mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-07-11 13:08:33 -04:00
Merge remote-tracking branch 'origin/main' into 26-04-04-config
This commit is contained in:
@@ -155,7 +155,14 @@ void Z2AudioMgr::zeldaGFrameWork() {
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mSpeechMgr.framework();
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processSeFramework();
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processBgmFramework();
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#if TARGET_PC
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if (!dusk::settings::game::noLowHpSound) {
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processHeartGaugeSound();
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}
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#else
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processHeartGaugeSound();
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#endif
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#if DEBUG
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mDebugSys.debugframework();
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@@ -107,6 +107,15 @@ static Z2EnemyInfo mEnemyInfo[64] = {
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void Z2SoundObjMgr::searchEnemy() {
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twilightBattle_ = 0;
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#if TARGET_PC
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if (Z2GetSeqMgr()->checkBgmIDPlaying(Z2BGM_MIDNA_SOS) &&
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dusk::settings::game::midnasLamentNonStop)
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{
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Z2GetSeqMgr()->changeSubBgmStatus(0);
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return;
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}
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#endif
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if (!Z2GetLink()) {
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Z2GetSeqMgr()->stopBattleBgm(1, 1);
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return;
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@@ -19,28 +19,6 @@ void daAlink_c::handleQuickTransform() {
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return;
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}
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// Make sure Link isn't riding anything (horse, boar, etc.)
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if (checkRide()) {
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return;
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}
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switch (mProcID) {
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// Make sure Link is not underwater or talking to someone.
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case PROC_TALK:
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case PROC_SWIM_UP:
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case PROC_SWIM_DIVE:
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return;
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// If Link is targeting or pulling a chain, we don't want to remove the ability to use items in combat accidently.
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case PROC_ATN_ACTOR_MOVE:
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case PROC_ATN_ACTOR_WAIT:
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case PROC_WOLF_ATN_AC_MOVE:
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break;
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default:
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// Disable the input that was just pressed, as sometimes it could cause items to be used or Wolf Link to dig.
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mDoCPd_c::getCpadInfo(PAD_1).mPressedButtonFlags = 0;
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break;
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}
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// Ensure there is a proper pointer to the mMeterClass and mpMeterDraw structs in g_meter2_info.
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const auto meterClassPtr = g_meter2_info.getMeterClass();
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if (!meterClassPtr) {
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@@ -52,18 +30,46 @@ void daAlink_c::handleQuickTransform() {
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return;
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}
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mDoCPd_c::getCpadInfo(PAD_1).mPressedButtonFlags = 0;
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// Ensure that the Z Button is not dimmed
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if (meterDrawPtr->getButtonZAlpha() != 1.f) {
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Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
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return;
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}
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// The game will crash if trying to quick transform while holding the Ball and Chain
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if (mEquipItem == dItemNo_IRONBALL_e) {
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Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
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return;
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}
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// Use the game's default checks for if the player can currently transform
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if (!m_midnaActor->checkMetamorphoseEnableBase()) {
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Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
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return;
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}
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bool canTransform = false;
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if (mLinkAcch.ChkGroundHit() && !checkModeFlg(MODE_PLAYER_FLY) && !checkMagneBootsOn()) {
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if (!checkForestOldCentury()) {
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if (checkMidnaRide()) {
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if ((checkWolf() &&
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(checkModeFlg(MODE_UNK_1000) || dComIfGp_checkPlayerStatus0(0, 0x10))) ||
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(!checkWolf() &&
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(checkEventRun() || getMidnaActor()->checkMetamorphoseEnable()) &&
