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4 Commits

Author SHA1 Message Date
Reonu
32035cfb7f add more defines and change default sounds 2022-12-17 16:50:52 +01:00
Reonu
e100979877 disable error sound by default 2022-12-14 02:15:03 +01:00
Reonu
64225b7a19 added camera error define 2022-12-14 02:14:00 +01:00
Reonu
735c0ba438 add CAMERA_SOUND define 2022-12-13 23:41:29 +01:00
1288 changed files with 25169 additions and 42514 deletions

141
.gitignore vendored
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@@ -38,9 +38,6 @@
# datadump
/tools/ddump/*
# python cache in tools/
/tools/__pycache__/*
# Text editor remnants
*.swp
.vscode/*
@@ -528,26 +525,21 @@ assets/demos/pss.bin
assets/demos/unused.bin
assets/demos/wf.bin
levels/bbh/0.rgba16.png
actors/vanilla_actors/bbh/0.rgba16.png
levels/bbh/1.rgba16.png
levels/bbh/2.rgba16.png
levels/bbh/3.rgba16.png
actors/vanilla_actors/bbh/4.rgba16.png
actors/vanilla_actors/bbh/5.rgba16.png
actors/vanilla_actors/bbh/6.rgba16.png
actors/vanilla_actors/bitdw/0.rgba16.png
levels/bbh/4.rgba16.png
levels/bbh/5.rgba16.png
levels/bbh/6.rgba16.png
levels/bitdw/0.rgba16.png
levels/bitdw/1.rgba16.png
levels/bitdw/2.rgba16.png
levels/bitdw/3.rgba16.png
actors/vanilla_actors/bitfs/0.rgba16.png
levels/bitfs/0.rgba16.png
actors/vanilla_actors/bitfs/1.rgba16.png
levels/bitfs/1.rgba16.png
levels/bitfs/2.rgba16.png
levels/bits/0.rgba16.png
levels/bits/1.rgba16.png
actors/vanilla_actors/bits/2.rgba16.png
levels/bits/2.rgba16.png
levels/bob/0.rgba16.png
levels/bob/1.rgba16.png
@@ -564,9 +556,9 @@ levels/bowser_3/2.rgba16.png
levels/castle_grounds/0.rgba16.png
levels/castle_grounds/1.rgba16.png
levels/castle_grounds/2.rgba16.png
actors/vanilla_actors/castle_grounds/3.rgba16.png
actors/vanilla_actors/castle_grounds/4.rgba16.png
actors/vanilla_actors/castle_grounds/5.ia8.png
levels/castle_grounds/3.rgba16.png
levels/castle_grounds/4.rgba16.png
levels/castle_grounds/5.ia8.png
levels/castle_inside/1.rgba16.png
levels/castle_inside/10.rgba16.png
levels/castle_inside/11.rgba16.png
@@ -604,25 +596,22 @@ levels/castle_inside/38.rgba16.png
levels/castle_inside/39.rgba16.png
levels/castle_inside/4.rgba16.png
levels/castle_inside/40.rgba16.png
actors/vanilla_actors/castle_inside/5.rgba16.png
actors/vanilla_actors/castle_inside/6.rgba16.png
actors/vanilla_actors/castle_inside/7.rgba16.png
levels/castle_inside/5.rgba16.png
levels/castle_inside/6.rgba16.png
levels/castle_inside/7.rgba16.png
levels/castle_inside/8.rgba16.png
levels/castle_inside/9.rgba16.png
actors/vanilla_actors/castle_inside/castle_light.ia16.png
levels/castle_inside/castle_light.ia16.png
levels/ccm/0.rgba16.png
levels/ccm/1.rgba16.png
actors/vanilla_actors/ccm/1.rgba16.png
levels/ccm/10.rgba16.png
levels/ccm/11.rgba16.png
actors/vanilla_actors/ccm/12.rgba16.png
levels/ccm/12.rgba16.png
levels/ccm/2.rgba16.png
actors/vanilla_actors/ccm/2.rgba16.png
