Files
jak-project/goal_src/jak1/engine/game/main.gc
T
Matt Dallmeyer 4e28bd1eaf [jak1] Speedrun mode misc fixes (#3902)
Fixed up a few things for speedrun mode in Jak 1:
- Changed autosplitter to start run in line with ruleset (first frame
after blackout where jak is touching ground). Also tweaked the
verification text in bottom left to show "Run Started: Yes/No" to go
with this
- Changed speedrun menu button combo to match Jak 2/3 (only need to hold
L1+R1 and press Start/Select, no longer need to hold X)
- Treat speedrun menu via Select the same as Start (no more potential
for funny pause buffer where actors freeze)

warp gate example:

![vlcsnap-2025-04-26-12h03m37s116](https://github.com/user-attachments/assets/3a06c3fe-0c60-4d8d-acaa-ec5f66145491)

![vlcsnap-2025-04-26-12h03m42s642](https://github.com/user-attachments/assets/e12439d4-1664-46a1-bfc0-56c737463603)

already grounded example (run starts once partially out of blackout):

![vlcsnap-2025-04-26-12h04m02s085](https://github.com/user-attachments/assets/71659b45-b599-4ca1-b097-cf736f845933)
2025-04-26 23:23:55 +02:00

599 lines
28 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/entity/ambient.gc")
(require "pc/debug/pc-debug-methods.gc")
(require "engine/draw/drawable.gc")
(require "engine/gfx/depth-cue.gc")
(require "engine/camera/cam-interface.gc")
(require "engine/camera/cam-update.gc")
(require "engine/common-obs/generic-obs.gc")
(require "pc/pckernel.gc")
;; DECOMP BEGINS
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Letterbox and blackout
;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun set-letterbox-frames ((arg0 time-frame))
"Set the letterbox frame counter for arg0 frames in the future"
(set! (-> *game-info* letterbox-time) (+ (current-time) arg0))
(none))
(defun letterbox ()
"Draw the letterbox black rectangles"
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf)) (bucket-id debug-no-zbuf)) ;; debug-no-zbuf is one of the last buckets
;; draw the two sprites
(#cond
((not PC_PORT)
(draw-sprite2d-xy dma-buf 0 0 512 25 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 199 512 26 (new 'static 'rgba :a #x80)))
(#t
(if (-> *pc-settings* use-vis?)
;; original game mode. dont do anything.
(begin
(draw-sprite2d-xy dma-buf 0 0 512 25 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 199 512 26 (new 'static 'rgba :a #x80)))
;; native mode. force 16x9 letterboxing always.
(begin
(cond
((< (-> *pc-settings* aspect-ratio) ASPECT_16X9)
;; too tall. needs vertical letterboxing.
(let ((lbx-h (the int (* 112.0 (- 1.0 (/ (-> *pc-settings* aspect-ratio) ASPECT_16X9))))))
(draw-sprite2d-xy dma-buf 0 0 512 lbx-h (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 (- 224 lbx-h) 512 lbx-h (new 'static 'rgba :a #x80))))
((> (-> *pc-settings* aspect-ratio) ASPECT_16X9)
;; too wide. needs horizontal letterboxing.
(let ((lbx-w (the int (* 256.0 (- 1.0 (/ ASPECT_16X9 (-> *pc-settings* aspect-ratio)))))))
(draw-sprite2d-xy dma-buf 0 0 lbx-w 224 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf (- 512 lbx-w) 0 lbx-w 224 (new 'static 'rgba :a #x80))))))))))
(none))
(defun set-blackout-frames ((arg0 time-frame))
"Set the blackout frame counter. If arg0 is 0, disables blackout immediately.
Otherwise, this can only be used to increase the blackout period."
(cond
((zero? arg0) (set! (-> *game-info* blackout-time) (current-time)))
(else (set! (-> *game-info* blackout-time) (max (-> *game-info* blackout-time) (+ (current-time) arg0)))))
(none))
(defun blackout ()
"Draw the blackout rectangle, convering the entire screen in darkness."
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf)) (bucket-id debug-no-zbuf)) ;; debug-no-zbuf is one of the last buckets
(draw-sprite2d-xy dma-buf 0 0 512 224 (new 'static 'rgba :a #x80)))
(none))
;;;;;;;;;;;;;;;;;;;;;
;; Pause/Master Mode
;;;;;;;;;;;;;;;;;;;;;
(defun paused? ()
"Are we paused? True if *master-mode* = pause, progress is not hidden, or *master-mode* = menu"
(the-as symbol
(or (= *master-mode* 'pause)
(or (and *progress-process* (not (hidden? (-> *progress-process* 0)))) (= *master-mode* 'menu)))))
(defun movie? ()
"Are we in a movie?"
