Remove Savvy Manager leftovers

This commit is contained in:
RocketRobz 2020-07-04 15:47:54 -06:00
parent ba034b5f51
commit 11f7bf2c82
532 changed files with 32 additions and 2992 deletions

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@ -48,17 +48,17 @@ VERSION_MICRO := 1
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := SavvyManager
TARGET := RocketPhotoShoot
BUILD := build
UNIVCORE := Universal-Core
SOURCES := $(UNIVCORE) source source/screens source/utils
DATA := data
INCLUDES := $(UNIVCORE) include include/screens include/utils
GRAPHICS := assets/gfx assets/gfx_chars assets/gfx_charprevbg assets/gfx_gamesel assets/gfx_gameshots assets/gfx_gamebg
GRAPHICS := assets/gfx assets/gfx_chars assets/gfx_charprevbg
ROMFS := romfs
GFXBUILD := $(ROMFS)/gfx
APP_AUTHOR := RocketRobz
APP_NAME := Savvy Manager
APP_NAME := Rocket Photo Shoot
ICON := app/icon.png
BNR_IMAGE := app/banner.png
BNR_AUDIO := app/BannerAudio.bcwav
@ -228,7 +228,7 @@ $(OUTPUT).cia : $(OUTPUT).elf $(OUTPUT).smdh
$(BANNERTOOL) makesmdh -i "../app/icon.png" -s "$(APP_NAME)" -l "$(APP_NAME)" -p "$(APP_AUTHOR)" -o "../app/icon.bin"
$(MAKEROM) -f cia -target t -exefslogo -o "../SavvyManager.cia" -elf "../SavvyManager.elf" -rsf "../app/build-cia.rsf" -banner "../app/banner.bin" -icon "../app/icon.bin" -logo "../app/logo.bcma.lz" -DAPP_ROMFS="$(TOPDIR)/$(ROMFS)" -major $(VERSION_MAJOR) -minor $(VERSION_MINOR) -micro $(VERSION_MICRO) -DAPP_VERSION_MAJOR="$(VERSION_MAJOR)"
$(MAKEROM) -f cia -target t -exefslogo -o "../RocketPhotoShoot.cia" -elf "../RocketPhotoShoot.elf" -rsf "../app/build-cia.rsf" -banner "../app/banner.bin" -icon "../app/icon.bin" -logo "../app/logo.bcma.lz" -DAPP_ROMFS="$(TOPDIR)/$(ROMFS)" -major $(VERSION_MAJOR) -minor $(VERSION_MINOR) -micro $(VERSION_MICRO) -DAPP_VERSION_MAJOR="$(VERSION_MAJOR)"
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------

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@ -1,6 +1,6 @@
BasicInfo:
Title : "SavvyManager"
ProductCode : "CTR-H-SAVY"
Title : "RocketPhotoShoot"
ProductCode : "CTR-H-RPHO"
Logo : Nintendo # Nintendo / Licensed / Distributed / iQue / iQueForSystem
RomFs:
@ -8,7 +8,7 @@ RomFs:
TitleInfo:
Category : Application
UniqueId : 0x36973
UniqueId : 0x52504
Option:
UseOnSD : true # true if App is to be installed to SD

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@ -1,7 +0,0 @@
--atlas -f rgba -z auto
title1_bg.png
title1_bgE.png
title2_bg.png
title3_bg.png
title4_bg.png
title4_bgE.png

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@ -1,15 +0,0 @@
--atlas -f rgba -z auto
title1.png
title1_E.png
title1_J.png
title1_K.png
title2.png
title2_E.png
title2_J.png
title2_K.png
title3.png
title3_E.png
title3_J.png
title4.png
title4_E.png
title4_J.png

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@ -1,5 +0,0 @@
--atlas -f rgba -z auto
title1_screenshot.png
title2_screenshot.png
title3_screenshot.png
title4_screenshot.png

