N64 Recorded Cutscene Timings for Corneria, Meteo, Macbeth and Sector Y Bosses

This commit is contained in:
Sonic Dreamcaster
2025-05-06 10:31:07 -03:00
parent 3a21c8c5d6
commit d02bae0595
8 changed files with 170 additions and 12 deletions
+22
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@@ -0,0 +1,22 @@
/**
* Used to reproduce recordings made from real N64 hardware
* to accurately reproduce Cutscenes at the correct speed.
* These recordings adjust gVisPerFrame during runtime to produce
* the same behaviour as the original game.
*/
#ifndef N64_RECORD_H
#define N64_RECORD_H
#include "global.h"
typedef struct Record {
u8 vis;
u16 frame;
} Record;
extern u8 gCarrierCutsceneRecord[200];
void UpdateVisPerFrameFromRecording(u8* record, s32 maxFrames);
void UpdateVisPerFrameFromRecording2(Record* record, s32 maxFrames);
#endif
+24
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@@ -19,6 +19,28 @@
#include "assets/ast_katina.h"
#include "assets/ast_allies.h"
#include "port/hooks/Events.h"
#include "fox_co.h"
#include "fox_record.h"
void UpdateVisPerFrameFromRecording(u8* record, s32 maxFrames) {
if (gCsFrameCount < maxFrames) {
gVIsPerFrame = record[gCsFrameCount];
}
}
void UpdateVisPerFrameFromRecording2(Record* record, s32 maxFrames) {
int i;
if (gCsFrameCount > record[maxFrames - 1].frame) {
return;
}
for (i = 0; i < maxFrames; i++) {
if (gCsFrameCount == record[i].frame) {
gVIsPerFrame = record[i].vis;
}
}
}
void func_demo_80048AC0(TeamId teamId) {
s32 teamShield;
@@ -925,6 +947,8 @@ void Cutscene_CoComplete2(Player* player) {
Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 5.0f, 0.01f);
UpdateVisPerFrameFromRecording(gCarrierCutsceneRecord, ARRAY_COUNT(gCarrierCutsceneRecord));
switch (player->csState) {
case 10:
D_ctx_80177A48[2] = 0.0f;
+13 -2
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@@ -148,7 +148,8 @@ void Display_DrawHelpAlert(void) {
RCP_SetupDL(&gMasterDisp, SETUPDL_76_OPTIONAL);
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255);
if (sp78 < 0.0f) {
Graphics_DisplaySmallText(OTRGetRectDimensionFromLeftEdgeOverride(38.0f), 106, 1.0f, 1.0f, "HELP!!");
Graphics_DisplaySmallText(OTRGetRectDimensionFromLeftEdgeOverride(38.0f), 106, 1.0f, 1.0f,
"HELP!!");
} else {
Graphics_DisplaySmallText(OTRGetRectDimensionFromRightEdgeOverride(248), 106, 1.0f, 1.0f, "HELP!!");
}
@@ -1138,7 +1139,7 @@ void Display_ArwingLaserCharge(Player* player) {
// @port: Tag the transform.
FrameInterpolation_RecordOpenChild("ArwingMuzzleFlash", 0);
Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW);
Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f,
MTXF_APPLY);
@@ -2049,6 +2050,16 @@ void Display_Update(void) {
if (gInputPress->stick_y < 0) Graphics_DisplaySmallText(110, 220, 1.0f, 1.0f, "NEG:");
#endif
// For debugging cutscene timings
#if 0
RCP_SetupDL(&gMasterDisp, SETUPDL_83);
gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255);
Graphics_DisplaySmallText(10 + 210, 190, 1.0f, 1.0f, "CSFMS:");
Graphics_DisplaySmallNumber(60 + 210, 190, (int) gCsFrameCount);
Graphics_DisplaySmallText(10 + 210, 200, 1.0f, 1.0f, "PLTIM:");
Graphics_DisplaySmallNumber(60 + 210, 200, (int) gPlayer->csTimer);
#endif
// @port: @event: Call DisplayPostUpdateEvent
CALL_EVENT(DisplayPostUpdateEvent);
}
+39 -9
View File
@@ -10,6 +10,34 @@
#include "fox_co.h"
#include "port/hooks/Events.h"
// Carrier destroy cutscene timings recorded from a real N64
u8 gCarrierCutsceneRecord[200] = {
0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x04, 0x04, 0x04,
0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04,
0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x05, 0x04, 0x04, 0x04, 0x05, 0x05, 0x04, 0x05, 0x05,
0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05,
0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04,
0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04,
0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02
};
// Granga destroy cutscene timings recorded from a real N64
u8 gGrangaCutsceneRecord[161] = {
0x02, 0x03, 0x03, 0x03, 0x03, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x04, 0x04, 0x04, 0x04, 0x04,
0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x02, 0x02, 0x03, 0x03, 0x02, 0x03, 0x03, 0x02
};
u8 sFightCarrier;
f32 sCoGrangaWork[68];
@@ -182,9 +210,9 @@ void Corneria_CoGranga_HandleDamage(CoGranga* this) {
this->state = GRANGA_EXPLODE;
this->timer_050 = 100; // original value
// @port: Adjust timing to compensate the lack of lag.