(logtest? (-> *kernel-context* prevent-from-run) (process-mask movie)))
(defun set-master-mode ((new-mode symbol))
"Update pause masks for the given mode, and set *master-mode*"
;; og:preserve-this PAL patch here
(let ((gp-0 *master-mode*))
;; modified for PC port - show speedrun fast reset menu if L1+R1 held
(cond
((and PC_PORT
(or (= new-mode 'pause) (= new-mode 'progress)) ;; pausing (as opposed to un-pausing)
(-> *pc-settings* speedrunner-mode?)
(cpad-hold? 0 l1)
(cpad-hold? 0 r1))
;; treat this as a 'progress pause to avoid funny 'pause buffers from Select button
(set! *master-mode* 'progress)
(if *debug-segment* (menu-respond-to-pause))
;; allow menu to run while in progress.
(logclear! (-> *setting-control* default process-mask) (process-mask menu))
;; activate the progress menu.
(when (not *progress-process*)
(activate-progress *dproc* (progress-screen speedrun-options))
(if (not *progress-process*) (set-master-mode 'game))))
(else
;; vanilla logic
(set! *master-mode* new-mode)
(if *debug-segment* (menu-respond-to-pause))
(case *master-mode*
(('pause)
;; request the pause mask to be set in prevent-from-run.
;; this will block any process with pause from running, pausing most game objects.
(if (not *debug-pause*) (logior! (-> *setting-control* default process-mask) (process-mask pause)))
;; allow the menu to run.
(logclear! (-> *setting-control* default process-mask) (process-mask menu))
;; ??
(set! *pause-lock* #f)
(sound-group-pause (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
(hide-progress-screen))
(('menu)
;; I believe these masks are just to make the progress go away work.
(logior! (-> *setting-control* default process-mask) (process-mask menu))
(logclear! (-> *setting-control* default process-mask) (process-mask pause progress))
(set! *pause-lock* #f)
(hide-progress-screen))
(('progress)
;; allow menu to run while in progress.
(logclear! (-> *setting-control* default process-mask) (process-mask menu))
;; activate the progress menu.
(when (not *progress-process*)
(activate-progress *dproc* (progress-screen fuel-cell))
(if (not *progress-process*) (set-master-mode 'game))))
(('game)
;; allow pausable/menu to run.
(logclear! (-> *setting-control* default process-mask) (process-mask pause menu))
(if (!= gp-0 *master-mode*) (sound-group-continue (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7)))
(hide-progress-screen))))))
;; apply settings now.
(apply-settings *setting-control*)
0
(none))
(define *last-master-mode* 'game)
(defun toggle-pause ()
"Do pause/menu/progress transitions"
(case *master-mode*
(('game)
;; coming from normal gameplay
(set! *last-master-mode* *master-mode*)
(set-master-mode (cond
;; first, check if the controller fell out, and jak is spawned
((and (nonzero? (logand (-> *cpad-list* cpads 0 valid) 128)) *target*)
(if (or *progress-process* (not (-> *setting-control* current allow-pause)))
*master-mode*
'pause ;; no controller, jak spawned, no progress open, pause allowed.
))
(else
(cond
;; try to open the debug menu:
((cpad-hold? 0 r3)
;; R3 pushed, no target.
(if *debug-segment*
'menu ;; go to debug menu, when in debug mode.
*master-mode*))
(else
(cond
;; debug mode pause allowed with select or R2.
;; og:preserve-this allow select outside debug mode
((or (cpad-hold? 0 select) (and *debug-segment* (cpad-hold? 0 r2)))
;; pushing select or R2, and debug. allow pause.
'pause)
(else
(cond
;; ignore anything below here, unless we are pressing start, or debug.
((and (not *debug-segment*) (not (cpad-hold? 0 start))) *master-mode*)
;; if you pressed start, and progress isn't allowed, but pause is, do a pause.
((not (progress-allowed?)) (if (pause-allowed?) 'pause *master-mode*))
;; pushing start.
((cpad-hold? 0 start)
;; toggle between progress/game
(if *progress-process* 'game 'progress))
(else
;; nothing requested, stay in game.
*master-mode*))))))))))
(('menu)
;; in debug menu
(set-master-mode (cond
;; push R3 to exit to previous master mode.