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@ -6,19 +6,11 @@ extern "C" {
#endif
extern int numberOfExportedCharacters;
extern int numberOfExportedEmblems;
extern int numberOfMusicPacks;
void getExportedCharacterContents (void);
const char* getExportedCharacterName (int num);
bool getExportedCharacterGender (int num);
void getExportedEmblemContents (void);
const char* getExportedEmblemName (int num);
void getMusicPackContents (void);
const char* getMusicPackName (int num);
#ifdef __cplusplus
}
#endif

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@ -2,9 +2,6 @@
#define GFX_HPP
#include "sprites.h"
#include "gameSelSprites.h"
#include "gameShotSprites.h"
#include "gameBgSprites.h"
#include <3ds.h>
#include <citro2d.h>
@ -43,9 +40,6 @@ namespace GFX {
void showBgSprite(int zoomIn);
void animateBgSprite(void);
void showCharSprite(int zoomIn, int fadeAlpha, bool lightingEffects = false);
void DrawGameSelSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
void DrawGameShotSprite(int img, int x, int y);
void DrawGameBgSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1);
void DrawSprite(int img, int x, int y, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST);
void DrawSpriteBlend(int img, float x, float y, u32 color, float ScaleX = 1, float ScaleY = 1, GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST);

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@ -1,13 +0,0 @@
const char* import_emblemNames[] {
"#3 from NSB3 logo",
"8-bit Mario",
"GameBoy Advance",
"GameBoy Color",
"Gamecube",
"MegaMan",
"Nintendo 64",
"Nintendo 64 (enhanced)",
"PlayStation",
"SMW Mario",
"Sonic 1-3"
};

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@ -1,107 +0,0 @@
const char* import_everyCharacterNames[] {
"Grace",
"Renee",
"Dominic",
"Eunice",
"Felicity",
"Libby",
"Didi",
"Olivia",
"Michaela",
"Emmylou",
"Avery",
"Shoko",
"India",
"Daphne",
"Genevieve",
"Celeste",
"Ingrid",
"Deborah",
"Daisy",
"Teagan",
"Nicky",
"Brienne",
"Clara",
"Yukiko",
"Dorothy",
"Dulcie",
"Rosie",
"Yolanda",
"Alina",
"Cece",
"Lorelei",
"Camilla",
"Janice",
"Margot",
"Niamh",
"Pippa",
"Angelique",
"Abigail",
"Jo",
"Madeira",
// Not found in SS4 save data yet
"Xin",
"Hannah",
"Sylvia",
"Kiki Summers",
"Gillian Grace",
"Tessa Lyle",
"Yvette Regnier",
"Yulia Mirova",
//
"Robz"
};
const char* import_everyCharacterProfileNamesEUR[] {
"Grace",
"Renee",
"Dominic",
"Eunice",
"Felicity",
"Libby",
"Didi",
"Olivia",
"Michaela",
"Harriet",
"Avery",
"Shoko",
"India",
"Daphne",
"Genevieve",
"Celeste",
"Ingrid",
"Deborah",
"Daisy",
"Tess",
"Nicky",
"Zahra",
"Clara",
"Yukiko",
"Dorothy",
"Dulcie",
"Rosie",
"Yolanda",
"Alina",
"Cece",
"Lorelei",
"Camilla",
"Janice",
"Margot",
"Niamh",
"Pippa",
"Angelique",
"Abigail",
"Jo",
"Madeira",
// Not found in NSB3 save data yet
"Xin",
"Hannah",
"Sylvia",
"Kiki Summers",
"Gillian Grace",
"Tessa Lyle",
"Yvette Regnier",
"Yulia Mirova",
//
"Robz"
};

