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Display splits in the HUD during the score screen #12

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cbrgray opened this issue Jun 14, 2024 · 1 comment
Open

Display splits in the HUD during the score screen #12

cbrgray opened this issue Jun 14, 2024 · 1 comment

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@cbrgray
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cbrgray commented Jun 14, 2024

A lot of HUD data is unnecessary in the score screen - can we save timer splits per room and display them? Maybe the last eight splits?
We should detect room transition and store the current level timer value, clearing them when the timer is reset.
Is there a specific gamemode for the score screen that we can hijack? $01BE9D on U1.0 seems promising otherwise.

Edit:
Game mode $10 (end of level mode, runs at $01B580) uses $0B57 as a sub-state index into pointer table $01B593 e.g.
$05=baby mario toss up until walking offscreen
$09=screen window transition to black
$17=screen window transition to score screen
$19=finished transition, score screen fully visible
...
$3D=final, able to leave score screen

The current "level_main" hijack runs up until the score screen, so for simplicity's sake we could just check if the game mode is $10 and display splits or whatever immediately upon touching the goal ring.

@cbrgray
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cbrgray commented Jul 17, 2024

On second thoughts, idk how useful room splits would be. Instead, maybe consider replacing the room timer with the previous level time at the goal ring?

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