((cpad-hold? 0 r3) *last-master-mode*)
;; select/R2 to pause.
((cpad-hold? 0 select r2)
(if *debug-segment*
'pause
*master-mode* ;; not sure we can get to menu in non-debug...
))
(else
(cond
((and (not (movie?)) (not *progress-process*)) (if (not *target*) 'pause 'progress))
(else 'game)))))
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2))))
(('pause)
(set! *last-master-mode* *master-mode*)
(set-master-mode (cond
;; pause -> debug menu
((cpad-hold? 0 r3) (if *debug-segment* 'menu *master-mode*))
(else
(cond
;; pause -> single frame advance (R2)
((and *cheat-mode* (cpad-hold? 0 select r2)) 'game)
;; pause -> game
;; og:preserve-this changed to allow select pause in retail
((cpad-hold? 0 start select) 'game)
(else *master-mode*)))))
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2))))
(('progress)
(set-master-mode (cond
;; progress -> debug
((cpad-hold? 0 r3) (if *debug-segment* 'menu *master-mode*))
(else
;; un-progress
(if (cpad-hold? 0 start) *last-master-mode* *master-mode*))))
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))))
0)
(define *screen-filter* (new 'static 'screen-filter :draw? #f :color (new 'static 'rgba :g #x20 :b #x40 :a #x50)))
(defmethod draw ((this screen-filter))
(with-dma-buffer-add-bucket ((buf (-> (current-frame) global-buf)) (bucket-id debug-no-zbuf))
(draw-sprite2d-xy buf -256 (- (-> *video-parms* screen-hy)) 512 (-> *video-parms* screen-sy) (-> this color)))
(none))
;;;;;;;;;;;;;;;;;;;;;;
;; Cheat Codes
;;;;;;;;;;;;;;;;;;;;;;
(define *cheat-temp* (the-as (pointer int32) (malloc 'global 20))) ;; 16 -> 20 (PAL)
(define *master-exit* #f)
(define *progress-cheat* #f)
(define *first-boot* #t) ;; PAL
(defun main-cheats ()
"Handle cheat codes and timeout"
;; look for codes when L3 is pushed
(when (and (cpad-hold? 0 l3)
(or *cheat-mode* (= *kernel-boot-message* 'play)) ;; not in demo
)
;; cheat mode
(check-cheat-code (-> *cheat-temp* 0)
0
(up up down down left right left right x x square circle square circle)
(cpad-clear! 0 r1)
;; toggle!
(not! *cheat-mode*)
(cheats-sound-play *cheat-mode*))
;; debug mode
(when *cheat-mode*
(check-cheat-code (-> *cheat-temp* 1)
0
(circle square circle square x x right left right left down down up up)
(cpad-clear! 0 r1)
;; toggle between #t and debug.
(set! *cheat-mode* (if (= *cheat-mode* 'debug) #t 'debug))
(cheats-sound-play *cheat-mode*)))
;; language cheat, REMOVED IN PC PORT because it's literally useless
#|
(case (scf-get-territory)
;; japan-only
((GAME_TERRITORY_SCEI)
(check-cheat-code (-> *cheat-temp* 2) 0
(l1 r1 l1 r1 triangle circle x square)
(cpad-clear! 0 r1)
(set! *progress-cheat* (if *progress-cheat*
#f
'language
))
(cheats-sound-play *progress-cheat*)
)
)
)
|#
;; debug only PAL cheat
(when *debug-segment*
(check-cheat-code (-> *cheat-temp* 3)
0
(x square triangle circle x square triangle circle)
(cpad-clear! 0 r1)
(set! *progress-cheat* (if *progress-cheat* #f 'pal))
(cheats-sound-play *progress-cheat*))
;; added in PAL
(check-cheat-code (-> *cheat-temp* 4)
0 ;; they erroneously used (-> *cheat-temp* 5) here!
(triangle x circle square triangle x circle square)
(cpad-clear! 0 r1)
(set! *cheat-mode* (if (= *cheat-mode* 'camera) #f 'camera))
(cond
(*cheat-mode*
(if (not *external-cam-mode*) (external-cam-reset!))