actors/vanilla_actors/ccm/3.rgba16.png
levels/ccm/3.rgba16.png
levels/ccm/4.rgba16.png
actors/vanilla_actors/ccm/5.rgba16.png
actors/vanilla_actors/ccm/6.rgba16.png
levels/ccm/5.rgba16.png
levels/ccm/6.rgba16.png
levels/ccm/7.rgba16.png
levels/ccm/8.ia16.png
levels/ccm/9.ia16.png
@@ -631,12 +620,11 @@ levels/cotmc/1.rgba16.png
levels/cotmc/2.rgba16.png
levels/cotmc/3.rgba16.png
levels/cotmc/4.rgba16.png
actors/vanilla_actors/ddd/0.rgba16.png
levels/ddd/0.rgba16.png
levels/ddd/1.rgba16.png
levels/ddd/2.rgba16.png
actors/vanilla_actors/ddd/2.rgba16.png
levels/ddd/3.rgba16.png
actors/vanilla_actors/ddd/4.rgba16.png
levels/ddd/4.rgba16.png
levels/ending/cake.png
levels/ending/cake_eu.png
levels/ending/eu_023000.rgba16.png
@@ -648,10 +636,10 @@ levels/ending/eu_028000.rgba16.png
levels/hmc/0.rgba16.png
levels/hmc/1.rgba16.png
levels/hmc/2.rgba16.png
actors/vanilla_actors/hmc/3.rgba16.png
actors/vanilla_actors/hmc/4.rgba16.png
actors/vanilla_actors/hmc/5.rgba16.png
actors/vanilla_actors/hmc/6.rgba16.png
levels/hmc/3.rgba16.png
levels/hmc/4.rgba16.png
levels/hmc/5.rgba16.png
levels/hmc/6.rgba16.png
levels/hmc/7.rgba16.png
levels/intro/0.rgba16.png
levels/intro/1.rgba16.png
@@ -662,41 +650,40 @@ levels/intro/3_sh_tm.rgba16.png
levels/intro/3_tm.rgba16.png
levels/jrb/0.rgba16.png
levels/jrb/1.rgba16.png
actors/vanilla_actors/jrb/2.rgba16.png
actors/vanilla_actors/jrb/3.rgba16.png
actors/vanilla_actors/lll/0.rgba16.png
actors/vanilla_actors/lll/1.rgba16.png
actors/vanilla_actors/lll/10.rgba16.png
actors/vanilla_actors/lll/11.rgba16.png
actors/vanilla_actors/lll/12.rgba16.png
actors/vanilla_actors/lll/13.rgba16.png
actors/vanilla_actors/lll/14.rgba16.png
actors/vanilla_actors/lll/15.rgba16.png
actors/vanilla_actors/lll/16.rgba16.png
actors/vanilla_actors/lll/17.rgba16.png
actors/vanilla_actors/lll/18.rgba16.png
actors/vanilla_actors/lll/19.rgba16.png
actors/vanilla_actors/lll/2.rgba16.png
actors/vanilla_actors/lll/20.rgba16.png
actors/vanilla_actors/lll/21.rgba16.png
actors/vanilla_actors/lll/22.rgba16.png
actors/vanilla_actors/lll/23.rgba16.png
actors/vanilla_actors/lll/24.rgba16.png
actors/vanilla_actors/lll/25.rgba16.png
levels/jrb/2.rgba16.png
levels/jrb/3.rgba16.png
levels/lll/0.rgba16.png
levels/lll/1.rgba16.png
levels/lll/10.rgba16.png
levels/lll/11.rgba16.png
levels/lll/12.rgba16.png
levels/lll/13.rgba16.png
levels/lll/14.rgba16.png
levels/lll/15.rgba16.png
levels/lll/16.rgba16.png
levels/lll/17.rgba16.png
levels/lll/18.rgba16.png
levels/lll/19.rgba16.png
levels/lll/2.rgba16.png
levels/lll/20.rgba16.png
levels/lll/21.rgba16.png
levels/lll/22.rgba16.png
levels/lll/23.rgba16.png
levels/lll/24.rgba16.png
levels/lll/25.rgba16.png
levels/lll/26.rgba16.png
levels/lll/27.ia16.png
levels/lll/28.rgba16.png
levels/lll/29.rgba16.png
actors/vanilla_actors/lll/29.rgba16.png
levels/lll/3.rgba16.png
levels/lll/30.rgba16.png
levels/lll/31.rgba16.png
