Add some SST studio BGs

This commit is contained in:
RocketRobz 2020-06-27 01:41:55 -06:00
parent 0ed9e9dffc
commit e06dddfea2
51 changed files with 163 additions and 10 deletions

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-f rgba -z auto "bg_beigeWithCircles.png"

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-f rgba -z auto "bg_bigHearts.png"

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-f rgba -z auto "bg_cafe2Fall.png"

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-f rgba -z auto "bg_cafe2Spring.png"

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-f rgba -z auto "bg_cafe2Summer.png"

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-f rgba -z auto "bg_cafe2Winter.png"

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-f rgba -z auto "bg_circlePattern.png"

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-f rgba -z auto "bg_circleWindows.png"

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-f rgba -z auto "bg_downtownFall.png"

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-f rgba -z auto "bg_downtownSpring.png"

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-f rgba -z auto "bg_downtownSummer.png"

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-f rgba -z auto "bg_downtownWinter.png"

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-f rgba -z auto "bg_gradientPurple.png"

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-f rgba -z auto "bg_greenBirds.png"

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-f rgba -z auto "bg_park2Fall.png"

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-f rgba -z auto "bg_park2Spring.png"

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-f rgba -z auto "bg_park2Summer.png"

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-f rgba -z auto "bg_park2Winter.png"

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-f rgba -z auto "bg_pinkShine.png"

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-f rgba -z auto "bg_smallHearts.png"

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-f rgba -z auto "bg_snowflakes.png"

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-f rgba -z auto "bg_white.png"

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-f rgba -z auto "bg_yellow.png"

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const char* import_ss2BgNames[] {
"White",
"Snowflakes",
"Pink Shine",
"Beige with Circles",
"Gradient Purple",
"Green Birds",
"Circle Pattern",
"Circle Windows",
"Big Hearts",
"Small Hearts",
"Park (Spring)",
"Park (Summer)",
"Park (Fall)",
"Park (Winter)",
"Downtown (Spring)",
"Downtown (Summer)",
"Downtown (Fall)",
"Downtown (Winter)",
"Cafe (Spring)",
"Cafe (Summer)",
"Cafe (Fall)",
"Cafe (Winter)",
};
int import_ss2BgNums[] {
16,
18,
19,
20,
21,
22,
23,
24,
25,
26,
27,
28,
29,
30,
31,
32,
33,
34,
35,
36,
37,
38,
};

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@ -1,4 +1,6 @@
const char* import_ss3BgNames[] {
"White",
"Yellow",
"Blue",
"Tropica Beach",
"Primrose Park",
@ -9,6 +11,8 @@ const char* import_ss3BgNames[] {
};
int import_ss3BgNums[] {
16,
17,
0,
12,
13,

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@ -1,4 +1,6 @@
const char* import_ss4BgNames[] {
"White",
"Yellow",
"Blue",
"NIN10 Pro.",
"Beautician",
@ -12,6 +14,8 @@ const char* import_ss4BgNames[] {
};
int import_ss4BgNums[] {
16,
17,
0,
3,
4,

