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frameskip.patch
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frameskip.patch
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diff --git a/src/engine/behavior_script.c b/src/engine/behavior_script.c
index f61f2bf..1d2cd36 100644
--- a/src/engine/behavior_script.c
+++ b/src/engine/behavior_script.c
@@ -11,6 +11,7 @@
#include "game/obj_behaviors_2.h"
#include "game/object_helpers.h"
#include "game/object_list_processor.h"
+#include "game/level_update.h" // Frameskip
#include "graph_node.h"
#include "surface_collision.h"
@@ -919,6 +920,15 @@ void cur_obj_update(void) {
f32 distanceFromMario;
BhvCommandProc bhvCmdProc;
s32 bhvProcResult;
+#ifdef TARGET_N64
+ // Frameskip
+ s32 hasAnimation = (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_HAS_ANIMATION) != 0;
+
+ if (gGameLagged && hasAnimation && gCurrentObject->header.gfx.animInfo.curAnim != NULL) {
+ struct AnimInfo *animInfo = &gCurrentObject->header.gfx.animInfo;
+ animInfo->animFrame = geo_update_animation_frame(animInfo, &animInfo->animFrameAccelAssist);
+ }
+#endif
// Calculate the distance from the object to Mario.
if (objFlags & OBJ_FLAG_COMPUTE_DIST_TO_MARIO) {
diff --git a/src/game/level_update.c b/src/game/level_update.c
index 9fac1ca..fda77b7 100644
--- a/src/game/level_update.c
+++ b/src/game/level_update.c
@@ -208,6 +208,11 @@ s8 sWarpCheckpointActive = FALSE;
u8 unused3[4];
u8 unused4[2];
+// Frameskip
+s8 gGameLagged = 0;
+OSTime sOldTime = 0;
+OSTime sDeltaTime = 0;
+
u16 level_control_timer(s32 timerOp) {
switch (timerOp) {
case TIMER_CONTROL_SHOW:
@@ -996,6 +1001,7 @@ void basic_update(UNUSED s16 *arg) {
}
s32 play_mode_normal(void) {
+ OSTime newTime = osGetTime();
if (gCurrDemoInput != NULL) {
print_intro_text();
if (gPlayer1Controller->buttonPressed & END_DEMO) {
@@ -1014,7 +1020,35 @@ s32 play_mode_normal(void) {
gHudDisplay.timer += 1;
}
+// Only N64 - shouldn't be necessary in pc-port
+#ifdef TARGET_N64
+ sDeltaTime += newTime - sOldTime;
+ sOldTime = newTime;
+ gGameLagged = -1;
+ while (sDeltaTime > 1562744) {
+ sDeltaTime -= 1562744;
+ if (sTimerRunning && gHudDisplay.timer < 17999) {
+ gHudDisplay.timer += 1;
+ }
+ gGameLagged += 1;
+ area_update_objects();
+ // put fast64's scroll_textures() function here
+ // scroll_textures();
+ if (gGameLagged && gCurrentArea != NULL && gCurrentArea->camera->cutscene != 0) {
+ play_cutscene(gCurrentArea->camera);
+ }
+ }
+
+#else
+ if (sTimerRunning && gHudDisplay.timer < 17999) {
+ gHudDisplay.timer += 1;
+ }
+
area_update_objects();
+ // put fast64's scroll_textures() function here for pc-port
+ // scroll_textures();
+#endif
+
update_hud_values();
if (gCurrentArea != NULL) {
@@ -1181,15 +1215,23 @@ s32 update_level(void) {
break;
case PLAY_MODE_PAUSED:
changeLevel = play_mode_paused();
+ sDeltaTime = 0;
+ sOldTime = osGetTime();
break;
case PLAY_MODE_CHANGE_AREA:
changeLevel = play_mode_change_area();
+ sDeltaTime = 0;
+ sOldTime = osGetTime();
break;
case PLAY_MODE_CHANGE_LEVEL:
changeLevel = play_mode_change_level();
+ sDeltaTime = 0;
+ sOldTime = osGetTime();
break;
case PLAY_MODE_FRAME_ADVANCE:
changeLevel = play_mode_frame_advance();
+ sDeltaTime = 0;
+ sOldTime = osGetTime();
break;
}
@@ -1299,6 +1341,8 @@ s32 lvl_init_or_update(s16 initOrUpdate, UNUSED s32 unused) {
switch (initOrUpdate) {
case 0:
result = init_level();
+ sDeltaTime = 0;
+ sOldTime = osGetTime();
break;
case 1:
result = update_level();
diff --git a/src/game/level_update.h b/src/game/level_update.h
index 90cd167..088468b 100644
--- a/src/game/level_update.h
+++ b/src/game/level_update.h
@@ -72,6 +72,9 @@ extern s16 sTransitionTimer;
extern void (*sTransitionUpdate)(s16 *);
extern u8 unused3[4];
+// Frameskip
+extern s8 gGameLagged;
+
struct WarpDest {
u8 type;
u8 levelNum;