levels/lll/32.rgba16.png
levels/lll/4.rgba16.png
levels/lll/5.rgba16.png
actors/vanilla_actors/lll/6.rgba16.png
levels/lll/6.rgba16.png
levels/lll/7.rgba16.png
actors/vanilla_actors/lll/8.rgba16.png
levels/lll/8.rgba16.png
levels/lll/9.rgba16.png
levels/menu/main_menu_seg7.00018.rgba16.png
levels/menu/main_menu_seg7.00818.rgba16.png
@@ -931,64 +918,59 @@ levels/menu/main_menu_seg7_us.0B800.ia8.png
levels/pss/0.rgba16.png
levels/pss/1.ia16.png
levels/pss/2.rgba16.png
actors/vanilla_actors/rr/1.rgba16.png
levels/rr/1.rgba16.png
levels/rr/2.rgba16.png
actors/vanilla_actors/rr/quarter_flying_carpet.rgba16.png
levels/rr/quarter_flying_carpet.rgba16.png
levels/sl/0.rgba16.png
levels/sl/1.rgba16.png
actors/vanilla_actors/sl/2.rgba16.png
levels/sl/2.rgba16.png
levels/sl/3.rgba16.png
levels/sl/4.rgba16.png
levels/ssl/0.rgba16.png
levels/ssl/1.ia16.png
actors/vanilla_actors/ssl/10.rgba16.png
actors/vanilla_actors/ssl/11.rgba16.png
levels/ssl/10.rgba16.png
levels/ssl/11.rgba16.png
levels/ssl/2.rgba16.png
levels/ssl/3.rgba16.png
levels/ssl/4.rgba16.png
actors/vanilla_actors/ssl/5.rgba16.png
actors/vanilla_actors/ssl/6.rgba16.png
levels/ssl/5.rgba16.png
levels/ssl/6.rgba16.png
levels/ssl/7.rgba16.png
actors/vanilla_actors/ssl/8.rgba16.png
actors/vanilla_actors/ssl/9.rgba16.png
levels/ssl/8.rgba16.png
levels/ssl/9.rgba16.png
levels/thi/0.rgba16.png
levels/thi/1.rgba16.png
actors/vanilla_actors/thi/1.rgba16.png
levels/totwc/0.rgba16.png
levels/totwc/1.rgba16.png
levels/totwc/2.rgba16.png
levels/totwc/3.ia16.png
actors/vanilla_actors/ttc/0.rgba16.png
actors/vanilla_actors/ttc/1.rgba16.png
levels/ttc/0.rgba16.png
levels/ttc/1.rgba16.png
levels/ttc/2.rgba16.png
levels/ttm/0.ia16.png
levels/ttm/1.rgba16.png
levels/ttm/2.rgba16.png
levels/ttm/3.rgba16.png
actors/vanilla_actors/ttm/4.rgba16.png
levels/ttm/4.rgba16.png
levels/ttm/5.rgba16.png
levels/ttm/6.rgba16.png
levels/ttm/7.rgba16.png
actors/vanilla_actors/ttm/8.rgba16.png
levels/ttm/8.rgba16.png
levels/vcutm/0.rgba16.png
levels/vcutm/1.rgba16.png
actors/vanilla_actors/vcutm/2.rgba16.png
levels/vcutm/2.rgba16.png
levels/vcutm/3.rgba16.png
levels/wdw/0.rgba16.png
levels/wdw/1.rgba16.png
actors/vanilla_actors/wdw/1.rgba16.png
actors/vanilla_actors/wdw/2.rgba16.png
actors/vanilla_actors/wdw/3.rgba16.png
levels/wdw/2.rgba16.png
levels/wdw/3.rgba16.png
levels/wdw/4.rgba16.png
actors/vanilla_actors/wf/0.rgba16.png
levels/wf/0.rgba16.png
levels/wf/1.rgba16.png
actors/vanilla_actors/wf/2.rgba16.png
levels/wf/2.rgba16.png
actors/vanilla_actors/wf/3.rgba16.png
actors/vanilla_actors/wf/4.rgba16.png
actors/vanilla_actors/wf/5.ia8.png
levels/wf/3.rgba16.png
levels/wf/4.rgba16.png
levels/wf/5.ia8.png
levels/wmotr/0.rgba16.png
levels/wmotr/1.rgba16.png
levels/wmotr/2.rgba16.png
@@ -2164,6 +2146,3 @@ lib/libs2d_engine.a
# :Zone_Identifier files
*Zone.Identifier
# user-specific config file
include/config/config_local.h