// this->timer_050 = 100;
this->timer_050 = 138;
// this->timer_050 = 138; // @port
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 80);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 80);
@@ -2236,19 +2264,19 @@ void Corneria_CoCarrier_Update(CoCarrier* this) {
Math_SmoothStepToF(&this->vel.y, 0.0f, 0.1f, 2.0f, 0.00001f);
Math_SmoothStepToF(&this->vel.z, 0.0f, 0.1f, 2.0f, 0.00001f);
this->obj.rot.z -= 2.0f; // original value
this->gravity = 1.0f; // original value
// @port: Adjust gravity and rot to compensate the lack of lag.
// this->obj.rot.z -= 2.0f
// this->gravity = 1.0f;
this->obj.rot.z -= 2.0f - 0.86f;
this->gravity = 1.0f - 0.43f;
// this->obj.rot.z -= 2.0f - 0.86f;
// this->gravity = 1.0f - 0.43f;
if (this->obj.pos.y < (gGroundHeight + 150.0f)) {
gCameraShake = 100;
func_effect_80081A8C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 40.0f, 12);
this->timer_050 = 20; // original value
// @port: Adjust timings to compensate the lack of lag.
// this->timer_050 = 20;
this->timer_050 = 40;
// this->timer_050 = 40;
this->vel.y = -10.0f;
this->gravity = 0.0f;
this->fwork[17] = 20.0f;
@@ -3456,6 +3484,8 @@ void Corneria_LevelComplete1(Player* player) {
f32 temp_fa1;
f32 temp_deg;
UpdateVisPerFrameFromRecording(gGrangaCutsceneRecord, ARRAY_COUNT(gGrangaCutsceneRecord));
player->arwing.upperRightFlapYrot = player->arwing.upperLeftFlapYrot = player->arwing.bottomRightFlapYrot =
player->arwing.bottomLeftFlapYrot = 0.0f;
+22
View File
@@ -6,6 +6,26 @@
#include "global.h"
#include "assets/ast_meteo.h"
#include "fox_record.h"
// MeCrusher destroy cutscene timings recorded from a real N64
u8 gMeCrusherCutsceneRecord[] = {
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x02
};
Vec3f D_i2_80195430[] = {
{ 122.0, -5.0, -1200.0 }, { 122.0, -103.0, -727.0 }, { 142.0, -323.0, -848.0 }, { 362.0, -59.0, -435.0 },
@@ -2426,6 +2446,8 @@ void Meteo_LevelComplete(Player* player) {
Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
UpdateVisPerFrameFromRecording(gMeCrusherCutsceneRecord, ARRAY_COUNT(gMeCrusherCutsceneRecord));
switch (player->csState) {
case 0:
Audio_StopSfxByBankAndSource(1, player->sfxSource);
+32
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@@ -10,6 +10,7 @@
#include "assets/ast_landmaster.h"
#include "assets/ast_enmy_planet.h"
// #include "prevent_bss_reordering2.h"
#include "fox_record.h"
typedef struct {
/* 0x00 */ f32 unk_00;
@@ -59,6 +60,29 @@ Vec3f D_i5_801BE688[2];
Vec3f D_i5_801BE6A0[12];
s32 D_i5_801BE734[4];
// Train cutscene timings recorded from a real N64
Record sf64_virecord_macbeth_records[] = {
// Train breaking barriers
{ 0x02, 0x000000 },
{ 0x03, 0x000002 },
{ 0x02, 0x00001F },
{ 0x03, 0x000190 },
{ 0x02, 0x0001A2 },
