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/*
* mem_error_screen.inc.c * * This enhancement should be used for ROM hacks that require the expansion pak. * * ----- Setup ----- * * Make sure that USE_EXT_RAM is defined in include/segments.h #define USE_EXT_RAM
* * There are 6 files you will need to edit: * src/game/main.c * src/engine/level_script.h * include/text_strings.h.in * levels/entry.s * levels/intro/script.s * levels/intro/geo.s * * First, in main.c, you will need to add this line below the includes: #include "../enhancements/mem_error_screen.inc.c"
* * In the function AllocPool(), add these lines above main_pool_init(): // Detect memory size
if(does_pool_end_lie_out_of_bounds(end)) { end = (void *)SEG_POOL_END_4MB; } * * Then in thread3_main(), replace the create_thread for thread 5 with this if/else statement: if(!gNotEnoughMemory) { create_thread(&gGameLoopThread, 5, thread5_game_loop, NULL, gThread5Stack + 0x2000, 10); } else { create_thread(&gGameLoopThread, 5, thread5_mem_error_message_loop, NULL, gThread5Stack + 0x2000, 10); } * * In src/engine/level_script.h, add this line below 'extern u8 level_script_entry[];' extern u8 level_script_entry_error_screen[]; * * In include/text_strings.h.in, add these 3 lines at the top. You can also add more strings if you want. #define TEXT_CONSOLE_8MB _("If you're using an N64 console, then you will need to buy an\nExpansion Pak to play this ROM hack.")
#define TEXT_PJ64 _("If you are using PJ64 1.6, go to:\nOptions > Settings > Rom Settings Tab > Memory Size\nthen select 8 MB from the drop-down box.")
#define TEXT_PJ64_2 _("If you are using PJ64 2.X, go to:\nOptions > Settings > Config: > Memory Size, select 8 MB")
* * In levels/entry.s, simply append the following to the file: glabel level_script_entry_error_screen init_level sleep 2 blackout FALSE set_reg 0 execute 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen jump level_script_entry_error_screen .align 4 * * In levels/intro/script.s, add the following to the top of the file: glabel level_intro_entry_error_screen init_level fixed_load _goddardSegmentStart, _goddardSegmentRomStart, _goddardSegmentRomEnd load_mio0 0x07, _intro_segment_7SegmentRomStart, _intro_segment_7SegmentRomEnd alloc_level_pool
area 1, intro_geo_error_screen end_area free_level_pool load_area 1 sleep 32767 exit_and_execute 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_error_screen * * Finally, add the following to the top of levels/intro/geo.s: glabel intro_geo_error_screen geo_node_screen_area 0, 160, 120, 160, 120 geo_open_node geo_zbuffer 0 geo_open_node geo_todo_09 100 geo_open_node geo_background 0x0001 geo_close_node geo_close_node geo_zbuffer 0 geo_open_node geo_asm 0, geo18_display_error_message geo_close_node geo_close_node geo_end */
// Ensure that USE_EXT_RAM is defined.
#ifndef USE_EXT_RAM
#error You have to define USE_EXT_RAM in 'include/segments.h'
#endif
#include <types.h>
#include <text_strings.h>
#include "../src/game/display.h"
#include "../src/game/print.h"
#include "../src/game/ingame_menu.h"
#include "../src/game/segment2.h"
#include "../src/engine/level_script.h"
// Require 8 MB of RAM, even if the pool doesn't go into extended memory.
// Change the '8' to whatever MB limit you want.
// Note: only special emulators allow for RAM sizes above 8 MB.
#define REQUIRED_MIN_MEM_SIZE 1048576 * 8
u8 gNotEnoughMemory = FALSE; u8 gDelayForErrorMessage = 0;
u8 does_pool_end_lie_out_of_bounds(void *end) { u32 endPhy = ((u32)end) & 0x1FFFFFFF; u32 memSize = *((u32*)0x80000318); if(endPhy > memSize) { gNotEnoughMemory = TRUE; return TRUE; } else { if(memSize < REQUIRED_MIN_MEM_SIZE) { gNotEnoughMemory = TRUE; } return FALSE; } }
// If you're using an N64 console, then you will need to buy an\nexpansion pak to play this ROM hack.
u8 text_console_8mb[] = { TEXT_CONSOLE_8MB };
// If you are using PJ64 1.6, go to: Options ► Settings ► Rom Settings Tab ► Memory Size then select 8 MB from the drop-down box.
u8 text_pj64[] = { TEXT_PJ64 };
// If you are using PJ64 2.X, go to: Options ► Settings ► Config: ► Memory Size, select 8 MB
u8 text_pj64_2[] = { TEXT_PJ64_2 };
Gfx *geo18_display_error_message(u32 run, UNUSED struct GraphNode *sp44, UNUSED u32 sp48) { if (run) { if(gDelayForErrorMessage > 0) { // Draw color text title.
print_text(10, 210, "ERROR Need more memory"); // Init generic text rendering
dl_add_new_ortho_matrix(); gSPDisplayList(gDisplayListHead++, dl_ia8_text_begin); // Init rendering stuff for generic text
// Set text color to white
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255); PrintGenericText(8, 170, text_console_8mb); PrintGenericText(8, 120, text_pj64); PrintGenericText(8, 54, text_pj64_2); // Cleanup
gSPDisplayList(gDisplayListHead++, dl_ia8_text_end); // Reset back to default render settings.
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW); } else { gDelayForErrorMessage += 1; } } return 0; }
// Basic main loop for the error screen. Note that controllers are not enabled here.
void thread5_mem_error_message_loop(UNUSED void *arg) { struct LevelCommand *addr;
setup_game_memory(); set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg)1); addr = (struct LevelCommand *) segmented_to_virtual(level_script_entry_error_screen); func_80247ED8(); while(1) { func_80247FAC(); addr = level_script_execute(addr); display_and_vsync(); } }
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