Showing with 13 additions and 13 deletions.
  1. +1 −1 engines/dragons/minigame2.cpp
  2. +4 −4 engines/dragons/minigame3.cpp
  3. +6 −6 engines/dragons/minigame4.cpp
  4. +2 −2 engines/dragons/minigame5.cpp
@@ -82,7 +82,7 @@ void Minigame2::run(int16 param_1, uint16 param_2, int16 param_3) {
short local_260;
short local_258;
short local_256;
int16_t screenShakeTbl [10];
int16 screenShakeTbl [10];
uint16 screenShakeCounter;
uint8 paletteData [0x200];
uint16 local_28;
@@ -371,13 +371,13 @@ void Minigame3::run() {
bunnyInfo[local_20].x = bunnyInfo[local_20].x + UnkStruct_ARRAY_800931a0[local_50].field_0x14 * -0x200;
bunnyInfo[local_20].y = bunnyInfo[local_20].y - bunnyInfo[local_20].field_0xc;
bunnyInfo[local_20].field_0xc = bunnyInfo[local_20].field_0xc + bunnyInfo[local_20].field_0x10;
bunnyActorTbl[local_1c]->_x_pos = (int16_t)((int)bunnyInfo[local_20].x >> 9);
bunnyActorTbl[local_1c]->_y_pos = (int16_t)((int)bunnyInfo[local_20].y >> 9);
bunnyActorTbl[local_1c]->_x_pos = (int16)((int)bunnyInfo[local_20].x >> 9);
bunnyActorTbl[local_1c]->_y_pos = (int16)((int)bunnyInfo[local_20].y >> 9);
bunnyInfo[local_1e].x = bunnyInfo[local_1e].x + UnkStruct_ARRAY_800931a0[local_50].field_0x14 * 0x200;
bunnyInfo[local_1e].y = bunnyInfo[local_1e].y - bunnyInfo[local_1e].field_0xc;
bunnyInfo[local_1e].field_0xc = bunnyInfo[local_1e].field_0xc + bunnyInfo[local_1e].field_0x10;
bunnyActorTbl[local_1a]->_x_pos = (int16_t)((int)bunnyInfo[local_1e].x >> 9);
bunnyActorTbl[local_1a]->_y_pos = (int16_t)((int)bunnyInfo[local_1e].y >> 9);
bunnyActorTbl[local_1a]->_x_pos = (int16)((int)bunnyInfo[local_1e].x >> 9);
bunnyActorTbl[local_1a]->_y_pos = (int16)((int)bunnyInfo[local_1e].y >> 9);
if ((local_228 < 4) && unkXPosTbl[local_50 * 4 + local_228] < bunnyActorTbl[local_1a]->_x_pos) {
local_228 = local_228 + 1;
bunnyActorTbl[local_1a]->updateSequence((uint)local_228 + 6 & 0xffff);
@@ -223,21 +223,21 @@ uint16 Minigame4::runDanceBattle() {
const static uint16 xDancePosTbl[6] = { 0xAC, 0xB5, 0xBC, 0xB3, 0xB4, 0xAF };
const static uint16 yDancePosTbl[6] = { 0x1C, 0x23, 0x1A, 0x14, 0x12, 0xF };

const static uint16 uint16_t_ARRAY_80090400[6] = { 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F };
const static uint16 uint16_t_ARRAY_800903e8[6] = { 1, 2, 3, 4, 5, 6 };
const static uint16 uint16_ARRAY_80090400[6] = { 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F };
const static uint16 uint16_ARRAY_800903e8[6] = { 1, 2, 3, 4, 5, 6 };

uint16 Minigame4::singleDanceRound(uint16 currentDancePosition, uint16 duration) {
_dat_80090438->_x_pos = xDancePosTbl[(uint)currentDancePosition];
_dat_80090438->_y_pos = yDancePosTbl[(uint)currentDancePosition];
_dat_80090438->updateSequence(10);
_ps1ControllerActor->updateSequence(uint16_t_ARRAY_80090400[(uint)currentDancePosition]);
_bruteActor->updateSequence(uint16_t_ARRAY_800903e8[(uint)currentDancePosition]);
while ((_flickerActor->_sequenceID != uint16_t_ARRAY_800903e8[(uint)currentDancePosition] &&
_ps1ControllerActor->updateSequence(uint16_ARRAY_80090400[(uint)currentDancePosition]);
_bruteActor->updateSequence(uint16_ARRAY_800903e8[(uint)currentDancePosition]);
while ((_flickerActor->_sequenceID != uint16_ARRAY_800903e8[(uint)currentDancePosition] &&
(duration = duration + -1, duration != 0))) {
_vm->waitForFrames(1);
updateFlickerFromInput();
}
if (_flickerActor->_sequenceID == uint16_t_ARRAY_800903e8[(uint)currentDancePosition]) {
if (_flickerActor->_sequenceID == uint16_ARRAY_800903e8[(uint)currentDancePosition]) {
while (duration = duration + -1, duration != 0) {
_vm->waitForFrames(1);
}
@@ -71,8 +71,8 @@ void Minigame5::run() {
uint16 local_4c;
uint16 local_4a;
uint16 local_48;
int16_t local_46;
int16_t local_44;
int16 local_46;
int16 local_44;
short local_42;
uint16 local_30 [4];
//uint16 uStack42;