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puppycam.patch
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puppycam.patch
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diff --git a/Makefile b/Makefile
index 0630d6d..f25483e 100644
--- a/Makefile
+++ b/Makefile
@@ -262,7 +262,7 @@ else
ifeq ($(VERSION),sh)
OPT_FLAGS := -O2
else
- OPT_FLAGS := -g
+ OPT_FLAGS := -O2
endif
endif
@@ -665,6 +665,8 @@ $(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h
$(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h
+$(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h
+
################################################################
# TEXTURE GENERATION #
diff --git a/enhancements/puppycam.h b/enhancements/puppycam.h
new file mode 100644
index 0000000..dc4481e
--- /dev/null
+++ b/enhancements/puppycam.h
@@ -0,0 +1,64 @@
+///Some Settings for the external code.
+
+//#define NC_CODE_NOSAVE //If this is defined, this will disable saving the user settings.
+//#define NC_CODE_NOMENU //If this is defined, this will disable the settings menu. It does NOT disable saving as well, because you might want that in, regardless.
+
+#ifndef TARGET_N64
+ #define NC_CODE_NOSAVE //This gets disabled off the N64 because it's no longer using the EEPROM or the old save system.
+#endif // TARGET_N64
+
+enum newcam_flagvalues
+{
+ NC_FLAG_XTURN = 0x0001,//If this flag is set, the camera's yaw can be moved by the player.
+ NC_FLAG_YTURN = 0x0002, //If this flag is set, the camera's pitch can be moved by the player.
+ NC_FLAG_ZOOM = 0x0004, //If this flag is set, the camera's distance can be set by the player.
+ NC_FLAG_8D = 0x0008, //If this flag is set, the camera will snap to an 8 directional axis
+ NC_FLAG_4D = 0x0010, //If this flag is set, the camera will snap to a 4 directional axis
+ NC_FLAG_2D = 0x0020, //If this flag is set, the camera will stick to 2D.
+ NC_FLAG_FOCUSX = 0x0040, //If this flag is set, the camera will point towards its focus on the X axis.
+ NC_FLAG_FOCUSY = 0x0080, //If this flag is set, the camera will point towards its focus on the Y axis.
+ NC_FLAG_FOCUSZ = 0x0100, //If this flag is set, the camera will point towards its focus on the Z axis.
+ NC_FLAG_POSX = 0x0200, //If this flag is set, the camera will move along the X axis.
+ NC_FLAG_POSY = 0x0400, //If this flag is set, the camera will move along the Y axis.
+ NC_FLAG_POSZ = 0x0800, //If this flag is set, the camera will move along the Z axis.
+ NC_FLAG_COLLISION = 0x1000, //If this flag is set, the camera will collide and correct itself with terrain.
+ NC_FLAG_SLIDECORRECT = 0x2000, //If this flag is set, the camera will attempt to centre itself behind Mario whenever he's sliding.
+
+ NC_MODE_NORMAL = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
+ NC_MODE_SLIDE = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION | NC_FLAG_SLIDECORRECT,
+ NC_MODE_FIXED = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ,
+ NC_MODE_2D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
+ NC_MODE_8D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_8D | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
+ NC_MODE_FIXED_NOMOVE = 0x0000,
+ NC_MODE_NOTURN = NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
+ NC_MODE_NOROTATE = NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION
+
+};
+
+extern void newcam_display_options(void);
+extern void newcam_check_pause_buttons(void);
+extern void newcam_init_settings(void);
+extern void newcam_render_option_text(void);
+extern void newcam_diagnostics(void);
+extern void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos);
+
+extern u8 newcam_option_open;
+
+extern s16 newcam_sensitivityX; //How quick the camera works.
+extern s16 newcam_sensitivityY;
+extern s16 newcam_invertX;
+extern s16 newcam_invertY;
+extern s16 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
+extern s16 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
+extern u8 newcam_active; // basically the thing that governs if newcam is on.
+extern s16 newcam_analogue;
+extern u16 newcam_intendedmode;
+extern s16 newcam_degrade;
+extern u8 newcam_xlu;
+
+extern u16 newcam_mode;
+extern s16 newcam_yaw;
+
+#ifndef TARGET_N64
+extern s16 mousepos[2];
+#endif // TARGET_N64
diff --git a/enhancements/puppycam.inc.c b/enhancements/puppycam.inc.c
new file mode 100644
index 0000000..4689813
--- /dev/null
+++ b/enhancements/puppycam.inc.c
@@ -0,0 +1,1057 @@
+#include "sm64.h"
+#include "game/camera.h"
+#include "game/level_update.h"
+#include "game/print.h"
+#include "engine/math_util.h"
+#include "game/segment2.h"
+#include "game/save_file.h"
+#include "puppycam.h"
+#include "include/text_strings.h"
+#include "puppycam_collision.inc.c"
+#include "gfx_dimensions.h"
+#include "pc/controller/controller_3ds.h"
+#include "pc/configfile.h"
+
+/**
+Quick explanation of the camera modes
+
+NC_MODE_NORMAL: Standard mode, allows dualaxial movement and free control of the camera.
+NC_MODE_FIXED: Disables control of camera, and the actual position of the camera doesn't update.
+NC_MODE_2D: Disables horizontal control of the camera and locks Mario's direction to the X axis. NYI though.
+NC_MODE_8D: 8 directional movement. Similar to standard, except the camera direction snaps to 8 directions.
+NC_MODE_FIXED_NOMOVE: Disables control and movement of the camera.
+NC_MODE_NOTURN: Disables horizontal and vertical control of the camera. Perfect for when running scripts alongside the camera angle.