(set! *external-cam-mode* 'pad-1)
(sound-play "select-menu"))
(else (set! *external-cam-mode* #f) (sound-play "cursor-options"))))))
;; debug cheats on retail builds
(when (and (= *cheat-mode* 'debug) (not *debug-segment*))
;; target start/stop with l1/r1/l2/r2
(when (and (cpad-hold? 0 l1) (cpad-hold? 0 l2) (cpad-hold? 0 r1) (cpad-pressed? 0 r2))
(if *target* (stop 'debug) (start 'play (get-or-create-continue! *game-info*))))
;; reinitialize to title-start with left, up, select
(if (and (cpad-hold? 0 left) (cpad-hold? 0 up) (cpad-pressed? 0 select))
(initialize! *game-info* 'game (the-as game-save #f) "title-start"))
;; push R3 to print global heap status. not very useful.
(if (cpad-pressed? 1 r3) (inspect global))
;; push R3 to display IOP memory stats
(when (cpad-hold? 1 r3)
;; grab a dma buffer
(with-dma-buffer-add-bucket ((dma-buff (if *debug-segment* (-> (current-frame) debug-buf) (-> (current-frame) global-buf))) (bucket-id debug))
(show-iop-memory dma-buff)))
;; push triangle to see level info
(if (cpad-pressed? 1 triangle) (not! *display-level-border*)))
;; handle timeouts
(when (!= *kernel-boot-message* 'play) ;; not regular game mode?
(let ((timeout (scf-get-timeout))
(inactive-timeout (scf-get-inactive-timeout)))
(when (and (or
;; aboslute timout elapsed.
(and (nonzero? timeout)
(>= (the-as int (+ -300000 (the-as int (-> *display* real-frame-counter)))) (the int (* 300.0 (the float timeout)))))
(and (nonzero? inactive-timeout)
(>= (the-as int (- (current-time) (cpad-change-time 0))) (the int (* 300.0 (the float inactive-timeout)))))
(= *master-exit* 'force))
(progress-allowed?)
(!= *master-exit* #t))
;; spawn a process that blacks out the screen, turns things off, and kills the game.
(if (process-spawn-function process
:stack
*scratch-memory-top*
(lambda :behavior process ()
(set-blackout-frames (seconds 100))
(set! (-> *setting-control* default allow-pause) #f)
(set! (-> *setting-control* default allow-progress) #f)
(apply-settings *setting-control*)
(set! (-> *setting-control* default sfx-volume) 0.0)
(set! (-> *setting-control* default music-volume) 0.0)
(set! (-> *setting-control* default dialog-volume) 0.0)
(set! (-> *setting-control* default ambient-volume) 0.0)
(let ((gp-0 (current-time))) (until (>= (the-as int (- (current-time) gp-0)) (seconds 0.1)) (suspend)))
(kernel-shutdown)
(none)))
(set! *master-exit* #t) ;; process created successfully, set to exit
))))
0)
(defbehavior display-loop process ()
"the main 'display loop' in GOAL. v-sync is done in this function, so all frames start and end here."
;; increase our stack size.
(stack-size-set! (-> self main-thread) 512)
(let ((disp *display*))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Pre loop initialization
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; the size is 0, so this doesn't actually do anything.
;; (dma-send-to-spr (the-as uint #x70000000) (the-as uint *terrain-context*) (the-as uint 0) #t)
(set! *teleport* #t)
(update *setting-control*)
(init-time-of-day-context *time-of-day-context*)
(display-sync disp)
(swap-display disp)
(free-all-prim-nodes *touching-list*)
(blerc-init)
;; collide dma
(suspend)
(while *run*
;; start immediately after all process updates finish.
(profiler-instant-event "display-loop-top")
;; drawing effects to be used in foreground drawing.
(with-profiler "foreground-effects"
;; with FP blerc, the vertices are modified in the PC renderer, so we can just skip
;; this call to save time.
(unless *use-fp-blerc*
(blerc-execute))
(blerc-init)
(texscroll-execute)
(ripple-execute))
;;;;;;;;;;;;;;;;;;;;
;; AMBIENT
;;;;;;;;;;;;;;;;;;;;
;; set defaults for weather/music/flava.
(with-profiler "ambients"
(set! *weather-off* #f)
(let ((v1-13 (-> *game-info* current-continue level)))
(dotimes (a0-8 (-> *level* length))
(let ((a1-6 (-> *level* level a0-8)))
(when (= (-> a1-6 status) 'active)
(if (and (= (-> a1-6 name) v1-13) (-> *level* play?)) (set! (-> *setting-control* default music) (-> a1-6 info music-bank)))))))
(set! (-> *setting-control* default sound-flava) (the-as uint 49))
(set! (-> *setting-control* default sound-flava-priority) 0.0)
;; find any ambients, and execute them.
(when (and *execute-ambients* (not (paused?)))
