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#include <common.h>
#include <actors.h>
#include <stage.h>
#include "levelinfo_old.h"
#include "fileload.h"
#include "layoutlib.h"
//#define DEBUG_NAMES
#ifndef DEBUG_NAMES
#endif
extern char CurrentLevel;
extern char CurrentWorld;
int DoNames(int state) {
int wnum = (int)CurrentWorld;
int lnum = (int)CurrentLevel;
// Skip the title screen
// and only process the code if the State is set to 1
// (the screen has been initialised)
if (state == 1 && lnum != STAGE_TITLE) {
// grab the CRSIN object
Actor *ptr = FindActorByType(CRSIN, 0);
// FIX !!!!!
if (ptr != 0) {
void *worldObj = EmbeddedLayout_FindTextBoxByName((Layout*)((u32)ptr+0xB0), "TXT_WorldName");
void *levelObj = EmbeddedLayout_FindTextBoxByName((Layout*)((u32)ptr+0xB0), "TXT_LevelName");
if (worldObj == 0 || levelObj == 0) return state;
/*char *file = RetrieveFileFromArc(ARC_TABLE, "Mario", "newer/names.bin");
char *worldname = file + (wnum * 0x40);
char *levelname = file + 0x280 + (wnum * 0xA80) + (lnum * 0x40);*/
FileHandle fh;
void *info = LoadFile(&fh, "/NewerRes/LevelInfo.bin");
LevelInfo_Prepare(&fh);
LevelInfo_Entry *entry = LevelInfo_Search(info, wnum, lnum);
char *worldname = LevelInfo_GetName(info, entry);
char *levelname = "";
void *vtable = *((void**)levelObj);
void *funcaddr = *((void**)((u32)vtable+0x7C));
int (*SetString)(void*, unsigned short*, unsigned short);
SetString = (int(*)(void*, unsigned short*, unsigned short))funcaddr;
unsigned short wbuffer[0x40], lbuffer[0x40];
for (int i = 0; i < 0x40; i++) {
wbuffer[i] = (unsigned short)worldname[i];
lbuffer[i] = (unsigned short)levelname[i];
}
SetString(worldObj, wbuffer, 0);
SetString(levelObj, lbuffer, 0);
FreeFile(&fh);
}
} else {
}
return state;
}
int DoNamesTest2(int state, u32 ptr) {
return DoNames(state);
}
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