+**/
+
+//!A bunch of developer intended options, to cover every base, really.
+//#define NEWCAM_DEBUG //Some print values for puppycam. Not useful anymore, but never hurts to keep em around.
+//#define nosound //If for some reason you hate the concept of audio, you can disable it.
+//#define noaccel //Disables smooth movement of the camera with the C buttons.
+//#define EXT_BOUNDS
+
+#ifdef EXT_BOUNDS
+ #define MULTI 4.0f
+#endif // EXT_BOUNDS
+
+
+//!Hardcoded camera angle stuff. They're essentially area boxes that when Mario is inside, will trigger some view changes.
+///Don't touch this btw, unless you know what you're doing, this has to be above for religious reasons.
+struct newcam_hardpos
+{
+ u8 newcam_hard_levelID;
+ u8 newcam_hard_areaID;
+ u8 newcam_hard_permaswap;
+ u16 newcam_hard_modeset;
+ s32 *newcam_hard_script;
+ s16 newcam_hard_X1;
+ s16 newcam_hard_Y1;
+ s16 newcam_hard_Z1;
+ s16 newcam_hard_X2;
+ s16 newcam_hard_Y2;
+ s16 newcam_hard_Z2;
+ s16 newcam_hard_camX;
+ s16 newcam_hard_camY;
+ s16 newcam_hard_camZ;
+ s16 newcam_hard_lookX;
+ s16 newcam_hard_lookY;
+ s16 newcam_hard_lookZ;
+};
+
+#include "puppycam_scripts.inc.c"
+#include "puppycam_angles.inc.c"
+
+#ifdef noaccel
+ u8 accel = 255;
+ #else
+ u8 accel = 10;
+#endif // noaccel
+
+#ifndef TARGET_N64
+u8 mousemode = 0;
+s16 mousepos[2]; //The current position of the mouse.
+s16 mouselock[2]; //Where the mouse was when it got locked by controller. Moving the mouse 4 pixels away will unlock the mouse again.
+#endif // TARGET_N64
+
+s16 newcam_yaw; //Z axis rotation
+f32 newcam_yaw_acc;
+s16 newcam_tilt = 1500; //Y axis rotation
+f32 newcam_tilt_acc;
+u16 newcam_distance = 750; //The distance the camera stays from the player
+u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
+f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
+f32 newcam_pos[3]; //Position the camera is in the world
+f32 newcam_lookat[3]; //Position the camera is looking at
+f32 newcam_framessincec[2];
+f32 newcam_extheight = 125;
+u8 newcam_centering = 0; // The flag that depicts whether the camera's going to try centreing.
+s16 newcam_yaw_target; // The yaw value the camera tries to set itself to when the centre flag is active. Is set to Mario's face angle.
+f32 newcam_turnwait; // The amount of time to wait after landing before allowing the camera to turn again
+f32 newcam_pan_x;
+f32 newcam_pan_z;
+u8 newcam_cstick_down = 0; //Just a value that triggers true when the player 2 stick is moved in 8 direction move to prevent holding it down.
+u8 newcam_target;
+s32 newcam_sintimer = 0;
+s16 newcam_coldist;
+u8 newcam_xlu = 255;
+s8 newcam_stick2[2];
+
+s16 newcam_sensitivityX; //How quick the camera works.
+s16 newcam_sensitivityY;
+s16 newcam_invertX; //Reverses movement of the camera axis.
+s16 newcam_invertY;
+s16 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
+s16 newcam_aggression ; //How much the camera tries to centre itself to Mario's facing and movement.
+s16 newcam_degrade ;
+s16 newcam_analogue = 0; //Whether to accept inputs from a player 2 joystick, and then disables C button input.
+s16 newcam_distance_values[] = {750,1250,2000};
+u8 newcam_active = 1; // basically the thing that governs if puppycam is on. If you disable this by hand, you need to set the camera mode to the old modes, too.
+u16 newcam_mode;
+u16 newcam_intendedmode = 0; // which camera mode the camera's going to try to be in when not forced into another.
+u16 newcam_modeflags;
+
+u8 newcam_option_open = 0;
+s8 newcam_option_selection = 0;
+f32 newcam_option_timer = 0;
+u8 newcam_option_index = 0;
+u8 newcam_option_scroll = 0;
+u8 newcam_option_scroll_last = 0;
+
+#ifndef NC_CODE_NOMENU
+#if defined(VERSION_EU)
+static u8 newcam_options_fr[][64] = {{NC_ANALOGUE_FR}, {NC_CAMX_FR}, {NC_CAMY_FR}, {NC_INVERTX_FR}, {NC_INVERTY_FR}, {NC_CAMC_FR}, {NC_CAMP_FR}, {NC_CAMD_FR}};
+static u8 newcam_options_de[][64] = {{NC_ANALOGUE_DE}, {NC_CAMX_DE}, {NC_CAMY_DE}, {NC_INVERTX}, {NC_INVERTY_DE}, {NC_CAMC_DE}, {NC_CAMP_DE}, {NC_CAMD_DE}};
+static u8 newcam_flags_fr[][64] = {{NC_DISABLED_FR}, {NC_ENABLED_FR}};
+static u8 newcam_flags_de[][64] = {{NC_DISABLED_DE}, {NC_ENABLED_DE}};
+static u8 newcam_strings_fr[][64] = {{NC_BUTTON_FR}, {NC_BUTTON2_FR}, {NC_OPTION_FR}, {NC_HIGHLIGHT_L_FR}, {NC_HIGHLIGHT_R_FR}};
+static u8 newcam_strings_de[][64] = {{NC_BUTTON_DE}, {NC_BUTTON2_DE}, {NC_OPTION_DE}, {NC_HIGHLIGHT_L_DE}, {NC_HIGHLIGHT_R_DE}};
+#endif
+static u8 newcam_options[][64] = {{NC_ANALOGUE}, {NC_CAMX}, {NC_CAMY}, {NC_INVERTX}, {NC_INVERTY}, {NC_CAMC}, {NC_CAMP}, {NC_CAMD}};
+static u8 newcam_flags[][64] = {{NC_DISABLED}, {NC_ENABLED}};
+static u8 newcam_strings[][64] = {{NC_BUTTON}, {NC_BUTTON2}, {NC_OPTION}, {NC_HIGHLIGHT_L}, {NC_HIGHLIGHT_R}};
+#endif
+
+#define OPT 32 //Just a temp thing
+
+static u8 (*newcam_options_ptr)[OPT][64] = &newcam_options;
+static u8 (*newcam_flags_ptr)[OPT][64] = &newcam_flags;
+static u8 (*newcam_strings_ptr)[OPT][64] = &newcam_strings;
+
+
+static struct newcam_optionstruct
+{
+ u8 newcam_op_name; //This is the position in the newcam_options text array. It doesn't have to directly correlate with its position in the struct
+ s16 *newcam_op_var; //This is the value that the option is going to directly affect.
