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My fork adds some functions like noteshake mechanic and middlescroll, also makes the game a bit easier to mod. Friday Night Funkin' on the original PlayStation

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PSXFunkin

Friday Night Funkin' on the PSX LOL

Code samples

// Note shake : 
// Add this code in stage.c, case StageState_Play:

if (stage.song_step >= "your step") // Replace "your step" with the step when you want noteshake to start
    noteshake = 1;
else
    noteshake = 0;

// Sprite angle changing :

fixed_t fx, fy;
	
//Draw a rotated texture
fx = stage.camera.x;
fy = stage.camera.y;
	
u8 sprite_angle = 0; // Angle of the sprite, dont put this in a function and dont make it more than 255
RECT tex_src = {0, 0, 255, 255};
RECT_FIXED tex_dst = {
	FIXED_DEC(0,1) - fx, // X position of the sprite
	FIXED_DEC(0,1) - fy, // Y position of the sprite
	FIXED_DEC(256,1), // Width of the sprite
	FIXED_DEC(256,1)  // Height of the sprite
};

// Change sprite angle when L2 or R2 is pressed
if (pad_state.held & PAD_L2)	
   	sprite_angle --;
if (pad_state.held & PAD_R2)
   	sprite_angle ++;
	
Stage_DrawTexRotate(&this->tex_back1, &tex_src, &tex_dst, stage.camera.bzoom, sprite_angle);

To use the funkinmultitool do ./tools/funkinmultitool/funkinmultitool in the source code folder

Compilation

Refer to COMPILE.md here

Disclaimer

This project is not endorsed by the original Friday Night Funkin' devs, this is just an unofficial fan project because I was bored.

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My fork adds some functions like noteshake mechanic and middlescroll, also makes the game a bit easier to mod. Friday Night Funkin' on the original PlayStation

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