3
.gitmodules vendored
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@@ -1,3 +0,0 @@
[submodule "lib/libpl2"]
path = lib/libpl2
url = https://gitlab.com/parallel-launcher/libpl2.git

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@@ -26,8 +26,7 @@
"VERSION_US=1",
"F3DEX_GBI_2=1",
"F3DZEX_NON_GBI_2=1",
"F3DEX_GBI_SHARED=1",
"LIBPL=1"
"F3DEX_GBI_SHARED=1"
],
"compilerPath": "/usr/bin/mips-linux-gnu-gcc",
"cStandard": "gnu17",

View File

@@ -2,7 +2,9 @@
# Each line is a file pattern followed by one or more owners.
# These owners will be the default owners for everything in the repo.
* @Reonu @gheskett @arthurtilly
* @Reonu
* @thecozies
* @gheskett
# Order is important. The last matching pattern has the most precedence.
# So if a pull request only touches javascript files, only these owners

View File

@@ -1,18 +1,17 @@
FROM ubuntu:22.04 as build
FROM ubuntu:18.04 as build
RUN apt-get update && \
apt-get install -y \
binutils-mips-linux-gnu \
bsdextrautils \
bsdmainutils \
build-essential \
gcc-mips-linux-gnu \
libcapstone-dev \
pkgconf \
python3
RUN mkdir /hackersm64
WORKDIR /hackersm64
ENV PATH="/hackersm64/tools:${PATH}"
RUN mkdir /sm64
WORKDIR /sm64
ENV PATH="/sm64/tools:${PATH}"
CMD echo 'Usage: docker run --rm -v ${PWD}:/hackersm64 hackersm64 make VERSION=us -j4\n' \
'See https://github.com/HackerN64/HackerSM64/blob/master/README.md for more information'
CMD echo 'usage: docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4\n' \
'see https://github.com/n64decomp/sm64/blob/master/README.md for advanced usage'