+ u8 newcam_op_option_start; //This is where the text array will start. Set it to 255 to have it be ignored.
+ s32 newcam_op_min; //The minimum value of the option.
+ s32 newcam_op_max; //The maximum value of the option.
+};
+
+static struct newcam_optionstruct newcam_optionvar[]=
+{ //If the min and max are 0 and 1, then the value text is used, otherwise it's ignored.
+ //No point this existing on hardware you natively get double analogue sticks.
+ #ifdef TARGET_N64
+ {/*Option Name*/ 0, /*Option Variable*/ &newcam_analogue, /*Option Value Text Start*/ 0, /*Option Minimum*/ FALSE, /*Option Maximum*/ TRUE},
+ #endif
+ {/*Option Name*/ 1, /*Option Variable*/ &newcam_sensitivityX, /*Option Value Text Start*/ 255, /*Option Minimum*/ 10, /*Option Maximum*/ 500},
+ {/*Option Name*/ 2, /*Option Variable*/ &newcam_sensitivityY, /*Option Value Text Start*/ 255, /*Option Minimum*/ 10, /*Option Maximum*/ 500},
+ {/*Option Name*/ 3, /*Option Variable*/ &newcam_invertX, /*Option Value Text Start*/ 0, /*Option Minimum*/ FALSE, /*Option Maximum*/ TRUE},
+ {/*Option Name*/ 4, /*Option Variable*/ &newcam_invertY, /*Option Value Text Start*/ 0, /*Option Minimum*/ FALSE, /*Option Maximum*/ TRUE},
+ {/*Option Name*/ 7, /*Option Variable*/ &newcam_degrade, /*Option Value Text Start*/ 255, /*Option Minimum*/ 5, /*Option Maximum*/ 100},
+ {/*Option Name*/ 5, /*Option Variable*/ &newcam_aggression, /*Option Value Text Start*/ 255, /*Option Minimum*/ 0, /*Option Maximum*/ 100},
+ {/*Option Name*/ 6, /*Option Variable*/ &newcam_panlevel, /*Option Value Text Start*/ 255, /*Option Minimum*/ 0, /*Option Maximum*/ 100},
+};
+
+//You no longer need to edit this anymore lol
+u8 newcam_total = sizeof(newcam_optionvar) / sizeof(struct newcam_optionstruct); //How many options there are in newcam_uptions.
+
+#if defined(VERSION_EU)
+static void newcam_set_language(void)
+{
+ switch (eu_get_language())
+ {
+ case 0:
+ newcam_options_ptr = &newcam_options;
+ newcam_flags_ptr = &newcam_flags;
+ newcam_strings_ptr = &newcam_strings;
+ break;
+ case 1:
+ newcam_options_ptr = &newcam_options_fr;
+ newcam_flags_ptr = &newcam_flags_fr;
+ newcam_strings_ptr = &newcam_strings_fr;
+ break;
+ case 2:
+ newcam_options_ptr = &newcam_options_de;
+ newcam_flags_ptr = &newcam_flags_de;
+ newcam_strings_ptr = &newcam_strings_de;
+ break;
+ }
+}
+#endif
+
+///This is called at every level initialisation.
+void newcam_init(struct Camera *c, u8 dv)
+{
+ #if defined(VERSION_EU)
+ newcam_set_language();
+ #endif
+ newcam_tilt = 1500;
+ newcam_distance_target = newcam_distance_values[dv];
+ newcam_yaw = -c->yaw+0x4000; //Mario and the camera's yaw have this offset between them.
+ newcam_mode = NC_MODE_NORMAL;
+ ///This here will dictate what modes the camera will start in at the beginning of a level. Below are some examples.
