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#include <game.h>
#include "levelinfo.h"
#include <newer.h>
class PregameLytHandler {
public:
m2d::EmbedLayout_c layout;
nw4r::lyt::Pane *rootPane;
nw4r::lyt::TextBox
*T_minus_00, *T_world_00, *T_worldNum_00,
*T_pictureFont_00, *T_corseNum_00,
*T_remainder_00, *T_remainder_01, *T_remainder_02, *T_remainder_03,
*T_remainder_10, *T_remainder_11, *T_remainder_12, *T_remainder_13,
*T_x_00, *T_x_01, *T_x_02, *T_x_03, *T_x_10, *T_x_11, *T_x_12, *T_x_13,
*T_x_00_o, *T_x_10_o,
*T_otasukePlay_00, *T_otasukePlay_01,
*T_recommend_00, *T_remainder_00_o, *T_remainder_10_o;
nw4r::lyt::Picture
*P_Wx_00[9], *P_coin_00, *P_free_00,
*P_batB_0x[4], *P_bat_00,
*P_batB_1x[4], *P_bat_01,
*P_batB_2x[4], *P_bat_02,
*P_batB_3x[4], *P_bat_03,
*P_luijiIcon_00_o, *P_luijiIcon_10_o, *P_coinStage_00;
nw4r::lyt::Pane
*N_mario_00, *N_luiji_00, *N_kinoB_01, *N_kinoY_00,
*N_zankiPos_x[4], *N_zanki_00,
*Null_battPosxP[4], *N_batt_x[4],
*N_batt, *N_otasukePlay_00;
u8 layoutLoaded, somethingHasBeenDone, isVisible, hasShownLuigiThing_orSomething;
u32 currentStateID;
u32 _2E8;
u32 countdownToEndabilityCopy, activePlayerCountMultBy4_maybe;
u32 batteryLevels[4];
u32 pgCountdown;
void hijack_loadLevelNumber(); // replaces 80B6BDD0
};
// Notes:
// Deleted; P_coinStage_00, T_recommend_00, T_worldNum_00,
// T_-_00, T_pictureFont_00, T_corseNum_00, T_world_00
// P_Wx_00, P_coin_00, P_free_00
extern char CurrentLevel;
extern char CurrentWorld;
void LoadPregameStyleNameAndNumber(m2d::EmbedLayout_c *layout) {
nw4r::lyt::TextBox
*LevelNumShadow, *LevelNum,
*LevelNameShadow, *LevelName;
LevelNumShadow = layout->findTextBoxByName("LevelNumShadow");
LevelNum = layout->findTextBoxByName("LevelNum");
LevelNameShadow = layout->findTextBoxByName("LevelNameShadow");
LevelName = layout->findTextBoxByName("LevelName");
// work out the thing now
dLevelInfo_c::entry_s *level = dLevelInfo_c::s_info.searchBySlot(CurrentWorld, CurrentLevel);
if (level) {
dScript::Res_c *bmg = GetBMG();
Newer_WriteBMGToTextBox(LevelName, bmg, 8000+level->worldSlot+1, level->levelSlot+1, 0);
Newer_WriteBMGToTextBox(LevelNameShadow, bmg, 8000+level->worldSlot+1, level->levelSlot+1, 0);
wchar_t levelNumber[32];
wcscpy(levelNumber, L"World ");
getNewerLevelNumberString(level->displayWorld, level->displayLevel, &levelNumber[6]);
LevelNum->SetString(levelNumber);
// make the picture shadowy
int sidx = 0;
while (levelNumber[sidx]) {
if (levelNumber[sidx] == 11) {
levelNumber[sidx+1] = 0x200 | (levelNumber[sidx+1]&0xFF);
sidx += 2;
}
sidx++;
}
LevelNumShadow->SetString(levelNumber);
} else {
LevelNameShadow->SetString(L"Not found in LevelInfo!");
LevelName->SetString(L"Not found in LevelInfo!");
}
}
#include "fileload.h"
void PregameLytHandler::hijack_loadLevelNumber() {
LoadPregameStyleNameAndNumber(&layout);
nw4r::lyt::Picture *LevelSample;
LevelSample = layout.findPictureByName("LevelSample");
// this is not the greatest way to read a file but I suppose it works in a pinch
char tplName[64];
sprintf(tplName, "/LevelSamples/%02d-%02d.tpl", CurrentWorld+1, CurrentLevel+1);
static File tpl;
if (tpl.open(tplName)) {
LevelSample->material->texMaps[0].ReplaceImage((TPLPalette*)tpl.ptr(), 0);
}
}
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