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(checkModeFlg(4) || dComIfGp_checkPlayerStatus0(0, 0x10))))
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{
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canTransform = true;
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}
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}
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}
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}
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if (!canTransform)
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{
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Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
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return;
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}
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@@ -285,7 +285,11 @@ int daAlink_c::procHangStartInit() {
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offNoResetFlg2(FLG2_UNK_2000);
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if (checkHangFootWall()) {
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#if TARGET_PC
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if (!is_prev_hangReady && cM_rnd() < 0.7f && !dusk::settings::game::noMissClimbing) {
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#else
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if (!is_prev_hangReady && cM_rnd() < 0.7f) {
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#endif
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setSingleAnimeParam(ANM_CLIMB_HANG_MISS, &mpHIO->mLadder.m.mWallAttachMissAnm);
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field_0x3478 = mpHIO->mLadder.m.mWallAttachMissAnm.mCancelFrame;
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voiceStart(Z2SE_AL_V_FOOT_MISS);
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@@ -2084,7 +2088,11 @@ int daAlink_c::procClimbUpStartInit(int param_0) {
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speed.y = 0.0f;
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mNormalSpeed = 0.0f;
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#if TARGET_PC
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if (param_0 || var_r29 || cM_rnd() < 0.3f || dusk::settings::game::noMissClimbing) {
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#else
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if (param_0 || var_r29 || cM_rnd() < 0.3f) {
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#endif
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setSingleAnimeParam(ANM_CLIMB_HANG, &mpHIO->mLadder.m.mWallAttachAnm);
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field_0x3478 = mpHIO->mLadder.m.mWallAttachAnm.mCancelFrame;
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voiceStart(Z2SE_AL_V_JUMP_HANG);
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@@ -2161,7 +2169,11 @@ int daAlink_c::procClimbDownStartInit(s16 param_0) {
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deleteEquipItem(TRUE, FALSE);
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#if TARGET_PC
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if (cM_rnd() < 0.7f || dusk::settings::game::noMissClimbing) {
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#else
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if (cM_rnd() < 0.7f) {
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#endif
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setSingleAnimeParam(ANM_CLIMB_HANG, &mpHIO->mLadder.m.mWallAttachAnm);
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field_0x3478 = mpHIO->mLadder.m.mWallAttachAnm.mCancelFrame;
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mProcVar0.field_0x3008 = 0;
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@@ -3046,12 +3046,17 @@ void daMidna_c::setMidnaNoDrawFlg() {
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BOOL daMidna_c::checkMetamorphoseEnableBase() {
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BOOL tmp;
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if (
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!daAlink_getAlinkActorClass()->checkMidnaRide() || (g_env_light.mEvilInitialized & 0x80) ||
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if (!daAlink_getAlinkActorClass()->checkMidnaRide() || (g_env_light.mEvilInitialized & 0x80) ||
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/* dSv_event_flag_c::M_077 - Main Event - Get shadow crystal (can now transform) */
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!dComIfGs_isEventBit(0xD04) ||
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#if TARGET_PC
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(fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &tmp) &&
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!dusk::settings::game::canTransformAnywhere)
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#else
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fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &tmp)
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) {
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#endif
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)
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{
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return FALSE;
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}
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return TRUE;
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+1
-1
@@ -9696,7 +9696,7 @@ void dKy_ParticleColor_get_base(cXyz* param_0, dKy_tevstr_c* param_1, GXColor* p
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f32 var_f31;
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#if AVOID_UB
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var_f31 = 0;
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var_f31 = 100000000.0f;
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#endif
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if (dKy_SunMoon_Light_Check() == TRUE && i <= 1) {
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@@ -3,8 +3,6 @@
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#include <SDL3/SDL_init.h>
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#include <array>
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#include <cassert>
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#include <fstream>
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#include <ios>
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#include <span>
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#include "JSystem/JAudio2/JASAiCtrl.h"
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@@ -17,8 +15,6 @@
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#include "JSystem/JAudio2/JASAudioThread.h"
