause)
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)
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(case *master-mode*
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(('pause)
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;; request the pause mask to be set in prevent-from-run.
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;; this will block any process with pause from running, pausing most game objects.
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(if (not *debug-pause*)
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(logior! (-> *setting-control* default process-mask) (process-mask pause))
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)
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;; allow the menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; ??
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(set! *pause-lock* #f)
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(sound-group-pause (the-as uint 255))
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(hide-progress-screen)
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)
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(('menu)
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;; I believe these masks are just to make the progress go away work.
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(logior! (-> *setting-control* default process-mask) (process-mask menu))
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(logclear! (-> *setting-control* default process-mask) (process-mask pause progress))
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(set! *pause-lock* #f)
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(hide-progress-screen)
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)
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(('progress)
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;; allow menu to run while in progress.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; activate the progress menu.
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(when (not *progress-process*)
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(activate-progress *dproc* (progress-screen fuel-cell))
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(if (not *progress-process*) ;; if it doesn't want to activate, back to game.
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(set-master-mode 'game)
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)
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)
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)
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(('game)
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;; allow pausable/menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask pause menu))
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;; (sound-group-continue (the-as uint 255)) TODO (we need to flush sound commands)
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(hide-progress-screen)
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)
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)
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;; apply settings now.
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(copy-settings-from-target! *setting-control*)
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0
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(none)
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)
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(define *last-master-mode* 'game)
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(defun toggle-pause ()
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"Do pause/menu/progress transitions"
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(case *master-mode*
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(('game)
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;; coming from normal gameplay
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(set! *last-master-mode* *master-mode*)
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(set-master-mode
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(cond
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;; first, check if the controller fell out, and jak is spawned
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((and (nonzero? (logand (-> *cpad-list* cpads 0 valid) 128)) *target*)
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(if (or *progress-process*
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(not (-> *setting-control* current allow-pause))
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)
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*master-mode*
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'pause ;; no controller, jak spawned, no progress open, pause allowed.
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)
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)
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(else
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(cond
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;; try to open the debug menu:
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((cpad-hold? 0 r3)
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;; R3 pushed, no target.
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(if *debug-segment*
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'menu ;; go to debug menu, when in debug mode.
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*master-mode*
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)
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)
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(else
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(cond
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;; debug mode pause allowed with select or R2.
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((and (or (cpad-hold? 0 select)
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(cpad-hold? 0 r2)
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)
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*debug-segment*
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)
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;; pushing select or R2, and debug. allow pause.
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'pause
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)
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(else
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(cond
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;; ignore anything below here, unless we are pressing start, or debug.
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((and (not *debug-segment*)
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(zero? (logand (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons start)))
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)
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*master-mode*
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)
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;; if you pressed start, and progress isn't allowed, but pause is, do a pause.
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((not (progress-allowed?))
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(if (pause-allowed?)
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'pause
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*master-mode*
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)
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)
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;; pushing start.
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((cpad-hold? 0 start)
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;; toggle between progress/game
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(if *progress-process*
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'game
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'progress
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)
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)
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(else
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;; nothing requested, stay in game.
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*master-mode*
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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(('menu)
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;; in debug menu
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(set-master-mode
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(cond
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;; push R3 to exit to previous master mode.
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((cpad-hold? 0 r3)
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*last-master-mode*
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)
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;; select/R2 to pause.
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((cpad-hold? 0 select r2)
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(if *debug-segment*
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'pause
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*master-mode* ;; not sure we can get to menu in non-debug...
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)
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)
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(else
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(cond
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((and (not (movie?)) (not *progress-process*))
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(if (not *target*)
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'pause
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'progress
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)
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)
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(else
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'game
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)
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)
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)
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)
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)
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(set! *pause-lock*
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(and *cheat-mode*
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(nonzero?