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@ -1,172 +0,0 @@
#ifndef SAVEDATA_H
#define SAVEDATA_H
#ifdef __cplusplus
extern "C" {
#endif
#include <3ds.h>
#define ss2SavePath "ss2:/record_card.bin"
#define ss3SavePath "ss3:/savedata.dat"
#define ss4SavePath "/savedata.dat"
typedef struct ss2character {
u8 gender; // Gender (01=Female, 02=Male)
u8 poseSet; // Pose set (01=Normal, 02=Cute, 03=Bold)
u8 height; // Height (00=Character is invisible)
u8 skinColor;
u8 faceShape; // Face shape (03=Left, 01=Mid, 02=Right)
u8 eyes;
u8 eyebrows;
u8 mouthShape;
u8 facialHair; // Facial hair (Male)
u8 hairStyle;
u8 hairColorMain;
u8 hairColorHighlights;
u16 eyelinerColor;
u16 contactColor;
u16 eyeShadowColor;
u16 eyeColor;
u16 lipColor;
u16 blush;
u8 mascaraLength;
u8 blushPosition;
u16 inner;
u16 top;
u16 outer;
u16 scarf;
u16 gloves;
u16 necklace;
u16 socks; // Socks/Leggings/Tights
u16 pants;
u16 skirt;
u16 shoes;
u16 legWarmers;
u16 hat;
u16 glasses;
u16 dress; // Dress/Jumpsuit
u16 bag;
} ss2character;
typedef struct ss3to4character {
u8 gender; // Gender (01=Female, 02=Male)
u8 height; // Height (00=Character is invisible)
u8 poseSet; // Pose set (01=Normal, 02=Cute, 03=Bold)
u8 skinColor;
u8 faceShape; // Face shape (03=Left, 01=Mid, 02=Right)
u8 eyes;
u8 mouthShape;
u8 eyebrows;
u8 facialHair; // Facial hair (Male)
u8 faceMole; // Face mole (Female)
u8 freckles; // Unknown for Styling Star
u8 mascaraColor;
u8 unknownC;
u8 unknownD;
u8 contactColor;
u8 unknownF;
u8 mascaraLength;
u8 unknown11;
u8 lipShine;
u8 eyeColor;
u8 eyebrowOverlay;
u8 hairStyle;
u8 hairFringe;
u8 hairColorMain;
u8 hairColorHighlights;
u8 expessFreckles; // Show expressions for Fashion Forward, or freckles for Styling Star
u8 nailColor;
u8 eyeliner; // Eyeliner (00=Normal, 01=Double)
u8 unknown1C;
u8 unknown1D;
u16 inner;
u16 top; // Top/Dress/Yukatas (Female), Yukatas/Dungarees (Male)
u16 outer;
u16 necklaceScarf; // Necklace/Scarf
u16 gloves;
u16 socks; // Socks/Leggings/Tights
u16 skirtPants; // Skirt/Pants
u16 shoes;
u16 legWarmers;
u16 hat;
u16 glasses;
u16 bag;
u16 unknown36;
u16 unknown38;
u16 unknown3A;
u8 bowPosition;
u8 unknown3D;
} ss3to4character;
typedef struct ss3to4emblem {
u32 palLine;
u8 sprite[0x800];
} ss3to4emblem;
//extern ss3to4character ss4CharacterData;
extern ss3to4emblem emblemData;
extern const char* ss1SavePath;
//extern char ss3Save[0x174000];
//extern char ss4Save[0xF0000];
extern char ss2PlayerName[10];
extern char ss3PlayerName[10];
extern char ss4PlayerName[10];
extern Handle handle4;
extern FS_Archive archive4;
extern void commitSaveData(void);
extern void readSS2Save(void);
extern void writeSS2Save(void);
extern void readSS3Save(void);
extern void writeSS3Save(void);
extern bool foundSS4Save(void);
extern void readSS4Save(void);
extern void writeSS4Save(void);
extern void readSS2Character(void);
extern void writeSS2Character(void);
extern void readSS3Character(u16 id);
extern void writeSS3Character(u16 id);
extern void readSS4Character(u16 id);
extern void writeSS4Character(u16 id);
extern void toggleSS3Character(u16 id, bool enable);
extern void removeSS3CharacterBag(u16 id);
extern void readSS2CharacterFile(const char* filename);
extern void writeSS2CharacterFile(const char* filename);
extern void readSS3CharacterFile(u16 id, const char* filename);
extern void writeSS3CharacterFile(u16 id, const char* filename);
extern void readSS4CharacterFile(u16 id, const char* filename);
extern void writeSS4CharacterFile(u16 id, const char* filename);
extern bool getSS2CharacterGender(void);
extern bool getSS3CharacterGender(u16 id);
extern bool getSS4CharacterGender(u16 id);
extern void readSS3ProfileFile(u16 id, const char* filename);
extern void writeSS3ProfileFile(u16 id, const char* filename);
extern void readSS3Emblem(void);
extern void writeSS3Emblem(void);
extern void readSS4Emblem(int id);
extern void writeSS4Emblem(int id);
void readSS3EmblemFile(const char* filename);
void writeSS3EmblemFile(const char* filename);
void readSS4EmblemFile(int id, const char* filename);
void writeSS4EmblemFile(int id, const char* filename);
#ifdef __cplusplus
}
#endif
#endif // SAVEDATA_H

