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Merge pull request #205 from Reonu/better-credits
Update readme with better credits
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README.md
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README.md
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#  HackerSM64 
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**[Thank you to Kaze Emanuar for these major optimizations!](https://www.youtube.com/watch?v=uYPH-NH3B6k)
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**AFTER CLONING THE REPO, CHECK OUT THE `include/config.h` FILE BEFORE ANYTHING ELSE! IT THERE'S A LOT OF STUFF IN THIS REPO THAT CAN BE TOGGLED THERE.**
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HackerSM64 now has a discord server! https://discord.gg/brETAakcXr
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@@ -12,6 +10,28 @@ This repo needs gcc in order to be able to build it. To install it, run `sudo ap
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This is a fork of the ultrasm64 repo by CrashOveride which includes the following commonly used patches (patches marked with `*` are toggleable in `config.h`):
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**Credits**
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- **ArcticJaguar725**: Most audio configuration and layout changes, colored ia4 text, floombas, a bunch of random bugfixes, and more
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- **CowQuack**: Adjustable skybox sizes, area-specific skybox function
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- **thecozies**: Water surface types, general maintenance, and time
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- **MrComit**: General use object defines, JUMP_KICK_FIX, LEDGE_GRABS_CHECK_SLOPE_ANGLE
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- **aglab2**: bugfixes (particularly puppycam), refactor stuff
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- **someone2639**: math.s and crash screen disam, stack trace, map packing, shiftable segments 2, S2DEX engine
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- **Arthurtilly**: Platform Displacement 2
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- **Fazana**: PuppyLib, ucode swapping, Audio load time optimisations (with Arctic), general hacker qol improvements, visual debug
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- **Reonu**: Starting the project/repo, widescreen, various defines for hacker QoL
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- **JoshDuMan**: decomp guy, general assistance
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- **Arceveti**: silhouette, shadow optimisation, better hanging, breath meter
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- **axollyon**: Console testing, bugfixes, idea-guying, and had a hand in silhouettes
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- **Wiseguy**: silhouette, graph node optimisations, instant input patch, cake screen fix, segmented code support, and various optimizations/fixes
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- **Kaze**: Graph node optimisations, automatic optimal collision distance
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- **Pyro Jay**: Texture improvements, repo banner art, some QoL stuff
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- **CrashOveride**: creating the `ultrasm64` repo
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- **falcobuster**: coordinate overflow fix (world scale), ASM version of extended bounds
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- **anonymous_moose**: porting falco's extended bounds to decomp
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Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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**Lighting Engine by Wiseguy**
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- Lighting Engine is available on a separate branch `(lighting-engine)`. Instructions on how to use it are in the readme of that branch.
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- Alternatively, the main repo has `Puppylights` available, which is a more lightweight, but limited lighting library intended to be used to modify existing light properties. You can look at `puppylights.c` to find out how to use it.
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@@ -1,12 +1,5 @@
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#pragma once
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/**
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* Thank you to Kaze Emanuar for these major optimizations!
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* https://www.youtube.com/watch?v=uYPH-NH3B6k
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*
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* If you are making a hack with this repo, it is recommended to credit Kaze Emanuar.
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*/
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/**
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* @file config.h
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* A catch-all file for configuring various bugfixes and other settings in SM64
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@@ -12,7 +12,6 @@
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// NOTE: Be sure to edit sZoomOutAreaMasks in camera.c, as there isnt a good way to macro those right now.
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// TODO: Figure something out for sZoomOutAreaMasks?
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// Reworked internal names, non-level name abbreviations used from quad64 bc that was prob the best idea. - send all complaints to pyro jay
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STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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@@ -2,9 +2,6 @@
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#define __EXTENDED_BOUNDS_H__
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/*
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Better Extended Bounds by anonymous_moose
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Thanks to someone2639 for the shiftable segments patch
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Thanks to Wiseguy for the Surface Pool Full error code and 4x bounds fix
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0: Regular bounds
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Same as vanilla sm64, boundaries are (-8192 to 8191)
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@@ -623,7 +623,6 @@ void load_object_surfaces(TerrainData **data, TerrainData *vertexData) {
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}
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#ifdef AUTO_COLLISION_DISTANCE
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// From Kaze
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static void get_optimal_coll_dist(struct Object *obj) {
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register f32 thisVertDist, maxDist = 0.0f;
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Vec3f v;
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