223
Makefile

File diff suppressed because it is too large Load Diff

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@@ -39,23 +39,15 @@ ACTOR_GROUPS := \
LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))
LEVEL_ELF_FILES := $(foreach level_dir,$(LEVEL_DIRS),$(BUILD_DIR)/levels/$(level_dir)leveldata.elf)
VANILLA_ACTORS_FILES := $(addsuffix data,$(VNL_ACTRS_DIRS))
VANILLA_ACTORS_ELF_FILES := $(foreach level_dir,$(VNL_ACTRS_DIRS),$(BUILD_DIR)/actors/vanilla_actors/$(level_dir)data.elf)
SEG_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf) \
$(VANILLA_ACTORS_FILES:%=$(BUILD_DIR)/actors/vanilla_actors/%.elf)
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)
YAY0_FILES := \
$(SEGMENTS:%=$(BUILD_DIR)/bin/%.szp) \
$(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.szp) \
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.szp) \
$(VANILLA_ACTORS_FILES:%=$(BUILD_DIR)/actors/vanilla_actors/%.szp)
$(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.szp)
YAY0_OBJ_FILES := $(YAY0_FILES:.szp=.szp.o)
@@ -249,11 +241,9 @@ $(BUILD_DIR)/bin/machine.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/mountain.elf: SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/grass.elf: SEGMENT_ADDRESS := 0x09000000
# EU segment 19 translations
$(BUILD_DIR)/bin/translation_de.elf: SEGMENT_ADDRESS := 0x1B000000
$(BUILD_DIR)/bin/translation_en.elf: SEGMENT_ADDRESS := 0x1B000000
$(BUILD_DIR)/bin/translation_fr.elf: SEGMENT_ADDRESS := 0x1B000000
$(BUILD_DIR)/bin/translation_jp.elf: SEGMENT_ADDRESS := 0x1B000000
$(BUILD_DIR)/bin/translation_es.elf: SEGMENT_ADDRESS := 0x1B000000
$(BUILD_DIR)/bin/eu/translation_de.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_en.elf: SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_fr.elf: SEGMENT_ADDRESS := 0x19000000
# --------------------------------------
# Skybox Rules
@@ -278,36 +268,3 @@ IPL3_RAW_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IP
CRASH_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/crash_custom/*.png)
CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))
# --------------------------------------
# Vanilla Objects Rules
# --------------------------------------
define vanilla_objects_rules =
VANILLA_ACTORS_$(1)_TEXTURE_FILES := $$(patsubst %.png,%.inc.c,$$(wildcard actors/vanilla_actors/$(1)/*.png))
$$(BUILD_DIR)/actors/vanilla_actors/$(1)/data.o: $$(addprefix $$(BUILD_DIR)/,$$(VANILLA_ACTORS_$(1)_TEXTURE_FILES))
$$(BUILD_DIR)/actors/vanilla_actors/$(1)/data.elf: SEGMENT_ADDRESS := 0x0e000000
$$(BUILD_DIR)/actors/vanilla_actors/$(1)/data.elf: TEXTURE_BIN := $(2)
endef
$(eval $(call vanilla_objects_rules,bob,generic))
$(eval $(call vanilla_objects_rules,wf,grass))
$(eval $(call vanilla_objects_rules,jrb,water))
$(eval $(call vanilla_objects_rules,ccm,snow))
$(eval $(call vanilla_objects_rules,bbh,spooky))
$(eval $(call vanilla_objects_rules,hmc,cave))
$(eval $(call vanilla_objects_rules,lll,fire))
$(eval $(call vanilla_objects_rules,ssl,generic))
$(eval $(call vanilla_objects_rules,ddd,water))
$(eval $(call vanilla_objects_rules,sl,snow))
$(eval $(call vanilla_objects_rules,wdw,grass))
$(eval $(call vanilla_objects_rules,ttm,mountain))
$(eval $(call vanilla_objects_rules,thi,grass))
$(eval $(call vanilla_objects_rules,ttc,machine))
$(eval $(call vanilla_objects_rules,rr,sky))
$(eval $(call vanilla_objects_rules,bitdw,sky))
$(eval $(call vanilla_objects_rules,bitfs,sky))
$(eval $(call vanilla_objects_rules,bits,sky))
$(eval $(call vanilla_objects_rules,vcutm,outside))
$(eval $(call vanilla_objects_rules,castle_inside,inside))
$(eval $(call vanilla_objects_rules,castle_grounds,outside))