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#include "JSystem/JAudio2/JASDriverIF.h"
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// #define DUSK_DUMP_AUDIO
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using namespace dusk::audio;
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static OutputSubframe OutBuffer;
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@@ -91,10 +87,6 @@ void SDLCALL GetNewAudio(
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}
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}
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#if defined(DUSK_DUMP_AUDIO)
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static std::ofstream outRaw("guh.raw", std::ios_base::out | std::ios_base::binary);
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#endif
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int RenderNewAudioFrame() {
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JASCriticalSection section;
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const u32 countSubframes = JASDriver::getSubFrames();
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@@ -107,10 +99,6 @@ int RenderNewAudioFrame() {
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JASAudioThread::snIntCount -= 1;
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}
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#if defined(DUSK_DUMP_AUDIO)
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outRaw.flush();
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#endif
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return static_cast<u16>(countSubframes) * DSP_SUBFRAME_SIZE;
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}
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@@ -147,10 +135,6 @@ void RenderAudioSubframe() {
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}
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}
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#if defined(DUSK_DUMP_AUDIO)
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outRaw.write((const char*)OutInterleaveBuffer.data(), sizeof(OutInterleaveBuffer));
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#endif
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SDL_PutAudioStreamData(PlaybackStream, &OutInterleaveBuffer, sizeof(OutInterleaveBuffer));
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}
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+90
-14
@@ -5,6 +5,7 @@
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#include <algorithm>
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#include <cassert>
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#include <cstdio>
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#include <span>
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#include "Adpcm.hpp"
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@@ -17,8 +18,30 @@ using namespace dusk::audio;
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ChannelAuxData dusk::audio::ChannelAux[DSP_CHANNELS] = {};
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static bool sDumpWasActive = false;
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static FILE* sChannelDumpFiles[DSP_CHANNELS] = {};
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static void OpenChannelDumpFiles() {
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char name[32];
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for (int i = 0; i < DSP_CHANNELS; i++) {
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snprintf(name, sizeof(name), "channel_%02d.raw", i);
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sChannelDumpFiles[i] = fopen(name, "wb");
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}
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}
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static void CloseChannelDumpFiles() {
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for (int i = 0; i < DSP_CHANNELS; i++) {
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if (sChannelDumpFiles[i]) {
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fclose(sChannelDumpFiles[i]);
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sChannelDumpFiles[i] = nullptr;
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}
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}
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}
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|
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f32 dusk::audio::MasterVolume = 1.0f;
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f32 dusk::audio::PrevMasterVolume = 1.0f;
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bool dusk::audio::EnableReverb = true;
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bool dusk::audio::DumpAudio = false;
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/**
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* Validate that a DSP channel's format is actually something we know how to play.
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@@ -106,38 +129,81 @@ static void MixSubframe(DspSubframe& dst, const DspSubframe& src) {
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}
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void dusk::audio::DspRender(OutputSubframe& subframe) {
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if (DumpAudio != sDumpWasActive) {
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sDumpWasActive = DumpAudio;
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if (DumpAudio) {
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OpenChannelDumpFiles();
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} else {
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||||
CloseChannelDumpFiles();
|
||||
}
|
||||
}
|
||||
|
||||
std::span channels(JASDsp::CH_BUF, DSP_CHANNELS);
|
||||
|
||||
for (int i = 0; i < channels.size(); i++) {
|
||||
auto& channel = channels[i];
|
||||
auto& channelAux = ChannelAux[i];
|
||||
|
||||
if (!channel.mIsActive) {
|
||||
continue;
|
||||
}
|
||||
bool skipRender = false;
|
||||
|
||||
if (channel.mPauseFlag) {
|
||||
if (!channel.mIsActive) {
|
||||
skipRender = true;
|
||||
}
|
||||
else if (channel.mPauseFlag) {
|
||||
// Not really sure what the practical difference between pause and
|
||||
// deactivation is. Either avoids clearing state or allows the DSP to avoid popping?
|
||||
continue;
|
||||
skipRender = true;
|
||||
}
|
||||
|
||||
if (channel.mForcedStop) {
|
||||
else if (channel.mForcedStop) {
|
||||
channel.mIsFinished = true;
|
||||
continue;
|
||||
skipRender = true;
|
||||
}
|
||||
|
||||
if (channel.mWaveAramAddress == 0) {
|
||||
else if (channel.mWaveAramAddress == 0) {
|
||||
// I think these are oscillator channels? Not backed by audio.
|
||||
// No idea how to implement these yet, so skip them.