+ switch (gCurrLevelNum)
+ {
+ case LEVEL_BITDW: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
+ case LEVEL_BITFS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
+ case LEVEL_BITS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
+ case LEVEL_WF: newcam_yaw = 0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1]; break;
+ case LEVEL_RR: newcam_yaw = 0x6000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[2]; break;
+ case LEVEL_CCM: if (gCurrAreaIndex == 1) {newcam_yaw = -0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1];} else newcam_mode = NC_MODE_SLIDE; break;
+ case LEVEL_WDW: newcam_yaw = 0x2000; newcam_tilt = 3000; newcam_distance_target = newcam_distance_values[1]; break;
+ case 27: newcam_mode = NC_MODE_SLIDE; break;
+ case LEVEL_TTM: if (gCurrAreaIndex == 2) newcam_mode = NC_MODE_SLIDE; break;
+ }
+
+ newcam_distance = newcam_distance_target;
+ newcam_intendedmode = newcam_mode;
+ newcam_modeflags = newcam_mode;
+}
+
+static s16 newcam_clamp(s16 value, s16 max, s16 min)
+{
+ if (value >= max)
+ return max;
+ else
+ if (value <= min)
+ return min;
+ else
+ return value;
+}
+
+///These are the default settings for Puppycam. You may change them to change how they'll be set for first timers.
+void newcam_init_settings()
+{
+#ifdef TARGET_N64
+#ifndef NC_CODE_NOSAVE
+ if (save_check_firsttime())
+ {
+ save_file_get_setting();
+ newcam_sensitivityX = newcam_clamp(newcam_sensitivityX, 500, 10);
+ newcam_sensitivityY = newcam_clamp(newcam_sensitivityY, 500, 10);
+ newcam_aggression = newcam_clamp(newcam_aggression, 100, 0);
+ newcam_panlevel = newcam_clamp(newcam_panlevel, 100, 0);
+ newcam_invertX = newcam_clamp(newcam_invertX, 1, 0);
+ newcam_invertY = newcam_clamp(newcam_invertY, 1, 0);
+ newcam_degrade = newcam_clamp(newcam_degrade, 100, 10);
+ }
+ else
+ {
+#endif
+ newcam_sensitivityX = 75;
+ newcam_sensitivityY = 75;
+ newcam_aggression = 0;
+ newcam_panlevel = 75;
+ newcam_invertX = 0;
+ newcam_invertY = 0;
+ newcam_degrade = 10;
+ save_set_firsttime();
+#ifndef NC_CODE_NOSAVE
+ }
+ #endif
+ #else
+ newcam_sensitivityX = puppycam_sensitivityX;
+ newcam_sensitivityY = puppycam_sensitivityY;
+ newcam_aggression = puppycam_aggression;
+ newcam_panlevel = puppycam_panlevel;
+ newcam_invertX = puppycam_invertX;
+ newcam_invertY = puppycam_invertY;
+ newcam_degrade = puppycam_degrade;
+
+ newcam_analogue = 1;
+ #endif // TARGET_N64
+}
+
+/** Mathematic calculations. This stuffs so basic even *I* understand it lol
+Basically, it just returns a position based on angle */
+static s16 lengthdir_x(f32 length, s16 dir)
+{
+ return (s16) (length * coss(dir));
+}
+static s16 lengthdir_y(f32 length, s16 dir)
+{
+ return (s16) (length * sins(dir));
+}
+
+void newcam_diagnostics(void)
+{
+ print_text_fmt_int(32,192,"L %d",gCurrLevelNum);
+ print_text_fmt_int(32,176,"Area %d",gCurrAreaIndex);
+ print_text_fmt_int(32,160,"1 %d",gMarioState->pos[0]);
+ print_text_fmt_int(32,144,"2 %d",gMarioState->pos[1]);
+ print_text_fmt_int(32,128,"3 %d",gMarioState->pos[2]);
+ print_text_fmt_int(32,112,"FLAGS %d",newcam_modeflags);
+ print_text_fmt_int(180,112,"INTM %d",newcam_intendedmode);
+ print_text_fmt_int(32,96,"TILT UP %d",newcam_tilt_acc);
+ print_text_fmt_int(32,80,"YAW UP %d",newcam_yaw_acc);
+ print_text_fmt_int(32,64,"YAW %d",newcam_yaw);
+ print_text_fmt_int(32,48,"TILT %d",newcam_tilt);
+ print_text_fmt_int(32,32,"DISTANCE %d",newcam_distance);
+}
+
+static void newcam_stick_input(void)
+{
+ #ifdef TARGET_N64
+ newcam_stick2[0] = gPlayer2Controller->rawStickX;
+ newcam_stick2[1] = gPlayer2Controller->rawStickY;
+ #else
+ newcam_stick2[0] = rightstick[0]*0.625;
+ newcam_stick2[1] = rightstick[1]*0.625;
+ #endif // TARGET_N64
+}
+
+static s16 newcam_adjust_value(s16 var, s16 val, s8 max)
+{
+ if (val > 0)
+ {
+ var += val;
+ if (var > max)
+ var = max;
+ }
+ else
+ if (val < 0)
+ {
+ var += val;
+ if (var < max)
+ var = max;
+ }
+
+ return var;
+}
+
+static f32 newcam_approach_float(f32 var, f32 val, f32 inc)
+{
+ if (var < val)
+ return min(var + inc, val);
+ else
+ return max(var - inc, val);
+}
+
+static s16 newcam_approach_s16(s16 var, s16 val, s16 inc)
+{
+ if (var < val)
+ return max(var + inc, val);
+ else
+ return min(var - inc, val);
+}
+
+static f32 ivrt(u8 axis)
+{
+ if (axis == 0)
+ return 1;
+ else
+ return -1;
+}
+
+static void newcam_rotate_button(void)
+{
+ f32 intendedXMag;
+ f32 intendedYMag;
+ if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
+ {
+ if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
+ {
+ #ifndef nosound
