Fixed B_TRANSITION_SHRED_SPLIT from softlocking the game (#4919)
* Added B_ENABLE_SHRED_SPLIT Created preproc define to remove ShredSplit_BrokenCheck * Removed config per https://github.com/rh-hideout/pokeemerald-expansion/pull/4919\#issuecomment-2211690039
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@ -212,7 +212,6 @@ static bool8 AngledWipes_TryEnd(struct Task *);
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static bool8 AngledWipes_StartNext(struct Task *);
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static bool8 ShredSplit_Init(struct Task *);
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static bool8 ShredSplit_Main(struct Task *);
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static bool8 ShredSplit_BrokenCheck(struct Task *);
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static bool8 ShredSplit_End(struct Task *);
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static bool8 Blackhole_Init(struct Task *);
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static bool8 Blackhole_Vibrate(struct Task *);
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@ -561,7 +560,6 @@ static const TransitionStateFunc sShredSplit_Funcs[] =
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{
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ShredSplit_Init,
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ShredSplit_Main,
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ShredSplit_BrokenCheck,
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ShredSplit_End
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};
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@ -2928,29 +2926,6 @@ static bool8 ShredSplit_Main(struct Task *task)
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return FALSE;
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}
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// This function never increments the state counter, because the loop condition
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// is always false, resulting in the game being stuck in an infinite loop.
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// It's possible this transition is only partially
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// done and the second part was left out.
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// In any case removing or bypassing this state allows the transition to finish.
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static bool8 ShredSplit_BrokenCheck(struct Task *task)
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{
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u16 i;
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bool32 done = TRUE;
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u16 checkVar2 = 0xFF10;
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for (i = 0; i < DISPLAY_HEIGHT; i++)
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{
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if (gScanlineEffectRegBuffers[1][i] != DISPLAY_WIDTH && gScanlineEffectRegBuffers[1][i] != checkVar2)
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done = FALSE;
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}
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if (done == TRUE)
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task->tState++;
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return FALSE;
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}
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static bool8 ShredSplit_End(struct Task *task)
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{
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DmaStop(0);
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