|
||||
channel.mIsFinished = true;
|
||||
continue;
|
||||
skipRender = true;
|
||||
}
|
||||
|
||||
ValidateChannel(channel);
|
||||
|
||||
OutputSubframe channelSubframe = {};
|
||||
RenderChannel(channel, channelAux, channelSubframe);
|
||||
|
||||
if (!skipRender) {
|
||||
ValidateChannel(channel);
|
||||
RenderChannel(channel, channelAux, channelSubframe);
|
||||
}
|
||||
|
||||
if (EnableReverb) {
|
||||
// scale the input to the reverb rather than using wet/dry on the output.
|
||||
// this way the reverb's internal buffers accumulate energy proportional to mAutoMixerFxMix,
|
||||
// so any tail always decays at the correct level regardless of mAutoMixerFxMix changes
|
||||
// prevents transients when the next sound starts playing with a different reverb level
|
||||
// 600.0f was pulled out of my ass and just sounds good enough for console
|
||||
f32 inputGain = (!skipRender) ? (channel.mAutoMixerFxMix >> 8) / 600.0f : 0.0f;
|
||||
|
||||
OutputSubframe reverbSubframe = {};
|
||||
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
|
||||
reverbSubframe.channels[0][j] = channelSubframe.channels[0][j] * inputGain;
|
||||
reverbSubframe.channels[1][j] = channelSubframe.channels[1][j] * inputGain;
|
||||
}
|
||||
|
||||
channelAux.reverb.processreplace(
|
||||
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
|
||||
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
|
||||
DSP_SUBFRAME_SIZE, 1
|
||||
);
|
||||
|
||||
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
|
||||
channelSubframe.channels[0][j] += reverbSubframe.channels[0][j];
|
||||
channelSubframe.channels[1][j] += reverbSubframe.channels[1][j];
|
||||
}
|
||||
}
|
||||
|
||||
if (DumpAudio && sChannelDumpFiles[i]) {
|
||||
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
|
||||
fwrite(&channelSubframe.channels[0][j], sizeof(f32), 1, sChannelDumpFiles[i]);
|
||||
fwrite(&channelSubframe.channels[1][j], sizeof(f32), 1, sChannelDumpFiles[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int o = 0; o < subframe.channels.size(); o++) {
|
||||
MixSubframe(subframe.channels[o], channelSubframe.channels[o]);
|
||||
@@ -463,6 +529,16 @@ static void RenderChannel(
|
||||
}
|
||||
|
||||
void dusk::audio::DspInit() {
|
||||
for (int i = 0; i < DSP_CHANNELS; i++) {
|
||||
auto& channelAux = ChannelAux[i];
|
||||
channelAux.reverb.setwet(1.0f);
|
||||
channelAux.reverb.setdry(0.0f);
|
||||
channelAux.reverb.setroomsize(0.5f);
|
||||
channelAux.reverb.setdamp(0.7f);
|
||||
channelAux.reverb.setwidth(1.0f);
|
||||
channelAux.reverb.setmode(0.0f);
|
||||
channelAux.reverb.mute();
|
||||
}
|
||||
}
|
||||
|
||||
void dusk::audio::ApplyVolume(
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "SDL3/SDL_audio.h"
|
||||
#include <span>
|
||||
|
||||
#include "freeverb/revmodel.hpp"
|
||||
|
||||
// ReSharper disable once CppUnusedIncludeDirective
|
||||
#include "global.h"
|
||||
|
||||
@@ -29,6 +31,7 @@ namespace dusk::audio {
|
||||
|
||||
// Used for debugging tools.
|
||||
u32 resetCount;
|
||||
revmodel reverb;
|
||||
|
||||
/**
|
||||
* Previous volume values, per output channel.