+ play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
+ #endif
+ if (newcam_modeflags & NC_FLAG_8D)
+ newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x2000);
+ else
+ newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x4000);
+ newcam_centering = 1;
+ }
+ else
+ if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_analogue == 0)
+ {
+ #ifndef nosound
+ play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
+ #endif
+ if (newcam_modeflags & NC_FLAG_8D)
+ newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x2000);
+ else
+ newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x4000);
+ newcam_centering = 1;
+ }
+ }
+ else //Standard camera movement
+ if (newcam_modeflags & NC_FLAG_XTURN)
+ {
+ if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
+ newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel, -100);
+ else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
+ newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel, 100);
+ else
+ if (!newcam_analogue)
+ {
+ #ifdef noaccel
+ newcam_yaw_acc = 0;
+ #else
+ newcam_yaw_acc -= (newcam_yaw_acc*((f32)newcam_degrade/100));
+ #endif
+ }
+ }
+
+ if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
+ newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel, 100);
+ else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
+ newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel, -100);
+ else
+ if (!newcam_analogue)
+ {
+ #ifdef noaccel
+ newcam_tilt_acc = 0;
+ #else
+ newcam_tilt_acc -= (newcam_tilt_acc*((f32)newcam_degrade/100));
+ #endif
+ }
+
+ newcam_framessincec[0] ++;
+ newcam_framessincec[1] ++;
+ if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
+ {
+ if (newcam_framessincec[0] < 6)
+ {
+ newcam_yaw_target = newcam_yaw+(ivrt(newcam_invertX)*0x3000);
+ newcam_centering = 1;
+ #ifndef nosound
+ play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
+ #endif
+ }
+ newcam_framessincec[0] = 0;
+ }
+ if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
+ {
+ if (newcam_framessincec[1] < 6)
+ {
+ newcam_yaw_target = newcam_yaw-(ivrt(newcam_invertX)*0x3000);
+ newcam_centering = 1;
+ #ifndef nosound
+ play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
+ #endif
+ }
+ newcam_framessincec[1] = 0;
+ }
+
+
+ if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
+ { //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
+ intendedXMag = newcam_stick2[0]*1.25;
+ intendedYMag = newcam_stick2[1]*1.25;
+
+ if (ABS(newcam_stick2[0]) > 20 && newcam_modeflags & NC_FLAG_XTURN)
+ {
+ if (newcam_modeflags & NC_FLAG_8D)
+ {
+ if (newcam_cstick_down == 0)
+ {
+ newcam_cstick_down = 1;
+ newcam_centering = 1;
+ #ifndef nosound
+ play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
+ #endif
+ if (newcam_stick2[0] > 20)
+ {
+ if (newcam_modeflags & NC_FLAG_8D)
+ newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x2000);
+ else
+ newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x4000);
+ }
+ else
+ {
+ if (newcam_modeflags & NC_FLAG_8D)
+ newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x2000);
+ else
+ newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x4000);
+ }
+ }
+ }
+ else
+ {
+ newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,newcam_stick2[0]*0.125, intendedXMag);
+ }
+ }
+ else
+ if (newcam_analogue)
+ {
+ newcam_cstick_down = 0;
+ newcam_yaw_acc -= (newcam_yaw_acc*((f32)newcam_degrade/100));
+ }
+
+ if (ABS(newcam_stick2[1]) > 20 && newcam_modeflags & NC_FLAG_YTURN)
+ newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,newcam_stick2[1]*0.125, intendedYMag);
+ else
+ if (newcam_analogue)
+ {
+ newcam_tilt_acc -= (newcam_tilt_acc*((f32)newcam_degrade/100));
+ }
+ }
+}
+
+static void newcam_zoom_button(void)
+{
+ //Smoothly move the camera to the new spot.
+ if (newcam_distance > newcam_distance_target)
+ {
+ newcam_distance -= 250;
+ if (newcam_distance < newcam_distance_target)
+ newcam_distance = newcam_distance_target;
+ }
+ if (newcam_distance < newcam_distance_target)
+ {
+ newcam_distance += 250;
+ if (newcam_distance > newcam_distance_target)
+ newcam_distance = newcam_distance_target;
+ }
+
+ //When you press L and R together, set the flag for centering the camera. Afterwards, start setting the yaw to the Player's yaw at the time.
+ if (gPlayer1Controller->buttonDown & L_TRIG && gPlayer1Controller->buttonDown & R_TRIG && newcam_modeflags & NC_FLAG_ZOOM)
+ {
+ newcam_yaw_target = -gMarioState->faceAngle[1]-0x4000;
+ newcam_centering = 1;
+ }
+ else //Each time the player presses R, but NOT L the camera zooms out more, until it hits the limit and resets back to close view.