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@ -1,83 +0,0 @@
#ifndef _SAVVY_MANAGER_CHARACTER_CHANGE_HPP
#define _SAVVY_MANAGER_CHARACTER_CHANGE_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class CharacterChange : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
CharacterChange();
private:
void preview() const;
void getList();
void getMaxChars();
const char* seasonName(void) const;
const char* characterName(bool showPlayerName) const;
const char* import_characterName(void) const;
const char* import_SS2CharacterNames(int i) const;
const char* import_characterNameDisplay(void) const;
const char* ss1Title(void) const;
const char* ss2Title(void) const;
const char* ss3Title(void) const;
const char* ss4Title(void) const;
void drawMsg(void) const;
void loadChrImage(bool Robz);
void addEveryone(void);
int subScreenMode = 0;
/*
0: Character list
1: What to change
2: Body change
3: Outfit change (Currently bow placement change)
4: Import character
*/
mutable int cursorX, cursorY;
int import_highlightedGame = 0;
int seasonNo = 0;
char chrFilePath[256];
char chrFilePath2[256];
bool displayNothing = false;
mutable int charFadeAlpha = 0;
bool previewCharacter = false;
bool previewCharacterFound = false;
bool showMessage = false;
int messageNo = 0;
char chararacterImported[48];
bool removeBags = false;
int zoomIn = 0;
int cheatKeys[10] = {0};
int cheatKeyPosition = 0;
u16 totalCharacters = 0;
u16 import_totalCharacters = 0;
int characterList_cursorPosition = 0;
int characterList_cursorPositionOnScreen = 0;
int characterChangeMenu_cursorPosition = 0;
int characterChangeMenu_cursorPositionOnScreen = 0;
int characterChangeMenu_optionShownFirst = 0;
int characterChangeMenuOps[4] = {0};
int characterChangeMenuOptions = 2;
int importCharacterList_cursorPosition = 0;
int importCharacterList_cursorPositionOnScreen = 0;
int characterShownFirst = 0;
int import_characterShownFirst = 0;
bool exportedCharListGotten[4] = {false};
};
#endif

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@ -1,49 +0,0 @@
#ifndef _SAVVY_MANAGER_EMBLEM_CHANGE_HPP
#define _SAVVY_MANAGER_EMBLEM_CHANGE_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class EmblemChange : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
EmblemChange();
private:
void getMaxEmblems();
//int getPalNumber(u8 byte, bool secondPixel);
//u32 emblemPixel(int pixel, bool secondPixel);
//u32 emblemImage[64*64];
//void renderEmblem(void);
//bool emblemHalf = false;
//void drawEmblem(int x, int y, bool big);
void drawMsg(void) const;
int subScreenMode = 0;
/*
0: Emblem list
1: What to change
2: Import emblem
*/
mutable int cursorX, cursorY;
int importPage = 0;
char embFilePath[256];
bool displayNothing = false;
int cursorPosition = 0;
int emblemChangeMenu_cursorPosition = 0;
int importEmblemList_cursorPosition = 0;
int importEmblemList_cursorPositionOnScreen = 0;
int totalEmblems = 0;
int import_emblemShownFirst = 0;
bool modeInited = false;
bool showMessage = false;
int messageNo = 0;
char emblemImported[48];
};
#endif