|
||||
@@ -51,7 +54,7 @@ namespace dusk::audio {
|
||||
// basically stores our position between resamplePrev and decodeBuf[0] so we don't lose that fractional resampler position next subframe
|
||||
f32 resamplePos;
|
||||
// last consumed sample from decodeBuf
|
||||
s16 resamplePrev;
|
||||
s16 resamplePrev;
|
||||
};
|
||||
|
||||
extern ChannelAuxData ChannelAux[DSP_CHANNELS];
|
||||
@@ -118,4 +121,6 @@ namespace dusk::audio {
|
||||
|
||||
extern f32 MasterVolume;
|
||||
extern f32 PrevMasterVolume;
|
||||
extern bool EnableReverb;
|
||||
extern bool DumpAudio;
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "JSystem/JAudio2/JASDSPInterface.h"
|
||||
#include "JSystem/JAudio2/JASTrack.h"
|
||||
#include "dusk/audio/DuskAudioSystem.h"
|
||||
#include "dusk/audio/DuskDsp.hpp"
|
||||
|
||||
static std::array<u8, DSP_CHANNELS> channelSortIndices = {};
|
||||
static std::array<u32, DSP_CHANNELS> lastResetCounts = {};
|
||||
@@ -102,6 +103,7 @@ static void ShowAllDspChannels() {
|
||||
}
|
||||
|
||||
ImGui::Text("Active channels: %d", activeChannels);
|
||||
ImGui::Checkbox("Dump channels to disk", &dusk::audio::DumpAudio);
|
||||
ImGui::Checkbox("Sort by update count", &sortUpdateCount);
|
||||
|
||||
if (sortUpdateCount) {
|
||||
|
||||
@@ -37,6 +37,12 @@ namespace dusk {
|
||||
ImGui::SetTooltip("Quicker climbing on ladders and vines like the HD version");
|
||||
}
|
||||
|
||||
config::ImGuiCheckbox("No Climbing Miss Animation", settings::game::noMissClimbing);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Prevents Link from playing a struggle animation\n"
|
||||
"when using the Clawshot on vines at a weird angle");
|
||||
}
|
||||
|
||||
config::ImGuiCheckbox("Faster Tears of Light", settings::game::fastTears);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Tears of Light dropped by Shadow Insects pop out faster like the HD version");
|
||||
@@ -46,11 +52,16 @@ namespace dusk {
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Hides the TV calibration screen shown when loading a save");
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Preferences")) {
|
||||
config::ImGuiCheckbox("Mirror Mode", settings::game::enableMirrorMode);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Mirrors the world, matching the Wii version of the game");
|
||||
}
|
||||
|
||||
config::ImGuiCheckbox("Invert Camera X Axis", settings::game::invertCameraXAxis);
|
||||
|
||||
ImGui::EndMenu();
|
||||
@@ -58,10 +69,25 @@ namespace dusk {
|
||||
|
||||
if (ImGui::BeginMenu("Graphics")) {
|
||||
config::ImGuiCheckbox("Native Bloom", settings::game::enableBloom);
|
||||
|
||||
config::ImGuiCheckbox("Water Projection Offset", settings::game::useWaterProjectionOffset);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Adds GC-specific -0.01 transS offset\n"
|
||||
"that causes ~6px ghost artifacts in water reflections");
|
||||
"that causes ~6px ghost artifacts in water reflections");
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Audio")) {
|
||||
config::ImGuiCheckbox("No Low HP Sound", settings::game::noLowHpSound);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Disable the beeping sound when having low health");
|
||||
}
|
||||
|
||||
config::ImGuiCheckbox("Non-Stop Midna's Lament", settings::game::midnasLamentNonStop);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Prevents enemy music while Midna's Lament is playing");
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
@@ -70,11 +96,17 @@ namespace dusk {
|
||||
if (ImGui::BeginMenu("Cheats")) {
|
||||
config::ImGuiCheckbox("Fast Iron Boots", settings::game::enableFastIronBoots);
|
||||
|
||||
config::ImGuiCheckbox("Can Transform Anywhere", settings::game::canTransformAnywhere);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Allows you to transform even if NPCs are looking");