{ 0x03, 0x0001B1 },
{ 0x04, 0x0001B3 },
{ 0x03, 0x0001BC },
{ 0x02, 0x0001FD },
// { 0x03, 0x00022F },
// { 0x02, 0x000245 },
// { 0x03, 0x00024B },
// Explosions
{ 0x02, 0x00024D },
{ 0x03, 0x0002CA },
{ 0x04, 0x000335 },
{ 0x05, 0x000351 },
{ 0x02, 0x0003AE },
};
UnkStruct_D_i5_801B8E50 D_i5_801B8E50[156] = {
{ 5174.4f, -2141.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 },
{ 3401.4f, -1828.0f, 0.0f, 350.0f, OBJ_SCENERY_MA_TRAIN_TRACK_3 },
@@ -6472,6 +6496,12 @@ f32 D_i5_801BA854[8] = { 1.5f, -1.0f, 0.7f, 0.0f, 0.9f, 0.7f, -1.0f, 1.5f };
f32 D_i5_801BA874[8] = { 200.0f, 300.0f, 400.0f, 0.0f, 500.0f, 100.0f, 120.0f, 100.0f };
f32 D_i5_801BA894[8] = { 200.0f, 250.0f, 220.0f, 0.0f, 200.0f, 230.0f, 220.0f, 350.0f };
void Macbeth_LevelComplete2(Player* player) {
s32 i;
s32 j;
@@ -6479,6 +6509,8 @@ void Macbeth_LevelComplete2(Player* player) {
Vec3f spD8;
f32 zeroVar = 0.0f;
UpdateVisPerFrameFromRecording2(sf64_virecord_macbeth_records, ARRAY_COUNT(sf64_virecord_macbeth_records));
switch (player->csState) {
case 0:
gCsFrameCount = 0;
+17
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@@ -6,6 +6,7 @@
#include "global.h"
#include "assets/ast_sector_y.h"
#include "fox_record.h"
#define SHOGUN_SHIP (0)
@@ -29,6 +30,19 @@ void SectorY_801A0510(ActorCutscene*, s32);
void SectorY_ActorDebris_Setup(Actor*, f32, f32, f32, f32, f32, f32, s32);
void SectorY_ActorDebris_Spawn(f32, f32, f32, f32, f32, f32, s32);
// SyRobot destroy cutscene timings recorded from a real N64
u8 gSyRobotCutsceneRecord[158] = {
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x02, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x02
};
f32 D_i6_801A8440[3];
void SectorY_80197B30(ActorCutscene* this, s32 timer) {
@@ -475,6 +489,7 @@ void SectorY_80198F5C(SyShogun* this) {
this->vel.y = 0.0f;
this->vel.x = 0.0f;
// first and second robot explode
if ((gPlayer[0].state == PLAYERSTATE_ACTIVE) || (gPlayer[0].state == PLAYERSTATE_U_TURN)) {
this->timer_058 = 100;
gPlayer[0].state = PLAYERSTATE_STANDBY;
@@ -2090,6 +2105,8 @@ void SectorY_LevelComplete(Player* player) {
SyShogun* boss = &gBosses[0];
f32 temp_ft1;
UpdateVisPerFrameFromRecording(gSyRobotCutsceneRecord, ARRAY_COUNT(gSyRobotCutsceneRecord));
switch (player->csState) {
case 0:
gCsFrameCount = 0;
+1 -1
View File
@@ -376,7 +376,7 @@ void GameEngine::HandleAudioThread() {
// gVIsPerFrame = 2;
#define AUDIO_FRAMES_PER_UPDATE (gVIsPerFrame > 0 ? gVIsPerFrame : 1)
#define MAX_AUDIO_FRAMES_PER_UPDATE 3 // Compile-time constant with max value of gVIsPerFrame
#define MAX_AUDIO_FRAMES_PER_UPDATE 5 // Compile-time constant with max value of gVIsPerFrame
std::unique_lock<std::mutex> Lock(audio.mutex);
int samples_left = AudioPlayerBuffered();