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(logand (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons r2))
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)
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)
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)
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)
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(('pause)
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(set! *last-master-mode* *master-mode*)
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(set-master-mode
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(cond
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;; pause -> debug menu
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((cpad-hold? 0 r3)
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(if *debug-segment*
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'menu
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*master-mode*
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)
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)
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(else
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(cond
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;; pause -> single frame advance (R2)
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((and *cheat-mode*
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(cpad-hold? 0 select r2)
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)
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'game
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)
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;; pause -> game
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((cpad-hold? 0 start)
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'game
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)
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(else
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*master-mode*
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)
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)
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)
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)
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)
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(set! *pause-lock*
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(and *cheat-mode* (cpad-hold? 0 r2))
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)
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)
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(('progress)
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(set-master-mode
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(cond
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;; progress -> debug
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((cpad-hold? 0 r3)
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(if *debug-segment*
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'menu
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*master-mode*
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)
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)
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(else
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;; un-progress
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(if (cpad-hold? 0 start)
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*last-master-mode*
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*master-mode*
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)
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)
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)
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)
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(set! *pause-lock*
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(and *cheat-mode* (cpad-hold? 0 r2))
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)
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)
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)
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0
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)
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(define *screen-filter*
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(new 'static 'screen-filter
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:draw? #f
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:color (new 'static 'rgba :g #x20 :b #x40 :a #x50)
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)
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)
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(defmethod draw screen-filter ((obj screen-filter))
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(with-dma-buffer-add-bucket ((buf (-> (current-frame) global-buf)) (bucket-id debug-draw1))
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(draw-sprite2d-xy buf -256 (- (-> *video-parms* screen-hy)) 512 (-> *video-parms* screen-sy) (-> obj color))
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)
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(none)
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)
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;;;;;;;;;;;;;;;;;;;;;;
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;; Cheat Codes
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;;;;;;;;;;;;;;;;;;;;;;
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(define *cheat-temp* (the-as (pointer int32) (malloc 'global 20))) ;; 16 -> 20 (PAL)
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(define *master-exit* #f)
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(define *progress-cheat* #f)
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(define *first-boot* #t) ;; PAL
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(defmacro cheats-sound-play (cheat?)
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"play the appropriate sound for inputting a cheat code"
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`(if ,cheat?
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(sound-play-by-name (static-sound-name "select-menu") (new-sound-id) 1024 0 0 1 #t)
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(sound-play-by-name (static-sound-name "cursor-options") (new-sound-id) 1024 0 0 1 #t)
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)
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)
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(defun main-cheats ()
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"Handle cheat codes and timeout"
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;; look for codes when L3 is pushed
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(when (and (cpad-hold? 0 l3)
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(or *cheat-mode* (= *kernel-boot-message* 'play)) ;; not in demo
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)
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;; cheat mode
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(check-cheat-code (-> *cheat-temp* 0) 0
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(up up down down left right left right x x square circle square circle)
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(cpad-clear-buttons! 0 r1)
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;; toggle!
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(not! *cheat-mode*)
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(cheats-sound-play *cheat-mode*)
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)
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;; debug mode
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(when *cheat-mode*
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(check-cheat-code (-> *cheat-temp* 1) 0
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(circle square circle square x x right left right left down down up up)
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(cpad-clear-buttons! 0 r1)
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;; toggle between #t and debug.
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(set! *cheat-mode* (if (= *cheat-mode* 'debug)
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#t
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'debug
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))
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(cheats-sound-play *cheat-mode*)
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)
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)
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;; language cheat
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(case (scf-get-territory)
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;; japan-only
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((GAME_TERRITORY_SCEI)
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(check-cheat-code (-> *cheat-temp* 2) 0
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(l1 r1 l1 r1 triangle circle x square)
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(cpad-clear-buttons! 0 r1)
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(set! *progress-cheat* (if *progress-cheat*
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#f
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'language
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))
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(cheats-sound-play *progress-cheat*)
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)
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)
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)
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;; debug only PAL cheat
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(when *debug-segment*
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(check-cheat-code (-> *cheat-temp* 3) 0
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(x square triangle circle x square triangle circle)
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(cpad-clear-buttons! 0 r1)
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(set! *progress-cheat* (if *progress-cheat*
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#f
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'pal
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))
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(cheats-sound-play *progress-cheat*)
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)
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;; added in PAL
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(check-cheat-code (-> *cheat-temp* 4) 0 ;; they erroneously used (-> *cheat-temp* 5) here!
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(triangle x circle square triangle x circle square)
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(cpad-clear-buttons! 0 r1)
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(set! *cheat-mode* (if (= *cheat-mode* 'camera)
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#f
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'camera
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))
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(cond
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(*cheat-mode*
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(if (not *external-cam-mode*)
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(external-cam-reset!)
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)
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(set! *external-cam-mode* 'pad-1)
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(sound-play-by-name (static-sound-name "select-menu") (new-sound-id) 1024 0 0 1 #t)
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)
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(else
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(set! *external-cam-mode* #f)
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(sound-play-by-name (static-sound-name "cursor-options") (new-sound-id) 1024 0 0 1 #t)
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)
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)
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)
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)
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)
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;; debug cheats on retail builds
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(when (and (= *cheat-mode* 'debug) (not *debug-segment*))
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;; target start/stop with l1/r1/l2/r2
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(when (and (cpad-hold? 0 l1)
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(cpad-hold? 0 l2)
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(cpad-hold? 0 r1)
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(cpad-pressed? 0 r2)
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)
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(if *target*
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(stop 'debug)
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(start 'play (get-or-create-continue! *game-info*))
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)
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)
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;; reinitialize to title-start with left, up, select
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(if (and (cpad-hold? 0 left)
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(cpad-hold? 0 up)
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(cpad-pressed? 0 select)
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)
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(initialize! *game-info* 'game (the-as game-save #f) "title-start")
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)
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;; push R3 to print global heap status. not very useful.