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Difficulty")) {
|
||||
config::ImGuiSliderInt("Damage Multiplier", settings::game::damageMultiplier, 1, 8, "x%d");
|
||||
|
||||
config::ImGuiCheckbox("Instant Death", settings::game::instantDeath);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Any hit will instantly kill you");
|
||||
@@ -86,7 +118,8 @@ namespace dusk {
|
||||
if (ImGui::BeginMenu("Technical")) {
|
||||
config::ImGuiCheckbox("Restore Wii 1.0 Glitches", settings::game::restoreWiiGlitches);
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0, the first released version");
|
||||
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0,\n"
|
||||
"the first released version");
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <imgui_internal.h>
|
||||
|
||||
#include "JSystem/JUtility/JUTGamePad.h"
|
||||
#include "dusk/audio/DuskDsp.hpp"
|
||||
#include "dusk/audio/DuskAudioSystem.h"
|
||||
#include "dusk/hotkeys.h"
|
||||
#include "dusk/settings.h"
|
||||
@@ -39,7 +40,7 @@ namespace dusk {
|
||||
if (ImGui::BeginMenu("Audio")) {
|
||||
ImGui::Text("Master Volume");
|
||||
config::ImGuiSliderFloat("##masterVolume", settings::audio::masterVolume, 0.0f, 1.0f, "");
|
||||
|
||||
config::ImGuiCheckbox("Enable Reverb", settings::audio::enableReverb);
|
||||
/*
|
||||
// TODO: implement additional settings
|
||||
ImGui::Text("Main Music Volume");
|
||||
@@ -60,6 +61,7 @@ namespace dusk {
|
||||
*/
|
||||
|
||||
audio::SetMasterVolume(settings::audio::masterVolume);
|
||||
audio::EnableReverb = settings::audio::enableReverb;
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ ConfigVar<float> mainMusicVolume("audio.mainMusicVolume", 1.0f);
|
||||
ConfigVar<float> subMusicVolume("audio.subMusicVolume", 1.0f);
|
||||
ConfigVar<float> soundEffectsVolume("audio.soundEffectsVolume", 1.0f);
|
||||
ConfigVar<float> fanfareVolume("audio.fanfareVolume", 1.0f);
|
||||
ConfigVar<bool> enableReverb("audio.enableReverb", true);
|
||||
}
|
||||
|
||||
namespace game {
|
||||
@@ -26,6 +27,7 @@ ConfigVar<int> damageMultiplier("game.damageMultiplier", 1);
|
||||
ConfigVar<bool> instantDeath("game.instantDeath", false);
|
||||
ConfigVar<bool> fastClimbing("game.fastClimbing", false);
|
||||
ConfigVar<bool> fastTears("game.fastTears", false);
|
||||
ConfigVar<bool> noMissClimbing("game.noMissClimbing", false);
|
||||
|
||||
// Preferences
|
||||
ConfigVar<bool> enableMirrorMode("game.enableMirrorMode", false);
|
||||
@@ -35,8 +37,13 @@ ConfigVar<bool> invertCameraXAxis("game.invertCameraXAxis", false);
|
||||
ConfigVar<bool> enableBloom("game.enableBloom", true);
|
||||
ConfigVar<bool> useWaterProjectionOffset("game.useWaterProjectionOffset", false);
|
||||
|
||||
// Audio
|
||||
ConfigVar<bool> noLowHpSound("game.noLowHpSound", false);
|
||||
ConfigVar<bool> midnasLamentNonStop("game.midnasLamentNonStop", false);
|
||||
|
||||
// Cheats
|
||||
ConfigVar<bool> enableFastIronBoots("game.enableFastIronBoots", false);
|
||||
ConfigVar<bool> canTransformAnywhere("game.canTransformAnywhere", false);
|
||||
|
||||
// Technical
|
||||
ConfigVar<bool> restoreWiiGlitches("game.restoreWiiGlitches", false);
|
||||
@@ -52,6 +59,7 @@ void Register() {
|
||||
Register(audio::subMusicVolume);
|
||||
Register(audio::soundEffectsVolume);
|
||||
Register(audio::fanfareVolume);
|
||||
Register(audio::enableReverb);
|
||||
|
||||
// Game
|
||||
Register(game::enableQuickTransform);
|
||||
@@ -69,7 +77,11 @@ void Register() {
|
||||
Register(game::enableBloom);
|
||||
Register(game::useWaterProjectionOffset);
|
||||
Register(game::enableFastIronBoots);
|
||||
Register(game::canTransformAnywhere);
|
||||
Register(game::restoreWiiGlitches);
|
||||
Register(game::noMissClimbing);
|
||||
Register(game::noLowHpSound);
|
||||
Register(game::midnasLamentNonStop);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user