Merge pull request #205 from Reonu/better-credits

Update readme with better credits
This commit is contained in:
Reonu
2021-12-19 18:57:23 +00:00
committed by GitHub
5 changed files with 22 additions and 14 deletions

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@@ -1,7 +1,5 @@
# ![](https://i.imgur.com/CeOukzk.gif) HackerSM64 ![](https://i.imgur.com/s0LUbTo.gif)
**[Thank you to Kaze Emanuar for these major optimizations!](https://www.youtube.com/watch?v=uYPH-NH3B6k)
**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.**
HackerSM64 now has a discord server! https://discord.gg/brETAakcXr
@@ -12,6 +10,28 @@ This repo needs gcc in order to be able to build it. To install it, run `sudo ap
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`):
**Credits**
- **ArcticJaguar725**: Most audio configuration and layout changes, colored ia4 text, floombas, a bunch of random bugfixes, and more
- **CowQuack**: Adjustable skybox sizes, area-specific skybox function
- **thecozies**: Water surface types, general maintenance, and time
- **MrComit**: General use object defines, JUMP_KICK_FIX, LEDGE_GRABS_CHECK_SLOPE_ANGLE
- **aglab2**: bugfixes (particularly puppycam), refactor stuff
- **someone2639**: math.s and crash screen disam, stack trace, map packing, shiftable segments 2, S2DEX engine
- **Arthurtilly**: Platform Displacement 2
- **Fazana**: PuppyLib, ucode swapping, Audio load time optimisations (with Arctic), general hacker qol improvements, visual debug
- **Reonu**: Starting the project/repo, widescreen, various defines for hacker QoL
- **JoshDuMan**: decomp guy, general assistance
- **Arceveti**: silhouette, shadow optimisation, better hanging, breath meter
- **axollyon**: Console testing, bugfixes, idea-guying, and had a hand in silhouettes
- **Wiseguy**: silhouette, graph node optimisations, instant input patch, cake screen fix, segmented code support, and various optimizations/fixes
- **Kaze**: Graph node optimisations, automatic optimal collision distance
- **Pyro Jay**: Texture improvements, repo banner art, some QoL stuff
- **CrashOveride**: creating the `ultrasm64` repo
- **falcobuster**: coordinate overflow fix (world scale), ASM version of extended bounds
- **anonymous_moose**: porting falco's extended bounds to decomp
Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
**Lighting Engine by Wiseguy**
- Lighting Engine is available on a separate branch `(lighting-engine)`. Instructions on how to use it are in the readme of that branch.
- 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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#pragma once
/**
* Thank you to Kaze Emanuar for these major optimizations!
* https://www.youtube.com/watch?v=uYPH-NH3B6k
*
* If you are making a hack with this repo, it is recommended to credit Kaze Emanuar.
*/
/**
* @file config.h
* A catch-all file for configuring various bugfixes and other settings in SM64

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@@ -12,7 +12,6 @@
// NOTE: Be sure to edit sZoomOutAreaMasks in camera.c, as there isnt a good way to macro those right now.
// TODO: Figure something out for sZoomOutAreaMasks?
// Reworked internal names, non-level name abbreviations used from quad64 bc that was prob the best idea. - send all complaints to pyro jay
STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)

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@@ -2,9 +2,6 @@
#define __EXTENDED_BOUNDS_H__
/*
Better Extended Bounds by anonymous_moose
Thanks to someone2639 for the shiftable segments patch
Thanks to Wiseguy for the Surface Pool Full error code and 4x bounds fix
0: Regular bounds
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) {
}
#ifdef AUTO_COLLISION_DISTANCE
// From Kaze
static void get_optimal_coll_dist(struct Object *obj) {
register f32 thisVertDist, maxDist = 0.0f;
Vec3f v;