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(if (cpad-pressed? 1 r3)
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(inspect global)
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)
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;; push R3 to display IOP memory stats
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(when (cpad-hold? 1 r3)
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;; grab a dma buffer
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(with-dma-buffer-add-bucket ((dma-buff (if *debug-segment*
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(-> (current-frame) debug-buf)
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(-> (current-frame) global-buf)
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))
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(bucket-id debug-draw0))
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(show-iop-memory dma-buff)
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)
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)
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;; push triangle to see level info
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(if (cpad-pressed? 1 triangle)
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(not! *display-level-border*)
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)
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)
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;; handle timeouts
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(when (!= *kernel-boot-message* 'play) ;; not regular game mode?
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(let ((timeout (scf-get-timeout))
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(inactive-timeout (scf-get-inactive-timeout))
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)
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(when (and (or
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;; aboslute timout elapsed.
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(and (nonzero? timeout)
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(>= (the-as int (+ -300000 (the-as int (-> *display* real-frame-counter))))
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(the int (* 300.0 (the float timeout)))
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)
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)
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(and (nonzero? inactive-timeout)
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(>= (the-as int (- (current-time) (cpad-change-time 0)))
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(the int (* 300.0 (the float inactive-timeout)))
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)
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)
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(= *master-exit* 'force)
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)
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(progress-allowed?)
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(!= *master-exit* #t)
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)
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;; spawn a process that blacks out the screen, turns things off, and kills the game.
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(if (make-function-process process :stack *scratch-memory-top*
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(lambda :behavior process ()
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(set-blackout-frames (seconds 100))
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(set! (-> *setting-control* default allow-pause) #f)
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(set! (-> *setting-control* default allow-progress) #f)
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(copy-settings-from-target! *setting-control*)
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(set! (-> *setting-control* default sfx-volume) 0.0)
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(set! (-> *setting-control* default music-volume) 0.0)
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(set! (-> *setting-control* default dialog-volume) 0.0)
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(set! (-> *setting-control* default ambient-volume) 0.0)
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(let ((gp-0 (current-time)))
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(until (>= (the-as int (- (current-time) gp-0)) (seconds 0.1))
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(suspend)
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)
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)
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(kernel-shutdown)
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(none)
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)
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)
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(set! *master-exit* #t) ;; process created successfully, set to exit
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)
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)
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)
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)
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0
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)
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(defbehavior display-loop process ()
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"This is in progress..."
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;; increase our stack size.
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(stack-size-set! (-> self main-thread) 512)
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(let ((disp *display*))
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;; todo spad terrain context
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(set! *teleport* #t)
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(update-per-frame-settings! *setting-control*)
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;;(init-time-of-day-context *time-of-day-context*) TODO
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(display-sync disp)
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(swap-display disp)
|
|
;; touching list
|
|
;; bler init
|
|
;; collide dma
|
|
(suspend)
|
|
(while *run*
|
|
;; blerc
|
|
;; texscroll
|
|
;; ripple
|
|
;; music pick
|
|
;; sound/flava
|
|
;; do ambients
|
|
|
|
;; math engine.
|
|
|
|
;; DEBUG PROF
|
|
(add-ee-profile-frame 'draw :r #x40 :b #x40)
|
|
;; debug hook
|
|
(main-cheats)
|
|
;; update-camera
|
|
(*draw-hook*)
|
|
(add-ee-profile-frame 'draw :g #x80)
|
|
|
|
(*menu-hook*)
|
|
(add-ee-profile-frame 'draw :g #x40)
|
|
|
|
;; (make-current-level-available-to-progress) TODO target
|
|
;; update-task-hints
|
|
(load-level-text-files -1)
|
|
|
|
(add-ee-profile-frame 'unknown-cpu-time)
|
|
;; collect perf stats
|
|
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
|
|
|
|
(when (nonzero? (sync-path 0 0))
|
|
(*dma-timeout-hook*)
|
|
(reset-vif1-path)
|
|
(if *debug-segment*
|
|
(format 0 "profile bar at ~D.~%" (-> (current-frame) profile-bar 1 profile-frame-count))
|
|
)
|
|
)
|
|
(reset! (-> *perf-stats* data (perf-stat-bucket all-code)))
|
|
|
|
;; depth cue
|
|
;; screen filter
|
|
|
|
;; run letterbox if needed
|
|
(when (or (movie?)
