* Start work on envmap rotation stuff
* n64graphic envmap rotation working
* Add comment to rotation function
* Fix DLs of non 32x32 env maps, fix envmap rotation
* fix metal flying vanish cap
* fix metal mario's medium poly butt
* new asset version for flipped env maps
* added missing env textures to extract script
* restore asset_needs_update
* Skip asset_needs_update calls if local version matches new version
* removed the goddard textures from envmap rotation
---------
Co-authored-by: mineqwerty <mineqwerty25@gmail.com>
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Look for shared baserom directory using XDG_DATA_DIR instead of polluting the home directory
* move global baserom folder detection to a new file that the makefile can use
* ignore __pycache__ in tools
* edit make patch to use global baserom detector
* Extract jp/sh/eu from global folder too
* genericize asset extraction for all versions
* force at least US to extract
---------
Co-authored-by: Matt Pharoah <mtpharoah@gmail.com>
Co-authored-by: someone2639 <someone2639@gmail.com>
* remove gen_asset_list (frozen)
* move format.sh
* remove rasm2armips (decompilation helper)
* remove patch_libmalloc (IDO exclusive)
* remove unnecessary sha1's and makefile definitions
* remove libultra math script (IDO exclusive)
* remove patch_elf_32bit
* actually remove bitwidth tool
* remove the need for all the sha1 files
* extract_assets can now find a baserom named anything
* added error handling and some more graceful error handling
* formatting the error message
* more relevant error info
* add a check for a roms folder
* fix gitignore to prevent patch_elf from being re-committed
* naming clarity; change to baseroms/; feedback addressed
* skip rom verification if assets have been extracted
* changes addressed
---------
Co-authored-by: someone2639 <someone2639@gmail.com>
This allows sounds to start instantly without any fade-in. Using new soundbanks with delay values of 0 will not compile with base decomp, but old decomp-compliant soundbanks will work with this commit.
* Puppyprint text size
* Update puppyprint.c
* Revert broken render_multi_image changes
* revert multi image tweak
parallel momento
* Update puppyprint debug colors to work with new hexadecimal system
* Puppyprint color reversion to currEnv + some bugfixes
* Remove a pointless color array
* Add forgotten comment
* i can type yes definitely
* Fix some puppyprint formatting edge cases
* Missed one last puppyprint edge case
* Additional strLen check
* Variable length fix + command ignoring strlen
* type changes
* Update puppyprint.c
* Box clamping
* Revamped profiling, fixed right alignment
* Update puppycam2.c
* Deferred printing
* Update puppyprint.c
* Fixed negatives being stupid
* Puppyprint Memory view rework
* Update level_script.c
* tweaks
* Fix new line spacing with different scales
also small bit of optimisation
* Spacing fixes
* Lightweight text option
* puppyprint debug now using light text where applicable
* Update puppyprint.c
* Update puppyprint.c
* level select menu
* merge profilers into one WIP
* Fully ascii compliant
* Finishing touches hopefully
* Update puppyprint.c
* new font
* vanilla font
* o
* Update hud.c
* last kerning fixes
* Requested changes
* requested changes
* fix the j
* requested changes
* change ur clothes
* Update surface_collision.c
* requested changes
* Update puppyprint.h
* Update camera.c
* .
* Update puppyprint.c
* Update puppyprint.c
* Update puppyprint.c
* fix J
* font
* font system rework
* ia4 outline font
* pain
* fix deferred printing
* fix format change
* Add audio profiling to Puppyprint Debug
* Optimize audio profiling substantially
* Minor audio optimizations
* requested changes
* oops accidentally commited 6 lmfao
* Update game_init.c
* Update puppyprint.c
* Update puppyprint.c
* Improve Puppyprint deferred prints
This is safer, more readable, and more runtime efficient all in the same package
* change return type
* fix building with profiler only
* Update profiling.c
* fix upscaled texture rectangles from multi image
---------
Co-authored-by: gheskett <gheskett@gmail.com>
The name of the compiler that CROSS is set to varies from system to
system. (gcc-mips-linux-gnu on Debian) This was not handled in
s2d_engine and calc_bss.sh
* Implemented new lightweight CPU/RDP profiler
* Added RSP profiling to the lightweight profiler
* Added CPU audio to lightweight profiler
* Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts
* Ran script to convert all light commands to lightcolor commands
* Added define guards for the profiler
* Wrote function for setting up global light direction in the frame
* Moved camera matrix into projection stack
* Corrected cameraToObject for the new matrix stack (fixes culling and sound)
* Fixed billboarding with new matrix stack
* Fixed shadows with new matrix stack
* Fixed some areas where the game was previously extracting the camera matrix from various matrices
* Restored vanilla light and env map directions under new matrix stack
* Fix goddard crash
* Fix geo_process_level_of_detail
* Remove 'construct_float' from 'geo_process_level_of_detail'
* Removed some accidentally added files
* Removed unnecessary matrix multiplications in geo_process_object
* Added fixlights script to build system for fixing custom assets and added option to disable it if needed
* Fixed visual debug with new matstack and cleaned up visual debug code
* Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out
* Fixed clip planes not scaling based on WORLD_SCALE
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: Arceveti <arceveti@gmail.com>
Co-authored-by: thecozies <collinpferguson@gmail.com>