Add some more widescreen/tallscreen fixes to Frame.cpp
Like I said in the TODO, this *really* needs to be moved to the enhanced branch
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d1b71b9fce
1 changed files with 103 additions and 5 deletions
108
src/Frame.cpp
108
src/Frame.cpp
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@ -16,7 +16,7 @@ void MoveFrame3()
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short map_w, map_l;
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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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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag (also, should probably move this stuff to the enhanced branch)
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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@ -126,15 +126,64 @@ void SetFramePosition(int fx, int fy)
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gFrame.y = fy;
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// Keep in bounds
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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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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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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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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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
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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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if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
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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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#endif
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}
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void SetFrameMyChar()
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@ -150,15 +199,64 @@ void SetFrameMyChar()
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gFrame.y = mc_y - (WINDOW_HEIGHT << 8);
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// Keep in bounds
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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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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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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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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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
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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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if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
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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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#endif
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}
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void SetFrameTargetMyChar(int wait)
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