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Document time trial input replay system (#730)
* Document time trial input replay system Documents how the input replay system works in time trials. This is used for * Course ghosts (on the raceways) * Player ghosts * Replays * Rename ghosts/replays and minor cleanup Refer to staff and player ghosts in time trials as replays. Refer to the basic replay as a "post time trial replay" Change variable / function names to reflect terminology change * Define replay magic values * Rename staff_ghosts files to replays Renames staff_ghosts files to replays, since they also deal with player ghosts and post time trial replays. Also, changes staff_ghosts_loop -> replays_loop * REPLAY_NOT_FRAME_COUNTER -> REPLAY_CLEAR_FRAME_COUNTER * Add replays header and format * Update replays.c * Name load replay functions --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -45,6 +45,25 @@
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#define HOLD_ALL_DPAD_AND_C_BUTTONS \
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(U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
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#define ALL_BUTTONS \
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(A_BUTTON | B_BUTTON | L_TRIG | R_TRIG | Z_TRIG | START_BUTTON | U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | \
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L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
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/**
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* Replay controller buttons
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* Used for time trial replays (including staff and player ghosts)
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* Each entry is converted to a u32 value
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* This allows access to the button struct member
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*/
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#define REPLAY_A_BUTTON (1 << 31) // 0x80000000
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#define REPLAY_B_BUTTON (1 << 30) // 0x40000000
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#define REPLAY_Z_TRIG (1 << 29) // 0x20000000
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#define REPLAY_R_TRIG (1 << 28) // 0x10000000
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#define REPLAY_FRAME_COUNTER 0xFF0000
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#define REPLAY_CLEAR_FRAME_COUNTER (0xFFFFFFFF & ~REPLAY_FRAME_COUNTER)
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#define REPLAY_STICK_Y 0xFF00
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#define REPLAY_STICK_X 0xFF
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#define REPLAY_FRAME_INCREMENT 0x10000
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/**
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* @brief Jump to demo mode from the debug menu using L and A
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