+ if (gPlayer1Controller->buttonPressed & R_TRIG && newcam_modeflags & NC_FLAG_XTURN)
+ {
+ #ifndef nosound
+ play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gDefaultSoundArgs);
+ #endif
+
+ if (newcam_distance_target == newcam_distance_values[0])
+ newcam_distance_target = newcam_distance_values[1];
+ else
+ if (newcam_distance_target == newcam_distance_values[1])
+ newcam_distance_target = newcam_distance_values[2];
+ else
+ newcam_distance_target = newcam_distance_values[0];
+
+ }
+ if (newcam_centering && newcam_modeflags & NC_FLAG_XTURN)
+ {
+ newcam_yaw = approach_s16_symmetric(newcam_yaw,newcam_yaw_target,0x800);
+ if (newcam_yaw = newcam_yaw_target)
+ newcam_centering = 0;
+ }
+ else
+ newcam_yaw_target = newcam_yaw;
+}
+
+static void newcam_update_values(void)
+{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
+ u8 waterflag = 0;
+
+ if (newcam_modeflags & NC_FLAG_XTURN)
+ newcam_yaw -= ((newcam_yaw_acc*(newcam_sensitivityX/10))*ivrt(newcam_invertX));
+ if (((newcam_tilt <= 12000) && (newcam_tilt >= -12000)) && newcam_modeflags & NC_FLAG_YTURN)
+ newcam_tilt += ((newcam_tilt_acc*ivrt(newcam_invertY))*(newcam_sensitivityY/10));
+
+ if (newcam_tilt > 12000)
+ newcam_tilt = 12000;
+ if (newcam_tilt < -12000)
+ newcam_tilt = -12000;
+
+ if (newcam_turnwait > 0 && gMarioState->vel[1] == 0)
+ {
+ newcam_turnwait -= 1;
+ if (newcam_turnwait < 0)
+ newcam_turnwait = 0;
+ }
+ else
+ {
+ if (gMarioState->intendedMag > 0 && gMarioState->vel[1] == 0 && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && !(newcam_modeflags & NC_FLAG_4D))
+ newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,((newcam_aggression*(ABS(gPlayer1Controller->rawStickX/10)))*(gMarioState->forwardVel/32))));
+ else
+ newcam_turnwait = 10;
+ }
+
+ if (newcam_modeflags & NC_FLAG_SLIDECORRECT)
+ {
+ switch (gMarioState->action)
+ {
+ case ACT_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
+ case ACT_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
+ case ACT_HOLD_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
+ case ACT_HOLD_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
+ }
+ }
+ switch (gMarioState->action)
+ {
+ case ACT_SHOT_FROM_CANNON: waterflag = 1; break;
+ case ACT_FLYING: waterflag = 1; break;
+ }
+
+ if (gMarioState->action & ACT_FLAG_SWIMMING)
+ {
+ if (gMarioState->forwardVel > 2)
+ waterflag = 1;
+ }
+
+ if (waterflag && newcam_modeflags & NC_FLAG_XTURN)
+ {
+ newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,(gMarioState->forwardVel*128)));
+ if ((signed)gMarioState->forwardVel > 1)
+ newcam_tilt = (approach_s16_symmetric(newcam_tilt,(-gMarioState->faceAngle[0]*0.8)+3000,(gMarioState->forwardVel*32)));
+ else
+ newcam_tilt = (approach_s16_symmetric(newcam_tilt,3000,32));
+ }
+}
+
+static void newcam_collision(void)
+{
+ struct Surface *surf;
+ Vec3f camdir;
+ Vec3f hitpos;
+
+ camdir[0] = newcam_pos[0]-newcam_lookat[0];
+ camdir[1] = newcam_pos[1]-newcam_lookat[1];
+ camdir[2] = newcam_pos[2]-newcam_lookat[2];
+
+ find_surface_on_ray(newcam_pos_target, camdir, &surf, &hitpos);
+ newcam_coldist = sqrtf((newcam_pos_target[0] - hitpos[0]) * (newcam_pos_target[0] - hitpos[0]) + (newcam_pos_target[1] - hitpos[1]) * (newcam_pos_target[1] - hitpos[1]) + (newcam_pos_target[2] - hitpos[2]) * (newcam_pos_target[2] - hitpos[2]));
+
+
+ if (surf)
+ {
+ newcam_pos[0] = hitpos[0];
+ newcam_pos[1] = approach_f32(hitpos[1],newcam_pos[1],25,-25);
+ newcam_pos[2] = hitpos[2];
+ newcam_pan_x = 0;
+ newcam_pan_z = 0;
+ }
+}
+
+static void newcam_set_pan(void)
+{
+ //Apply panning values based on Mario's direction.
+ if (gMarioState->action != ACT_HOLDING_BOWSER && gMarioState->action != ACT_SLEEPING && gMarioState->action != ACT_START_SLEEPING)
+ {
+ approach_f32_asymptotic_bool(&newcam_pan_x, lengthdir_x((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
+ approach_f32_asymptotic_bool(&newcam_pan_z, lengthdir_y((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
+ }
+ else
+ {
+ approach_f32_asymptotic_bool(&newcam_pan_x, 0, 0.05);
+ approach_f32_asymptotic_bool(&newcam_pan_z, 0, 0.05);
+ }
+
+ newcam_pan_x = newcam_pan_x*(min(newcam_distance/newcam_distance_target,1));
+ newcam_pan_z = newcam_pan_z*(min(newcam_distance/newcam_distance_target,1));
+}
+
+static void newcam_position_cam(void)
+{
+ f32 floorY = 0;
+ f32 floorY2 = 0;
+ s16 shakeX;
+ s16 shakeY;
+
+ if (!(gMarioState->action & ACT_FLAG_SWIMMING) && newcam_modeflags & NC_FLAG_FOCUSY && newcam_modeflags & NC_FLAG_POSY)
+ calc_y_to_curr_floor(&floorY, 1.f, 200.f, &floorY2, 0.9f, 200.f);
+
+ newcam_update_values();
+ shakeX = gLakituState.shakeMagnitude[1];
+ shakeY = gLakituState.shakeMagnitude[0];
+ //Fetch Mario's current position. Not hardcoded just for the sake of flexibility, though this specific bit is temp, because it won't always want to be focusing on Mario.
+ newcam_pos_target[0] = gMarioState->pos[0];
+ newcam_pos_target[1] = gMarioState->pos[1]+newcam_extheight;
+ newcam_pos_target[2] = gMarioState->pos[2];
+ //These will set the position of the camera to where Mario is supposed to be, minus adjustments for where the camera should be, on top of.
