Also implements check for FBE.
* start implementing selftest
* add some more
* gSupportsLibpl destroyed
* SYS_SUPPORTS -> SYSCAP
* add emux check
* make it compile
* play around with it until it writes the ASM i want
* format
* explain what im doing
* hopefully guard emux
* one feedback
* two feedback
* better libpl check
* better comment
* resolve some feedbackg
* add FBE check
* dont need to skip this check if its only for the first frame'
* skip framebuffer check if on a system that we know supports it.
* document that nothing in the repo has emux yet
* goodbye emux
* feed1
* various detectable
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Co-authored-by: someone2639 <someone2639@gmail.com>
* Close .assets-local.txt before attempting to remove it in extract_assets.py
* Bare $(MAKE) doesn't work if the path to make has spaces, so quote it
* Suppress warning for unused parameter in Flips.cpp
* Don't override OS environment variable, since it broke MinGW
* Specify extension for aiff_extract_codebook target, fixes dependency order for MinGW
* Replace render_multi_image() with draw_sprite()
This function is more stable and can handle more use cases than render_multi_image() could. It can handle fractional scaling and also doesn't suffer from the seams that ParaLLEl displays when upscaling texrects.
It does have some minor drawbacks though, mainly that it doesn't handle the complete displaylist for the user (mainly to allow customization of primitives outside of the function). It also isn't currently as optimized as render_multi_image() was for combiner and render modes (also copy mode does not render correctly).
Neither function supports rendering of CI textures still.
* Add additional comments and documentation to draw_sprite function
This saves about 90KB of RAM in the code segment
When Kaze found out we still use Ofast his response was "LOL"
Never listen to Fazana ever again
I did this PR through github file editor out of spite
This should allow people to put course-exiting ordinary stars into Bowser courses without playing a key animation. Similarly, this will allow Bowser fights to exist in ordinary levels without playing the standard star animation on level exit. Save flags for keys still need to be handled manually in these cases though.
* Prevent interference between debug fly and other uses of dpad, dejank debug fly camera transitions
* Better whitespace
* Move extern to puppyprint.h
* This bothered Arctic
* add makefile util function to extract all assets
* indent
* start leveraging multiple-export functionality in extract_assets
* find-rom util; use the native hash library in detect-baseroms
* look back on my variable naming decisions with shame
* more docs; remove debug prints
* what if i just have detect_baseroms list the roms
* beef up usage string in extract_assets
* only one python invocation now; fix failure condition
* remove commented hashlib
* give it a last documentation pass
* warning fix that doesnt happen on my end
* long
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Co-authored-by: someone2639 <someone2639@gmail.com>
* Update README.md
Replaces the super out of date build instructions with a link to the wiki. As a stopgap before the readme rewrite.
* Restore UNFLoader section
Arctic said to
* Change rom requirements in readme
Placing all music samples in the same folder allows for samples like Bowser organ and the course_select 'la' samples to be used among other samples (extended soundbank should be updated eventually to take advantage of this). Compatibility tables additionally allow for use of both legacy soundbanks and those designed around Refresh 16 (instruments folder only).