GameScene: Difference between revisions
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=== StageTransition === | === StageTransition === | ||
Entered | Entered before stage generation starts and after Fade (loading screen) has been initialised and made visible. This state machine state is a noop. | ||
=== LunchTitle === | === LunchTitle === |
Revision as of 15:20, 20 October 2018
Subsystem | |
---|---|
Official name | Yes |
Description | Handles the main loop and stages |
Init function |
Switch 1.5.0: 0x71007D1DD8 Wii U 1.5.0: ??? |
Debug only | No |
GameScene is a critical subsystem that is responsible for core functionality such as initialising other components, creating stages (world, title screen, etc.) and handling the game's main loop.
Unlike most other subsystems, GameScene is not a singleton: it is a member of the uking::frm::System structure[1].
Init
- GameScene::initialize (0x71007A8014)
- Load the environment graphics archive (Env.sgenvb)
- Create the GameScene heap
- Create the StageBinder heap
- Start the GameScene TaskMgr (thread)
- InitializeSubSystem (note: some of the below names are unofficial, see Subsystems for more details)
- AutoPlacementFlowMgr
- FadeProgress
- DungeonPackMgr
- PlayerInfo
- PlayerResetPosMgr
- GameSceneSubsys3
- GameSceneSubsys4
- GameSceneSubsys5
- ActorHeapUtil
- E3Mgr
- aoc2
- aoc3
- DamageInfoMgr
- CookingMgr
- GameSceneSubsys7
- ActorLimiter
- GameSceneSubsys9
- GameSceneSubsys10
- IceBlockMgr
- AmiiboMgr
- GameSceneSubsys11
- GameSceneSubsys12
- GameSceneSubsys13
- GameSceneSubsys14
- GameSceneSubsys15
- ResidentActorMgr
- Create UI heap
- uiManager
- Load the Fade screen
- OnUiActorMgr
- CreatePlayerEquipActorMgr
- CreatePlayerTrashActorMgr
- TipsMgr
- nxargs
- GameScene::initializeGraphicsLayer_
- ErrorViewerTask init
- Set Get Demo handler
- Set Check Weapon Free Slot handler (1, 2)
- ...
- SaveSystem init
- Set initial state
- nn::err::ShowUnacceptableAddOnContentVersionError if needed
-
- [Debug] StarterPackMgr: Load Title pack
- GlobalParameter
- GlobalParameter: Load actorpack
- E3Mgr: Load System/BuildTime.txt (stubbed in release versions)
- TipsMgr: Load tips
- ResidentActorMgr: Load configuration (ResidentActors.byml)
- AutoPlacementFlowMgr: Load auto placement event flows
- KingEditor: Stubbed
- E3Mgr: init
Initial state
The initial state the game launches into is determined by GameScene[2].
const bool isFirstLaunch = SaveSystem::sInstance->isFirstLaunch();
State* state = isFirstLaunch ? &state_NewSave : &state_LunchTitle;
if ( aocManager::sInstance && aocManager::sInstance->flags & 2 )
nn::err::ShowUnacceptableAddOnContentVersionError();
const bool isDemo = E3Mgr::sInstance && E3Mgr::sInstance->isDemoMode();
if (isDemo)
state = &state_LunchTitle;
if (!isDemo && isFirstLaunch)
sIsFirstNonDemoLaunch = 1;
StateMachine::changeState(&this->stateMachine, state);
State strings
Name | Description |
---|---|
1st | Demo mode [check] |
2nd | Demo mode |
初回シーケンス | Initial sequence - New save |
TitleMenu | Title menu |
Presentation | Demo mode |
E3_2016/Presentation | Demo mode |
StartupSaveCheckStage | |
Viewer | |
CDungeon | |
MainFieldDungeonStage |
States
Note: when the Indoor stage binder is initialised and if the map name changes, a "dungeon" telemetry report is emitted with "leave" or "enter" as the event name and the old/new map name as additional data[4].
StageMgr
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StageSelect
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StageTransition
Entered before stage generation starts and after Fade (loading screen) has been initialised and made visible. This state machine state is a noop.
LunchTitle
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LunchTitle (sic) is entered when the game is launched. The internal state string is "TitleMenu" or (in demo mode) "2nd".
NewSave
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Entered on the first boot or when the new game option is selected. The associated state string is "初回シーケンス" ("initial sequence").
PatchError
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Main loop
Three GameScene functions are called in a row from RootTask (see Executable) after initialisation has completed, i.e. in the game's main loop. (Note: these 3 names are unofficial.)
precalc
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calc
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postcalc
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