ref: d1b71b9fce7c975f97816f3982eec3f900644394
parent: 7db42b0b725f1b8cd37f1e40596875933c4133cb
author: Clownacy <[email protected]>
date: Thu May 23 10:04:21 EDT 2019
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
--- a/src/Frame.cpp
+++ b/src/Frame.cpp
@@ -16,7 +16,7 @@
short map_w, map_l;
GetMapData(0, &map_w, &map_l);
-#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag
+#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)
if (g_GameFlags & 8)
{
// Use the original camera boundaries during the credits
@@ -126,15 +126,64 @@
gFrame.y = fy;
// Keep in bounds
+#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
+ if (g_GameFlags & 8)
+ {
+ // Use the original camera boundaries during the credits
+ if (gFrame.x / 0x200 < 0)
+ gFrame.x = 0;
+ if (gFrame.y / 0x200 < 0)
+ gFrame.y = 0;
+
+ if (gFrame.x > ((map_w - 1) * 0x10 - 320) * 0x200)
+ gFrame.x = ((map_w - 1) * 0x10 - 320) * 0x200;
+ if (gFrame.y > ((map_l - 1) * 0x10 - 240) * 0x200)
+ gFrame.y = ((map_l - 1) * 0x10 - 240) * 0x200;
+
+ gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
+ gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
+ }
+ else
+ {
+ // Widescreen/tallscreen-safe behaviour
+ if (map_w * 0x10 < WINDOW_WIDTH)
+ {
+ gFrame.x = -((WINDOW_WIDTH - map_w * 0x10) * 0x200 / 2);
+ }
+ else
+ {
+ if (gFrame.x / 0x200 < 0)
+ gFrame.x = 0;
+
+ if (gFrame.x > ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200)
+ gFrame.x = ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200;
+ }
+
+ if (map_l * 0x10 < WINDOW_HEIGHT)
+ {
+ gFrame.y = -((WINDOW_HEIGHT - map_l * 0x10) * 0x200 / 2);
+ }
+ else
+ {
+ if (gFrame.y / 0x200 < 0)
+ gFrame.y = 0;
+
+ if (gFrame.y > ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200)
+ gFrame.y = ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200;
+ }
+ }
+#else
+ // Vanilla behaviour
if (gFrame.x / 0x200 < 0)
gFrame.x = 0;
if (gFrame.y / 0x200 < 0)
gFrame.y = 0;
- if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
+ if (gFrame.x > (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200)
gFrame.x = (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200;
- if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
+ if (gFrame.y > (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200;
+#endif
}
void SetFrameMyChar()
@@ -150,15 +199,64 @@
gFrame.y = mc_y - (WINDOW_HEIGHT << 8);
// Keep in bounds
+#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
+ if (g_GameFlags & 8)
+ {
+ // Use the original camera boundaries during the credits
+ if (gFrame.x / 0x200 < 0)
+ gFrame.x = 0;
+ if (gFrame.y / 0x200 < 0)
+ gFrame.y = 0;
+
+ if (gFrame.x > ((map_w - 1) * 0x10 - 320) * 0x200)
+ gFrame.x = ((map_w - 1) * 0x10 - 320) * 0x200;
+ if (gFrame.y > ((map_l - 1) * 0x10 - 240) * 0x200)
+ gFrame.y = ((map_l - 1) * 0x10 - 240) * 0x200;
+
+ gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
+ gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
+ }
+ else
+ {
+ // Widescreen/tallscreen-safe behaviour
+ if (map_w * 0x10 < WINDOW_WIDTH)
+ {
+ gFrame.x = -((WINDOW_WIDTH - map_w * 0x10) * 0x200 / 2);
+ }
+ else
+ {
+ if (gFrame.x / 0x200 < 0)
+ gFrame.x = 0;
+
+ if (gFrame.x > ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200)
+ gFrame.x = ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200;
+ }
+
+ if (map_l * 0x10 < WINDOW_HEIGHT)
+ {
+ gFrame.y = -((WINDOW_HEIGHT - map_l * 0x10) * 0x200 / 2);
+ }
+ else
+ {
+ if (gFrame.y / 0x200 < 0)
+ gFrame.y = 0;
+
+ if (gFrame.y > ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200)
+ gFrame.y = ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200;
+ }
+ }
+#else
+ // Vanilla behaviour
if (gFrame.x / 0x200 < 0)
gFrame.x = 0;
if (gFrame.y / 0x200 < 0)
gFrame.y = 0;
- if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
+ if (gFrame.x > (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200)
gFrame.x = (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200;
- if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
+ if (gFrame.y > (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200;
+#endif
}
void SetFrameTargetMyChar(int wait)