(if *target* (set! (-> *target* draw secondary-interp) 0.0))
(let ((s5-1 (sphere<-vector+r! (new 'stack 'sphere) (ear-trans) 0.0)))
(let ((v1-28 (scratchpad-object terrain-context))) (set! (-> v1-28 work ambient ambient-list num-items) 0))
(dotimes (s4-1 (-> *level* length))
(let ((v1-32 (-> *level* level s4-1)))
(when (= (-> v1-32 status) 'active)
(collect-ambients (-> v1-32 bsp) s5-1 0 (-> (scratchpad-object terrain-context) work ambient ambient-list)))))
(countdown (s4-2 (-> (scratchpad-object terrain-context) work ambient ambient-list num-items))
(execute-ambient (-> (scratchpad-object terrain-context) work ambient ambient-list items s4-2) s5-1)))))
(add-ee-profile-frame 'draw :r #x40 :b #x40) ;; actor update
;; do math, before drawing
(with-profiler "math-engine"
(execute-math-engine))
;; DEBUG PROF
(add-ee-profile-frame 'draw :r #x80)
(add-ee-profile-frame 'draw :r #x40 :b #x40)
;; debug hook
(with-profiler "debug"
(*debug-hook*)
(main-cheats))
(add-ee-profile-frame 'draw :r #x20 :g #x20)
(with-profiler "camera"
(update-camera))
(add-ee-profile-frame 'draw :r #x40 :b #x40)
(with-profiler "draw-hook"
(*draw-hook*))
(add-ee-profile-frame 'draw :g #x80)
(with-profiler "menu"
(#when PC_PORT
(if (and *display-sha* *debug-segment*) (draw-build-revision)))
(*menu-hook*)
(add-ee-profile-frame 'draw :g #x40)
;; finally, update hints/text
(make-current-level-available-to-progress)
(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))))
(with-profiler "dma-sync"
(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
(if (not *progress-process*) (depth-cue disp))
;; screen filter
(with-profiler "post-sync-draw"
;; add letterbox effect
(when (or (movie?) (< (current-time) (-> *game-info* letterbox-time)))
(if (< (-> *game-info* letterbox-time) (current-time)) (set! (-> *game-info* letterbox-time) (current-time)))
(if (#if (not PC_PORT)
(= (-> *setting-control* current aspect-ratio) 'aspect4x3)
(or (= (-> *setting-control* current aspect-ratio) 'aspect4x3) (not (-> *pc-settings* use-vis?))))
(letterbox)))
;; add blackout effect
(if (< (current-time) (-> *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*
(#when PC_PORT
(if *display-pad-debug* (debug-pad-display (-> *cpad-list* cpads 0)))
(when (and (or (= *master-mode* 'game) (= *master-mode* 'pause)) (-> *entity-debug-inspect* entity))
(define-extern entity-inspect-draw (function entity-debug-inspect object))
(entity-inspect-draw *entity-debug-inspect*)))
(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-no-zbuf))
(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
(#when PC_PORT
(draw *pc-settings* debug-buf)
(draw-memory *pc-settings* debug-buf)
(print-debug-misc *pc-settings*))
(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))
(if (and (= *master-mode* 'pause) (!= *cheat-mode* 'camera))
(draw-string-xy (lookup-text! *common-text* (text-id pause) #f)
s3-1
256
160
(font-color 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!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(with-profiler "swap-display"
(swap-display disp))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(set! (-> *time-of-day-context* title-updated) #f)
(set! *teleport* #f)
(when (nonzero? *teleport-count*)
(set! *teleport* #t)
(set! *teleport-count* (+ *teleport-count* -1)))
;; perf stats
(with-profiler "process-particles"
(process-particles))
;; vif0 collide
(with-profiler "sound-update"
(swap-sound-buffers (ear-trans) (camera-pos) (camera-angle))
(str-play-kick))
(with-profiler "level-update"
(level-update *level*) ;; also updates settings.
)
(with-profiler "mc-run"
(mc-run))
;; og:preserve-this
;; PC port note : this function checks to see if the memory card has been removed or swapped
;; and disabled auto-save if it has. the pc port can only disable auto-save manually through the menu option.
;; the port doesn't use memory cards so those checks will never pass.
;; it runs some C kernel functions which in the port also do some I/O which gets very slow very quickly.
;; we're just not gonna run it.
; (auto-save-check)
(with-profiler "update-pc"
(#when PC_PORT
(update *pc-settings*)))
;; 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 (process-spawn-function 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)