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@ -1,20 +0,0 @@
#ifndef _SAVVY_MANAGER_GAMESELECT_HPP
#define _SAVVY_MANAGER_GAMESELECT_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class GameSelect : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
private:
void drawCannotEditMsg(void) const;
int messageNo = 0;
bool showMessage = false;
int cursorAlpha = 0;
};
#endif

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@ -1,30 +0,0 @@
#ifndef _SAVVY_MANAGER_MUSIC_CHANGE_HPP
#define _SAVVY_MANAGER_MUSIC_CHANGE_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class MusicChange : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
MusicChange();
private:
void drawMsg(void) const;
mutable int cursorX, cursorY;
//int screenmode = 0;
//int subScreenMode = 0;
int cursorPosition = 0;
int cursorPositionOnScreen = 0;
int musicPackShownFirst = 0;
bool modeInited = false;
bool showMessage = false;
int messageNo = 0;
};
#endif

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@ -14,6 +14,7 @@ private:
const char* gameYearText = "2008-2017";
const char* gameYearText2 = "2009-2017";
const char* gameYearTextKOR = "2010-2013";
const char* yearText = "2020 RocketRobz";
};
#endif

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@ -1,26 +0,0 @@
#ifndef _SAVVY_MANAGER_TITLESCREEN_HPP
#define _SAVVY_MANAGER_TITLESCREEN_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class titleScreen : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
private:
void drawCannotEditMsg(void) const;
int messageNo = 0;
bool showMessage = false;
int cursorAlpha = 0;
const char* yearText = "2019-2020 RocketRobz";
const char* manageSaveText = "Manage Save Data";
const char* photoStudioText = "Photo Studio";
const char* settingsText = "Settings";
const char* returnToHomeText = ": Return to HOME Menu";
const char* exitText = "X: Exit";
};
#endif

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@ -1,24 +0,0 @@
#ifndef _SAVVY_MANAGER_WHAT_TO_DO_HPP
#define _SAVVY_MANAGER_WHAT_TO_DO_HPP
#include "common.hpp"
#include <memory>
#include <vector>
class WhatToDo : public Screen {
public:
void Draw(void) const override;
void Logic(u32 hDown, u32 hHeld, touchPosition touch) override;
WhatToDo();
private:
void initialize();
void cursorChange();
bool runSelection = false;
int whatToChange_cursorPosition = 0;
bool showMessage = false;
int messageNo = 0;
int cursorX, cursorY;
};
#endif

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@ -10,8 +10,6 @@ extern int cursorAlpha;
extern int studioBg;
extern bool cinemaWide;
extern int iFps;
extern std::string currentMusicPack;
extern int highlightedGame;
// List all common screen functions here.
extern void sndBack(void);

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@ -1,17 +0,0 @@
const char* ss3CharacterNames[] {
"Player",
"Sophie",
"Callie",
"Laurie",
"Noor",
"Arabella",
"Sasha",
"Zoey",
"Kirsty",
"Rainbow",
"Magda",
"Evie",
"Xiaoling",
"???",
"Adelaide",
};

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@ -1,35 +0,0 @@
const char* ss4CharacterNames[] {
"Player",
"Rosie",
"Yolanda",
"Alina",
"Cece",
"Lorelei",
"Camilla",
"Janice",
"Margot",
"Niamh",
"Pippa",
"Evie", // Unused
"Angelique",
"Angelique #2", // Unused?
"???",
"???",
"???",
"???",
"Abigail",
"Benedetta",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"Jo",
"???",
"Madeira",
};

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