+ if (newcam_modeflags & NC_FLAG_POSX)
+ newcam_pos[0] = newcam_pos_target[0]+lengthdir_x(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
+ if (newcam_modeflags & NC_FLAG_POSZ)
+ newcam_pos[2] = newcam_pos_target[2]+lengthdir_y(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
+ if (newcam_modeflags & NC_FLAG_POSY)
+ newcam_pos[1] = newcam_pos_target[1]+lengthdir_y(newcam_distance,newcam_tilt+gLakituState.shakeMagnitude[0])+floorY;
+ if ((newcam_modeflags & NC_FLAG_FOCUSX) && (newcam_modeflags & NC_FLAG_FOCUSY) && (newcam_modeflags & NC_FLAG_FOCUSZ))
+ newcam_set_pan();
+ //Set where the camera wants to be looking at. This is almost always the place it's based off, too.
+ if (newcam_modeflags & NC_FLAG_FOCUSX)
+ newcam_lookat[0] = newcam_pos_target[0]-newcam_pan_x;
+ if (newcam_modeflags & NC_FLAG_FOCUSY)
+ newcam_lookat[1] = newcam_pos_target[1]+floorY2;
+ if (newcam_modeflags & NC_FLAG_FOCUSZ)
+ newcam_lookat[2] = newcam_pos_target[2]-newcam_pan_z;
+
+ if (newcam_modeflags & NC_FLAG_COLLISION)
+ newcam_collision();
+
+}
+
+//Nested if's baybeeeee
+static void newcam_find_fixed(void)
+{
+ u8 i = 0;
+ void (*func)();
+ newcam_mode = newcam_intendedmode;
+ newcam_modeflags = newcam_mode;
+
+ for (i = 0; i < sizeof(newcam_fixedcam) / sizeof(struct newcam_hardpos); i++)
+ {
+ if (newcam_fixedcam[i].newcam_hard_levelID == gCurrLevelNum && newcam_fixedcam[i].newcam_hard_areaID == gCurrAreaIndex)
+ {//I didn't wanna just obliterate the horizontal plane of the IDE with a beefy if statement, besides, I think this runs slightly better anyway?
+ if (newcam_pos_target[0] > newcam_fixedcam[i].newcam_hard_X1)
+ if (newcam_pos_target[0] < newcam_fixedcam[i].newcam_hard_X2)
+ if (newcam_pos_target[1] > newcam_fixedcam[i].newcam_hard_Y1)
+ if (newcam_pos_target[1] < newcam_fixedcam[i].newcam_hard_Y2)
+ if (newcam_pos_target[2] > newcam_fixedcam[i].newcam_hard_Z1)
+ if (newcam_pos_target[2] < newcam_fixedcam[i].newcam_hard_Z2)
+ {
+ if (newcam_fixedcam[i].newcam_hard_permaswap)
+ newcam_intendedmode = newcam_fixedcam[i].newcam_hard_modeset;
+ newcam_mode = newcam_fixedcam[i].newcam_hard_modeset;
+ newcam_modeflags = newcam_mode;
+
+ if (newcam_fixedcam[i].newcam_hard_camX != 32767 && !(newcam_modeflags & NC_FLAG_POSX))
+ newcam_pos[0] = newcam_fixedcam[i].newcam_hard_camX;
+ if (newcam_fixedcam[i].newcam_hard_camY != 32767 && !(newcam_modeflags & NC_FLAG_POSY))
+ newcam_pos[1] = newcam_fixedcam[i].newcam_hard_camY;
+ if (newcam_fixedcam[i].newcam_hard_camZ != 32767 && !(newcam_modeflags & NC_FLAG_POSZ))
+ newcam_pos[2] = newcam_fixedcam[i].newcam_hard_camZ;
+
+ if (newcam_fixedcam[i].newcam_hard_lookX != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSX))
+ newcam_lookat[0] = newcam_fixedcam[i].newcam_hard_lookX;
+ if (newcam_fixedcam[i].newcam_hard_lookY != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSY))
+ newcam_lookat[1] = newcam_fixedcam[i].newcam_hard_lookY;
+ if (newcam_fixedcam[i].newcam_hard_lookZ != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSZ))
+ newcam_lookat[2] = newcam_fixedcam[i].newcam_hard_lookZ;
+
+ newcam_yaw = atan2s(newcam_pos[0]-newcam_pos_target[0],newcam_pos[2]-newcam_pos_target[2]);
+
+ if (newcam_fixedcam[i].newcam_hard_script != 0)
+ {
+ func = newcam_fixedcam[i].newcam_hard_script;
+ (func)();
+ }
+ }
+ }
+ }
+}
+
+static void newcam_apply_values(struct Camera *c)
+{
+
+ c->pos[0] = newcam_pos[0];
+ c->pos[1] = newcam_pos[1];
+ c->pos[2] = newcam_pos[2];
+
+ c->focus[0] = newcam_lookat[0];
+ c->focus[1] = newcam_lookat[1];
+ c->focus[2] = newcam_lookat[2];
+
+ gLakituState.pos[0] = newcam_pos[0];
+ gLakituState.pos[1] = newcam_pos[1];
+ gLakituState.pos[2] = newcam_pos[2];
+
+ gLakituState.focus[0] = newcam_lookat[0];
+ gLakituState.focus[1] = newcam_lookat[1];
+ gLakituState.focus[2] = newcam_lookat[2];
+
+ c->yaw = -newcam_yaw+0x4000;
+ gLakituState.yaw = -newcam_yaw+0x4000;
+
+ //Adds support for wing mario tower
+ if (gMarioState->floor != NULL)
+ {
+ if (gMarioState->floor->type == SURFACE_LOOK_UP_WARP) {
+ if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 0x18) >= 10) {
+ if (newcam_tilt < -8000 && gMarioState->forwardVel == 0) {
+ level_trigger_warp(gMarioState, 1);
+ }
+ }
+ }
+ }
+}
+
+//If puppycam gets too close to its target, start fading it out so you don't see the inside of it.
