Make option descriptions more readable, fix bug in draw.c
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@ -86,68 +86,69 @@ void configMenu(bool oldPinStatus)
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#endif
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};
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const char *optionsDescription[] = { "Select the default EmuNAND.\n"
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const char *optionsDescription[] = { "Select the default EmuNAND.\n\n"
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"It will booted with no directional pad\n"
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"buttons pressed",
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"buttons pressed.",
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"Select the screen brightness",
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"Activate a PIN lock.\n"
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"Activate a PIN lock.\n\n"
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"The PIN will be asked each time\n"
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"Luma3DS boots.\n"
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"4, 6 or 8 digits can be selected.\n"
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"Luma3DS boots.\n\n"
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"4, 6 or 8 digits can be selected.\n\n"
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"The ABXY buttons and the directional\n"
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"pad buttons can be used as keys",
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"pad buttons can be used as keys.",
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"Select the New 3DS CPU mode.\n"
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"It will be always enabled.\n"
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"Select the New 3DS CPU mode.\n\n"
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"It will be always enabled.\n\n"
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"'Clock+L2' can cause issues with some\n"
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"games",
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"games.",
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#ifdef DEV
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"Select the developer features.\n"
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"'ErrDisp' displays debug information\n"
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"Select the developer features.\n\n"
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"\t* 'ErrDisp' displays debug info. "
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"on the 'An error has occurred' screen.\n"
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"'UNITINFO' makes the console be always\n"
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"detected as a development unit (which\n"
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"breaks online features and allows\n"
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"booting some developer software).\n"
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"'Off' disables exception handlers\n"
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"in FIRM",
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"\t* 'UNITINFO' makes the console be\n"
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"always detected as a development unit (which "
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"breaks online features and\n"
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"allows booting some developer software).\n"
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"\t* 'Off' disables exception handlers\n"
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"in FIRM.",
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#endif
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"If enabled SysNAND will be launched on\n"
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"boot. Otherwise, an EmuNAND will.\n"
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"Hold L on boot to switch NAND.\n"
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"boot. Otherwise, an EmuNAND will.\n\n"
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"Hold L on boot to switch NAND.\n\n"
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"To use a different EmuNAND from the\n"
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"default, hold a directional pad button\n"
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"(Up/Right/Down/Left equal EmuNANDs\n"
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"1/2/3/4)",
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"1/2/3/4).",
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"If enabled, when holding R on boot\n"
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"EmuNAND will be booted with the\n"
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"SysNAND FIRM. Otherwise, SysNAND will\n"
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"be booted with an EmuNAND FIRM.\n"
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"be booted with an EmuNAND FIRM.\n\n"
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"To use a different EmuNAND from the\n"
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"default, hold a directional pad button\n"
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"(Up/Right/Down/Left equal EmuNANDs\n"
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"1/2/3/4)",
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"1/2/3/4).",
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"Enable overriding the region and\n"
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"language configuration and the usage\n"
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"of patched code binaries for specific\n"
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"games.\n"
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"games.\n\n"
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"Also makes certain DLCs for\n"
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"out-of-region games work.\n"
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"Refer to the wiki for instructions",
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"out-of-region games work.\n\n"
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"Refer to the wiki for instructions.",
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"Show the currently booted NAND\n"
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"(Sys = SysNAND, Emu = EmuNAND 1,\n"
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"EmuX = EmuNAND X,\n"
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"SysE = SysNAND with EmuNAND 1 FIRM,\n"
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"SyEX = SysNAND with EmuNAND X FIRM,\n"
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"EmXS = EmuNAND X with SysNAND FIRM)\n"
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"Show the currently booted NAND.\n\n"
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"\t* Sys = SysNAND\n"
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"\t* Emu = EmuNAND 1\n"
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"\t* EmuX = EmuNAND X\n"
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"\t* SysE = SysNAND with EmuNAND 1 FIRM\n"
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"\t* SyEX = SysNAND with EmuNAND X FIRM\n"
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"\t* EmXS = EmuNAND X with SysNAND FIRM\n\n"
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"or an user-defined custom string in\n"
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"System Settings.\n"
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"Refer to the wiki for instructions",
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"System Settings.\n\n"
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"Refer to the wiki for instructions.",
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"Show the GBA boot screen when booting\n"
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"GBA games",
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@ -155,9 +156,9 @@ void configMenu(bool oldPinStatus)
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"If enabled, the splash screen will be\n"
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"displayed before booting payloads,\n"
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"otherwise it will be displayed\n"
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"afterwards.\n"
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"afterwards.\n\n"
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"Intended for splash screens that\n"
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"display button hints"
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"display button hints."
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#ifdef DEV
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, "Disable SVC, service, archive and ARM9\n"
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"exheader access checks"
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@ -76,23 +76,32 @@ void drawCharacter(char character, bool isTopScreen, u32 posX, u32 posY, u32 col
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u32 drawString(const char *string, bool isTopScreen, u32 posX, u32 posY, u32 color)
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{
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for(u32 i = 0, line_i = 0; i < strlen(string); i++, line_i++)
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for(u32 i = 0, line_i = 0; i < strlen(string); i++)
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{
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if(string[i] == '\n')
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switch(string[i])
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{
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case '\n':
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posY += SPACING_Y;
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line_i = 0;
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break;
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case '\t':
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line_i += 2;
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break;
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default:
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//Make sure we never get out of the screen
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if(line_i >= ((isTopScreen ? SCREEN_TOP_WIDTH : SCREEN_BOTTOM_WIDTH) - posX) / SPACING_X)
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{
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posY += SPACING_Y;
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line_i = 0;
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i++;
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}
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else if(line_i >= ((isTopScreen ? SCREEN_TOP_WIDTH : SCREEN_BOTTOM_WIDTH) - posX) / SPACING_X)
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{
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//Make sure we never get out of the screen
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posY += SPACING_Y;
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line_i = 1; //Little offset so we know the same string continues
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if(string[i] == ' ') i++; //Spaces at the start look weird
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}
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drawCharacter(string[i], isTopScreen, posX + line_i * SPACING_X, posY, color);
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line_i++;
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break;
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}
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}
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return posY;
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