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#include < ttyd/seqdrv.h>
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#include < ttyd/seq_mapchange.h>
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#include < ttyd/camdrv.h>
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+ #include < ttyd/dispdrv.h>
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#include < ttyd/pmario_sound.h>
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#include < ttyd/mario_cam.h>
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#include < ttyd/mario_pouch.h>
@@ -541,7 +542,7 @@ void reloadRoomMain()
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setSeqMapChange (tempNewMap, tempNewBero);
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// Reset the camera - mainly for the black bars at the top and bottom of the screen
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- uint32_t CameraPointer = reinterpret_cast <uint32_t >(ttyd::camdrv::camGetPtr (8 ));
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+ uint32_t CameraPointer = reinterpret_cast <uint32_t >(ttyd::camdrv::camGetPtr (ttyd::dispdrv::CameraId::k2d ));
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*reinterpret_cast <uint16_t *>(CameraPointer) &= ~((1 << 8 ) | (1 << 9 )); // Turn off the 8 and 9 bits
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uint32_t SystemLevel = ttyd::mariost::marioStGetSystemLevel ();
@@ -553,8 +554,8 @@ void reloadRoomMain()
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// Only run the following if the system level is not 0
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if (SystemLevel == 15 )
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{
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- // Currently in pause menu, so re-enable the camera
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- ttyd::camdrv::camDispOn (4 );
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+ // Currently in pause menu, so re-enable the 3D camera
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+ ttyd::camdrv::camDispOn (ttyd::dispdrv::CameraId::k3d );
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}
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// Enable sound effects, set the default camera id for Mario, and give back control to the player
@@ -596,7 +597,7 @@ void reloadRoom()
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ReloadRoom.SystemLevelShouldBeLowered = true ;
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// Reset the camera - mainly for the black bars at the top and bottom of the screen
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- uint32_t CameraPointer = reinterpret_cast <uint32_t >(ttyd::camdrv::camGetPtr (8 ));
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+ uint32_t CameraPointer = reinterpret_cast <uint32_t >(ttyd::camdrv::camGetPtr (ttyd::dispdrv::CameraId::k2d ));
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*reinterpret_cast <uint16_t *>(CameraPointer) &= ~((1 << 8 ) | (1 << 9 )); // Turn off the 8 and 9 bits
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}
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