In all God of War games, they have deltatime.
The benefit of this being that it will only skip the intro videos and not the rest of the game, which is handy for those who do not want to watch intros every time they want to play. If they do, we call into the always skip video subroutine. What this code does is it checks if the video filenames match. Int controller_button = cellPadGetData () int frame_count = 0 bool UserPressedSkipButton = false bool VideoIsFinshed = false char video_name = m2v_files if ( video_name = "SMLogo" || video_name = "openingCredits" ) What if we always enable this boolean and send the X button input?
You see, once you start a new game or save it, on subsequent runs, the game enables a boolean on the second intro video, allowing the users to skip the video with the press of the X button. It turns out the solution was right in front of me. At first I thought the game referenced the filenames found within the executable, the files being SMLogo and openingCredits but removing these references in the executable still plays it, so I gotta come up with a solution. It took me a while to figure this one out. The game spawns IntroLoaderThread PPU thread for this and the solution here is to skip this process. One being the Sony logo and the Santa Monica videos. The PS3 God of War games has two stages of its intro section. This post will be a little on the longer side because there’s a lot to elaborate on. With the recent PC release of God of War (2018) patches for the series are becoming more relevant than ever. The Motorstorm post has been postponed! (Admittedly I haven’t even start writing it)