public void NewGameFadeOutAction() { /*reverse engineering notes: * * we should happen to reset wm2field values * also the basic party of Squall is now set: SG_PARTY_FIELD1 = 0, and other members are 0xFF */ Module_main_menu_debug.FieldPointer = 74; //RE: startup stage ID is hardcoded. Probably we would want to change it for modding //the module changes to 1 now Module_field_debug.ResetField(); Module_movie_test.Index = 30; Module_movie_test.ReturnState = MODULE.FIELD_DEBUG; Memory.module = MODULE.MOVIETEST; Module_main_menu_debug.State = Module_main_menu_debug.MainMenuStates.MainLobby; Memory.IsMouseVisible = false; }
public static async void Update(GameTime gameTime) { if (lastModule != module) { GC.Collect(); GC.WaitForPendingFinalizers(); lastModule = module; } module = Memory.module; #if DEBUG if (Input2.DelayedButton(FF8TextTagKey.Reset) || Input2.DelayedButton(FF8TextTagKey.Cancel)) { if (Memory.module != MODULE.MAINMENU_DEBUG && Memory.module != MODULE.BATTLE_DEBUG) { Memory.module = MODULE.MAINMENU_DEBUG; InputMouse.Mode = MouseLockMode.Screen; } } #endif switch (module) { //doesn't need memory case MODULE.OVERTURE_DEBUG: case MODULE.MOVIETEST: break; default: //requires memory to be loaded. if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false || Memory.InitTask.Status == TaskStatus.Running || Memory.InitTask.Status == TaskStatus.WaitingToRun || Memory.InitTask.Status == TaskStatus.WaitingForActivation)) { //task is still running loading assets blank screen and wait. Memory.SuppressDraw = true; await Memory.InitTask; //fade in doesn't happen because time was set before the await. //ending here causes update to be run again with new time return; } break; } switch (module) { case MODULE.BATTLE: module_battle.Update(); break; case MODULE.BATTLE_DEBUG: Module_battle_debug.Update(); break; case MODULE.MOVIETEST: Module_movie_test.Update(); break; case MODULE.FIELD_DEBUG: Module_field_debug.Update(); break; case MODULE.OVERTURE_DEBUG: Module_overture_debug.Update(); break; case MODULE.MAINMENU_DEBUG: Module_main_menu_debug.Update(); break; case MODULE.WORLD_DEBUG: Module_world_debug.Update(gameTime); break; case MODULE.FACE_TEST: Module_face_test.Update(); break; case MODULE.ICON_TEST: Module_icon_test.Update(); break; case MODULE.CARD_TEST: Module_card_test.Update(); break; } }
public static void Draw(GameTime gameTime) { switch (module) { //doesn't need memory case MODULE.OVERTURE_DEBUG: case MODULE.MOVIETEST: break; default: //requires memory to be loaded. if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false || Memory.InitTask.Status == TaskStatus.Running || Memory.InitTask.Status == TaskStatus.WaitingToRun || Memory.InitTask.Status == TaskStatus.WaitingForActivation)) { //suppress draw in update but if draw happens before update, blank screen, and end here Memory.graphics.GraphicsDevice.Clear(Color.Black); return; } break; } switch (module) { case MODULE.BATTLE: module_battle.Draw(); break; case MODULE.BATTLE_DEBUG: Module_battle_debug.Draw(); break; case MODULE.MOVIETEST: Module_movie_test.Draw(); break; case MODULE.FIELD_DEBUG: Module_field_debug.Draw(); break; case MODULE.OVERTURE_DEBUG: Module_overture_debug.Draw(); break; case MODULE.MAINMENU_DEBUG: Module_main_menu_debug.Draw(); break; case MODULE.WORLD_DEBUG: Module_world_debug.Draw(); break; case MODULE.FACE_TEST: Module_face_test.Draw(); break; case MODULE.ICON_TEST: Module_icon_test.Draw(); break; case MODULE.CARD_TEST: Module_card_test.Draw(); break; } }