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@ -97,6 +97,75 @@ void GFX::loadBgSprite(void) {
case 15:
bgPath = "romfs:/gfx/bgNight_mapleCrescent.t3x";
break;
case 16:
bgPath = "romfs:/gfx/bg_white.t3x";
break;
case 17:
bgPath = "romfs:/gfx/bg_yellow.t3x";
break;
case 18:
bgPath = "romfs:/gfx/bg_snowflakes.t3x";
break;
case 19:
bgPath = "romfs:/gfx/bg_pinkShine.t3x";
break;
case 20:
bgPath = "romfs:/gfx/bg_beigeWithCircles.t3x";
break;
case 21:
bgPath = "romfs:/gfx/bg_gradientPurple.t3x";
break;
case 22:
bgPath = "romfs:/gfx/bg_greenBirds.t3x";
break;
case 23:
bgPath = "romfs:/gfx/bg_circlePattern.t3x";
break;
case 24:
bgPath = "romfs:/gfx/bg_circleWindows.t3x";
break;
case 25:
bgPath = "romfs:/gfx/bg_bigHearts.t3x";
break;
case 26:
bgPath = "romfs:/gfx/bg_smallHearts.t3x";
break;
case 27:
bgPath = "romfs:/gfx/bg_park2Spring.t3x";
break;
case 28:
bgPath = "romfs:/gfx/bg_park2Summer.t3x";
break;
case 29:
bgPath = "romfs:/gfx/bg_park2Fall.t3x";
break;
case 30:
bgPath = "romfs:/gfx/bg_park2Winter.t3x";
break;
case 31:
bgPath = "romfs:/gfx/bg_downtownSpring.t3x";
break;
case 32:
bgPath = "romfs:/gfx/bg_downtownSummer.t3x";
break;
case 33:
bgPath = "romfs:/gfx/bg_downtownFall.t3x";
break;
case 34:
bgPath = "romfs:/gfx/bg_downtownWinter.t3x";
break;
case 35:
bgPath = "romfs:/gfx/bg_cafe2Spring.t3x";
break;
case 36:
bgPath = "romfs:/gfx/bg_cafe2Summer.t3x";
break;
case 37:
bgPath = "romfs:/gfx/bg_cafe2Fall.t3x";
break;
case 38:
bgPath = "romfs:/gfx/bg_cafe2Winter.t3x";
break;
}
bgSprite = C2D_SpriteSheetLoad(bgPath);
doBgSpriteFree = true;

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@ -10,6 +10,7 @@
#include "import_ss3charnames.h"
#include "import_ss4charnames.h"
#include "import_ss2bgnames.h"
#include "import_ss3bgnames.h"
#include "import_ss4bgnames.h"
@ -26,11 +27,11 @@ void PhotoStudio::getList() {
void PhotoStudio::getMaxChars() {
if (this->subScreenMode == 1) {
if (photo_highlightedGame == 3) {
import_totalCharacters = 9;
import_totalCharacters = 11;
} else if (photo_highlightedGame == 2) {
import_totalCharacters = 6;
import_totalCharacters = 8;
} else if (photo_highlightedGame == 1) {
import_totalCharacters = 0;
import_totalCharacters = 21;
} else if (photo_highlightedGame == 0) {
import_totalCharacters = 0;
}
@ -331,7 +332,7 @@ void PhotoStudio::Draw(void) const {
Gui::DrawString(32, i2, 0.65, BLACK, import_ss3BgNames[i]);
} else if (photo_highlightedGame == 1) {
GFX::DrawSprite(sprites_item_button_idx, 16, i2-20);
//Gui::DrawString(32, i2, 0.65, BLACK, import_SS2CharacterNames(i));
Gui::DrawString(32, i2, 0.65, BLACK, import_ss2BgNames[i]);
} else if (photo_highlightedGame == 0) {
GFX::DrawSprite(sprites_item_button_idx, 16, i2-20);
//Gui::DrawString(32, i2, 0.65, BLACK, import_ss1CharacterNames[i]);
@ -523,6 +524,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->bgList_cursorPositionOnScreen = 0;
}
switch (this->photo_highlightedGame) {
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
case 2:
studioBg = import_ss3BgNums[this->bgList_cursorPosition];
break;
@ -554,6 +558,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->bgList_cursorPositionOnScreen = 2;
}
switch (this->photo_highlightedGame) {
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
case 2:
studioBg = import_ss3BgNums[this->bgList_cursorPosition];
break;
@ -594,6 +601,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->import_bgShownFirst = 0;
this->getMaxChars();
switch (this->photo_highlightedGame) {
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
case 2:
studioBg = import_ss3BgNums[this->bgList_cursorPosition];
break;
@ -666,12 +676,6 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
if ((hDown & KEY_B) || ((hDown & KEY_TOUCH) && touchingBackButton())) {
sndBack();
highlightedGame = 1;
this->characterList_cursorPosition = 0;
this->characterList_cursorPositionOnScreen = 0;
this->characterShownFirst = 0;
this->characterChangeMenu_cursorPosition = 0;
this->characterChangeMenu_cursorPositionOnScreen = 0;
this->characterChangeMenu_optionShownFirst = 0;
Gui::setScreen(std::make_unique<titleScreen>(), true);
}