Photo Studio: Add some SS1 locations

This commit is contained in:
RocketRobz 2020-06-28 02:13:37 -06:00
parent 63cfe64c63
commit 3f5b432b55
9 changed files with 57 additions and 2 deletions

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@ -0,0 +1 @@
-f rgba -z auto "bg_beautician1.png"

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-f rgba -z auto "bg_graceShop.png"

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-f rgba -z auto "bg_hairSalon1.png"

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@ -0,0 +1,11 @@
const char* import_ss1BgNames[] {
"Grace's Shop",
"Hair Salon",
"Beautician",
};
int import_ss1BgNums[] {
42,
43,
44,
};

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@ -185,6 +185,15 @@ void GFX::loadBgSprite(void) {
case 41:
bgPath = "romfs:/gfx/bg_afterParty.t3x";
break;
case 42:
bgPath = "romfs:/gfx/bg_graceShop.t3x";
break;
case 43:
bgPath = "romfs:/gfx/bg_hairSalon1.t3x";
break;
case 44:
bgPath = "romfs:/gfx/bg_beautician1.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_ss1bgnames.h"
#include "import_ss2bgnames.h"
#include "import_ss3bgnames.h"
#include "import_ss4bgnames.h"
@ -35,7 +36,7 @@ void PhotoStudio::getMaxChars() {
} else if (photo_highlightedGame == 1) {
import_totalCharacters = 24;
} else if (photo_highlightedGame == 0) {
import_totalCharacters = 0;
import_totalCharacters = 2;
}
} else {
if (char_highlightedGame == 4) {
@ -341,7 +342,7 @@ void PhotoStudio::Draw(void) const {
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]);
Gui::DrawString(32, i2, 0.65, BLACK, import_ss1BgNames[i]);
}
i2 += 48;
}
@ -531,6 +532,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->bgList_cursorPositionOnScreen = 0;
}
switch (this->photo_highlightedGame) {
case 0:
studioBg = import_ss1BgNums[this->bgList_cursorPosition];
break;
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
@ -565,6 +569,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->bgList_cursorPositionOnScreen = 2;
}
switch (this->photo_highlightedGame) {
case 0:
studioBg = import_ss1BgNums[this->bgList_cursorPosition];
break;
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
@ -608,6 +615,9 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->import_bgShownFirst = 0;
this->getMaxChars();
switch (this->photo_highlightedGame) {
case 0:
studioBg = import_ss1BgNums[this->bgList_cursorPosition];
break;
case 1:
studioBg = import_ss2BgNums[this->bgList_cursorPosition];
break;
@ -664,6 +674,28 @@ void PhotoStudio::Logic(u32 hDown, u32 hHeld, touchPosition touch) {
this->subScreenMode = 1;
this->getMaxChars();
this->previewCharacter = false;
int bgNum = 0;
switch (this->photo_highlightedGame) {
case 0:
bgNum = import_ss1BgNums[this->bgList_cursorPosition];
break;
case 1:
bgNum = import_ss2BgNums[this->bgList_cursorPosition];
break;
case 2:
bgNum = import_ss3BgNums[this->bgList_cursorPosition];
break;
case 3:
bgNum = import_ss4BgNums[this->bgList_cursorPosition];
break;
}
if (studioBg != bgNum) {
this->displayStudioBg = false;
gspWaitForVBlank();
studioBg = bgNum;
GFX::loadBgSprite();
this->displayStudioBg = true;
}
this->zoomIn = 0;
} else if (this->characterChangeMenu_cursorPosition == 1) {
sndSelect();