|
|
(< (the-as int (current-time))
|
|
(the-as int (-> *game-info* letterbox-time))
|
|
)
|
|
)
|
|
(if (< (the-as int (-> *game-info* letterbox-time))
|
|
(the-as int (current-time))
|
|
)
|
|
(set! (-> *game-info* letterbox-time) (current-time))
|
|
)
|
|
(if (= (-> *setting-control* current aspect-ratio) 'aspect4x3)
|
|
(letterbox)
|
|
)
|
|
)
|
|
|
|
;; do blackout if needed.
|
|
(if (< (the-as int (current-time))
|
|
(the-as int (-> *game-info* blackout-time))
|
|
)
|
|
(set! (-> *setting-control* default bg-a-force) 1.0)
|
|
(set! (-> *setting-control* default bg-a-force) 0.0)
|
|
)
|
|
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
|
|
|
|
;; grab a buffer for drawing debug stuff.
|
|
;; we might draw even outside of debug mode if cheat-mode is disabled.
|
|
(let ((debug-txt-buf
|
|
(-> (if *debug-segment*
|
|
(-> disp frames (-> disp on-screen) frame debug-buf)
|
|
(-> disp frames (-> disp on-screen) frame global-buf)
|
|
)
|
|
base
|
|
)
|
|
)
|
|
)
|
|
|
|
;; debug drawing
|
|
(when *debug-segment*
|
|
(debug-draw-buffers) ;; lines/text
|
|
|
|
;; debug dma
|
|
(with-dma-buffer-add-bucket ((debug-buf (-> disp frames (-> disp on-screen) frame debug-buf))
|
|
(bucket-id debug-draw1))
|
|
(when *display-profile*
|
|
(dma-buffer-add-gs-set debug-buf
|
|
(alpha-1 (new 'static 'gs-alpha :b 1 :d 1))
|
|
(zbuf-1 (new 'static 'gs-zbuf :zbp #x1c0 :psm (gs-psm ct24) :zmsk 1))
|
|
(test-1 (new 'static 'gs-test :zte 1 :ztst (gs-ztest always)))
|
|
(pabe 0)
|
|
(clamp-1 (new 'static 'gs-clamp :wms (gs-tex-wrap-mode clamp) :wmt (gs-tex-wrap-mode clamp)))
|
|
(tex1-1 (new 'static 'gs-tex1 :mmag 1 :mmin 1))
|
|
(texa (new 'static 'gs-texa :ta1 #x80))
|
|
(texclut (new 'static 'gs-texclut :cbw 4))
|
|
(fogcol *fog-color*)
|
|
)
|
|
|
|
;; draw the profile bars
|
|
(dotimes (s2-0 2)
|
|
(let ((s1-0 (-> disp frames (-> disp on-screen) frame profile-bar s2-0)))
|
|
(add-end-frame s1-0 'end-draw (static-rgba #x40 #x40 #x40 #x40))
|
|
(draw s1-0 debug-buf (* 10 s2-0))
|
|
)
|
|
0
|
|
)
|
|
) ;; end profiler draw
|
|
|
|
|
|
(when *display-deci-count*
|
|
(draw-string-xy (string-format "~D" *deci-count*) debug-buf 448 210 (font-color default) (font-flags shadow kerning))
|
|
)
|
|
|
|
;; added
|
|
; (format *stdcon* "~3Lglobal heap at ~,,2fK remaining~0L~%"
|
|
; (* (1/ 1024) (&- (-> global top) (-> global current))))
|
|
(format *stdcon* "~3Lglob: ~d free debug: ~d free~0L~%"
|
|
(dma-buffer-free (-> disp frames (-> disp on-screen) frame global-buf))
|
|
(dma-buffer-free (-> disp frames (-> disp on-screen) frame debug-buf))
|
|
)
|
|
#|
|
|
;; added, prints some level status.
|
|
(dotimes (i 2)
|
|
(let ((level-heap (-> *level* level i heap)))
|
|
(format *stdcon* "~17Llevel ~d: ~A ~A ~,,2fK remaining~0L~%"
|
|
i
|
|
(-> *level* level i name)
|
|
(-> *level* level i status)
|
|
(* (1/ 1024) (&- (-> level-heap top) (-> level-heap current)))
|
|
)
|
|
)
|
|
)
|
|
|#
|
|
|
|
(display-file-info)
|
|
) ;; end dma let
|
|
) ;; end debug-segment
|
|
|
|
;; draw pause text.