+void newcam_fade_target_closeup(void)
+{
+ if (newcam_coldist <= 250 && (newcam_coldist-150)*2.55 < 255)
+ {
+ if ((newcam_coldist-150)*2.55 > 0)
+ newcam_xlu = (newcam_coldist-150)*2.55;
+ else
+ newcam_xlu = 0;
+ }
+ else
+ newcam_xlu = 255;
+}
+
+//The ingame cutscene system is such a spaghetti mess I actually have to resort to something as stupid as this to cover every base.
+void newcam_apply_outside_values(struct Camera *c, u8 bit)
+{
+ if (bit)
+ newcam_yaw = -gMarioState->faceAngle[1]-0x4000;
+ else
+ newcam_yaw = -c->yaw+0x4000;
+}
+
+//Main loop.
+void newcam_loop(struct Camera *c)
+{
+ newcam_stick_input();
+ newcam_rotate_button();
+ newcam_zoom_button();
+ newcam_position_cam();
+ newcam_find_fixed();
+ if (gMarioObject)
+ newcam_apply_values(c);
+ newcam_fade_target_closeup();
+
+ //Just some visual information on the values of the camera. utilises ifdef because it's better at runtime.
+ #ifdef NEWCAM_DEBUG
+ newcam_diagnostics();
+ #endif // NEWCAM_DEBUG
+
+}
+
+
+#ifndef NC_CODE_NOMENU
+//Displays a box.
+void newcam_display_box(s16 x1, s16 y1, s16 x2, s16 y2, u8 r, u8 g, u8 b)
+{
+ gDPPipeSync(gDisplayListHead++);
+ gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
+ gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
+ gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(r, g, b, 255));
+ gDPFillRectangle(gDisplayListHead++, x1, y1, x2 - 1, y2 - 1);
+ gDPPipeSync(gDisplayListHead++);
+ gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
+}
+
+//I actually took the time to redo this, properly. Lmao. Please don't bully me over this anymore :(
+void newcam_change_setting(s8 toggle)
+{
+ if (gPlayer1Controller->buttonDown & A_BUTTON)
+ toggle*= 5;
+ if (gPlayer1Controller->buttonDown & B_BUTTON)
+ toggle*= 10;
+
+ if (newcam_optionvar[newcam_option_selection].newcam_op_min == FALSE && newcam_optionvar[newcam_option_selection].newcam_op_max == TRUE)
+ {
+ *newcam_optionvar[newcam_option_selection].newcam_op_var ^= 1;
+ }
+ else
+ *newcam_optionvar[newcam_option_selection].newcam_op_var += toggle;
+ //Forgive me father, for I have sinned. I guess if you wanted a selling point for a 21:9 monitor though, "I can view this line in puppycam's code without scrolling!" can be added to it.
+ *newcam_optionvar[newcam_option_selection].newcam_op_var = newcam_clamp(*newcam_optionvar[newcam_option_selection].newcam_op_var, newcam_optionvar[newcam_option_selection].newcam_op_max, newcam_optionvar[newcam_option_selection].newcam_op_min);
+}
+
+void newcam_text(s16 x, s16 y, u8 str[], u8 col)
+{
+ u8 textX;
+ textX = get_str_x_pos_from_center(x,str,10.0f);
+ gDPSetEnvColor(gDisplayListHead++, 0, 0, 0, 255);
+ print_generic_string(textX+1,y-1,str);
+ if (col != 0)
+ {
+ gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
+ }
+ else
+ {
+ gDPSetEnvColor(gDisplayListHead++, 255, 32, 32, 255);
+ }
+ print_generic_string(textX,y,str);
+}
+
+//Options menu
+void newcam_display_options()
+{
+ u8 i = 0;
+ u8 newstring[32];
+ s16 scroll;
+ s16 scrollpos;
+ s16 var;
+ u16 maxvar;
+ u16 minvar;
+ f32 newcam_sinpos;
+ gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
+ gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
+ print_hud_lut_string(HUD_LUT_GLOBAL, 64, 40, (*newcam_strings_ptr)[2]);
+ gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
+
+ if (newcam_total>4)
+ {
+ newcam_display_box(272,90,280,208,0x80,0x80,0x80);
+ scrollpos = (54)*((f32)newcam_option_scroll/(newcam_total-4));
+ newcam_display_box(272,90+scrollpos,280,154+scrollpos,0xFF,0xFF,0xFF);
+ }
+
+
+ gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
+ gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 80, SCREEN_WIDTH, SCREEN_HEIGHT);
+ for (i = 0; i < newcam_total; i++)
+ {
+ scroll = 140-(32*i)+(newcam_option_scroll*32);
+ if (scroll <= 140 && scroll > 32)
+ {
+ newcam_text(160,scroll,(*newcam_options_ptr)[newcam_optionvar[i].newcam_op_name],newcam_option_selection-i);
+ if (newcam_optionvar[i].newcam_op_option_start != 255)
+ {
+ var = *newcam_optionvar[i].newcam_op_var;
+ newcam_text(160,scroll-12,(*newcam_flags_ptr)[var+newcam_optionvar[i].newcam_op_option_start],newcam_option_selection-i);
+ }
+ else
+ {