Added fix for the camera during the credits
Fixes the flying-Balrog scene (and also the Flying Dragon one?)
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2165a4ebb1
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07935c2e20
1 changed files with 44 additions and 22 deletions
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@ -17,35 +17,57 @@ void MoveFrame3()
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GetMapData(0, &map_w, &map_l);
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag
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// Widescreen/tallscreen-safe behaviour
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if (map_w * 0x10 < WINDOW_WIDTH)
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if (g_GameFlags & 8)
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{
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gFrame.x = -((WINDOW_WIDTH - map_w * 0x10) * 0x200 / 2);
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}
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else
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{
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x100) - gFrame.x) / gFrame.wait;
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// Use the original camera boundaries during the credits
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gFrame.x += (*gFrame.tgt_x - (320 * 0x100) - gFrame.x) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (240 * 0x100) - gFrame.y) / gFrame.wait;
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.x > ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200)
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gFrame.x = ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200;
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}
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if (map_l * 0x10 < WINDOW_HEIGHT)
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{
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gFrame.y = -((WINDOW_HEIGHT - map_l * 0x10) * 0x200 / 2);
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}
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else
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{
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x100) - gFrame.y) / gFrame.wait;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.y > ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200)
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gFrame.y = ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200;
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if (gFrame.x > ((map_w - 1) * 0x10 - 320) * 0x200)
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gFrame.x = ((map_w - 1) * 0x10 - 320) * 0x200;
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if (gFrame.y > ((map_l - 1) * 0x10 - 240) * 0x200)
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gFrame.y = ((map_l - 1) * 0x10 - 240) * 0x200;
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gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
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gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
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}
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else
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{
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// Widescreen/tallscreen-safe behaviour
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if (map_w * 0x10 < WINDOW_WIDTH)
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{
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gFrame.x = -((WINDOW_WIDTH - map_w * 0x10) * 0x200 / 2);
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}
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else
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{
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x100) - gFrame.x) / gFrame.wait;
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.x > ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200)
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gFrame.x = ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200;
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}
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if (map_l * 0x10 < WINDOW_HEIGHT)
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{
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gFrame.y = -((WINDOW_HEIGHT - map_l * 0x10) * 0x200 / 2);
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}
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else
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{
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x100) - gFrame.y) / gFrame.wait;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.y > ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200)
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gFrame.y = ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200;
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}
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}
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#else
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// Vanilla behaviour
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