|
|
(with-dma-buffer-add-bucket ((s3-1 (if *debug-segment*
|
|
(-> disp frames (-> disp on-screen) frame debug-buf)
|
|
(-> disp frames (-> disp on-screen) frame global-buf)
|
|
))
|
|
(bucket-id debug-draw0))
|
|
(if (and (= *master-mode* 'pause) (!= *cheat-mode* 'camera))
|
|
(draw-string-xy (lookup-text! *common-text* (game-text-id pause) #f)
|
|
s3-1 256 160 (font-color orange-red) (font-flags shadow kerning middle large))
|
|
)
|
|
|
|
;; draw console text on screen
|
|
(let ((a3-8 (the int (draw-string *stdcon0* s3-1 *font-context*))))
|
|
(draw-string-xy *stdcon1* s3-1 (the int (-> *font-context* origin x)) a3-8 (font-color default) (font-flags shadow kerning))
|
|
)
|
|
|
|
;; draw misc info
|
|
(if *display-iop-info*
|
|
(show-iop-info s3-1)
|
|
)
|
|
(if *display-memcard-info*
|
|
(show-mc-info s3-1)
|
|
)
|
|
)
|
|
(let ((v1-220 *dma-mem-usage*))
|
|
(when (nonzero? v1-220)
|
|
(set! (-> v1-220 length) (max 85 (-> v1-220 length)))
|
|
(set! (-> v1-220 data 84 name) "debug")
|
|
(+! (-> v1-220 data 84 count) 1)
|
|
(+! (-> v1-220 data 84 used)
|
|
(&- (-> (if *debug-segment*
|
|
(-> disp frames (-> disp on-screen) frame debug-buf)
|
|
(-> disp frames (-> disp on-screen) frame global-buf)
|
|
)
|
|
base
|
|
)
|
|
(the-as uint debug-txt-buf)
|
|
)
|
|
)
|
|
(set! (-> v1-220 data 84 total) (-> v1-220 data 84 used))
|
|
)
|
|
)
|
|
)
|
|
|
|
;; console buffers
|
|
(set! *stdcon* (clear *stdcon0*))
|
|
|
|
;; <--------------------------- SWAP DISPLAY!
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
(swap-display disp)
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
;; teleport stuff
|
|
;; perf stats
|
|
|
|
(process-particles)
|
|
|
|
|
|
;; vif0 collide
|
|
;; swap sound
|
|
;; str play
|
|
(level-update *level*) ;; also updates settings.
|
|
(mc-run)
|
|
;; auto save check
|
|
;; suspend
|
|
|
|
(suspend)
|
|
)
|
|
)
|
|
|
|
|
|
0
|
|
)
|
|
|
|
(defun on ((release-mode symbol))
|
|
"Turn the game on."
|
|
|
|
(when (not *dproc*)
|
|
(unless release-mode
|
|
(if (= (-> *level* level0 status) 'inactive)
|
|
(bg 'halfpipe)
|
|
)
|
|
)
|
|
(set! *run* #t)
|
|
(let ((new-dproc (make-function-process process display-loop :name 'display
|
|
:from *4k-dead-pool* :to *display-pool*)))
|
|
(set! *dproc* (the process (ppointer->process new-dproc)))
|
|
)
|
|
(cond
|
|
((or (level-get-with-status *level* 'loaded)
|
|
(level-get-with-status *level* 'alive)
|
|
(level-get-with-status *level* 'active)
|
|
)
|
|
(activate-levels! *level*)
|
|
(when (not release-mode)
|
|
(let ((entity-cam (entity-by-type camera-start)))
|
|
(if (and entity-cam (type-type? (-> entity-cam type) entity-actor))
|
|
(camera-teleport-to-entity entity-cam)
|
|
)
|
|
)
|
|
)
|
|
)
|
|
(else
|
|
(kill-by-name 'display *active-pool*)
|
|
(set! *dproc* #f)
|
|
)
|
|
)
|
|
*dproc*
|
|
)
|
|
)
|
|
|
|
(defun off ()
|
|
"Turn the game off."
|
|
|
|
;; stop the game and set the mode to debug
|
|
(stop 'debug)
|
|
;; deactivate the levels
|
|
(dotimes (i (-> *level* length))
|
|
(let ((lev (-> *level* level i)))
|
|
(if (= (-> lev status) 'active)
|
|
(deactivate lev)
|
|
)
|
|
)
|
|
)
|
|
(set! *run* #f)
|
|
0
|
|
)
|