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@@ -17,25 +17,25 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- **MrComit**: General use object defines, JUMP_KICK_FIX
- **aglab2**: Bugfixes (particularly puppycam), refactor stuff
- **someone2639**: math.s and crash screen disam, stack trace, map packing, shiftable segments 2, S2DEX engine
- **Arthurtilly**: ASCII / UTF-8 support, Multilang, Platform Displacement 2
- **Arthurtilly**: Platform Displacement 2
- **Fazana**: PuppyLib, ucode swapping, audio load time optimisations (with Arctic), general hacker qol improvements, visual debug
- **Reonu**: Starting the project + widescreen, reonucam, various defines for hacker QoL, and a custom Spanish (Spain) translation of the game.
- **Reonu**: Starting the project/repo, widescreen, reonucam, various defines for hacker QoL
- **JoshDuMan**: Decomp guy, general assistance
- **Arceveti**: Silhouette, shadow optimisation, better hanging, breath meter, 4 controller support
- **Arceveti**: Silhouette, shadow optimisation, better hanging, breath meter
- **axollyon**: Console testing, bugfixes, idea-guying, and had a hand in silhouettes
- **Wiseguy**: World scale reimplementation, 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](https://github.com/CrashOveride95/ultrasm64) repo
- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds, emulator detector
- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds
- **anonymous_moose**: porting falco's extended bounds to decomp
- **tuxlovesyou**: `LOAD_MIO0_TEXTURE` macro and moral support
- **devwizard**: the PJ64 pre-v3.0 detection part of the emulator detector
Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
**Lighting Engine by Wiseguy**
- Lighting Engine is available on a separate branch ([base/lighting-engine](https://github.com/Reonu/HackerSM64/tree/base/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.
**Puppycam**
- Puppycam is available on the master branch now, you can toggle it in `config/config_camera.h`. *
@@ -82,14 +82,14 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- Many general use defines for object struct members, meant for use in custom object behaviors. Check `include/object_fields.h` for more info on this. (By MrComit)
- Included `actors/group0.c` in `behavior_data.c`
- The internal ROM name is now set with a define in `config/config_rom.h` to make it simpler
- There is a `gEmulator` variable to detect console or specific emulators and emulator versions
- There is a `gIsConsole` variable that is 1 when running on console and 0 when running on emulator. This way you can wrap your code in a console check.
- Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) *
- You can set a test level in `config/config_debug.h` in order to boot straight into it, so you can quickly test the level you're working on. *
- Allow all surfaces in the game to have a `force` parameter. Activating this doesn't REQUIRE you to set `force` for every surface: If you don't set, it will default to 0x0000 rather than crashing. Increases RAM usage of collision. *
- The clown font includes the entire English alphabet.
- Colored ia4 text support. Format: `"@XXXXXX[YOUR TEXT]@--------"` (By Arthurtilly)
- Example Text: `"@FF0000RED @00FF00GREEN @0000FFBLUE @FFFFFFWHITE"`
- NOTE: Text will need to be recolored each time it scrolls in a dialog box, or the custom color will reset. The text will use gDialogTextAlpha as the alpha value when changing the color.
- Colored ia4 text support. Format: `"@XXXXXXXX[YOUR TEXT]@--------"` (By ArcticJaguar725)
- Example Text: `"@FF0000FFRED @00FF00FFGREEN @0000FFFFBLUE @FFFFFF00INVISIBLE @--------NORMAL"`
- NOTE: It is not mandatory to reset the text color with `"@--------"`, but text will need to be recolored each time it scrolls in a dialog box, or the custom color will reset.
- Toggle visiblity of collision surfaces and object hitboxes with Visual Surface Debug. `config/config_debug.h` has VISUAL_DEBUG which can be turned on to enable this feature.
- Workaround for infinite death loops caused by using the wrong warp type for death warps. Mario's HP will be restored when being warped to any warp if (and only if) he was warped while dead. *
@@ -105,7 +105,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
**Neat Misc. Changes:**
- Instant Input patch by Wiseguy (Removes all input lag caused by plugins supporting framebuffer)
- This means that you'll have to do your framebuffer effects on buffer 0 for emulator, but NOT for console. You can use the `gEmulator` variable to check for console when doing your framebuffer effects.
- This means that you'll have to do your framebuffer effects on buffer 0 for emulator, but NOT for console. You can use the `gIsConsole` variable to check for console when doing your framebuffer effects.
- Widescreen (16:9) support toggleable by pressing `L` in the pause menu. *
- S2DEX engine by someone2639! To use it, compile with `make TEXT_ENGINE=s2dex_text_engine` or just set `TEXT_ENGINE` to `s2dex_text_engine` in the makefile.
- ia8 (64x64) coins, the vanilla coin texture is upgraded to accomodate. *
@@ -121,7 +121,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- Use `render_multi_image` to draw large texture rectangles consisting of multiple images on the screen.
- More info in `puppyprint.c`
- Wiseguy's Farcall TLB mapping allows to store executable code inside uncompressed segments, that can be loaded and ran as needed, instead of it having to be loaded at all times. See `farcall.h` in the include folder for instructions and details.
- Red Coin Stars now support up to 99 red coins! In addition, multi-area red coin missions can now be created by setting the 2nd behavior paramater of the red coin star to the number of reds required for the star to spawn.
# UltraSM64
- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
@@ -135,7 +135,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- It has been patched with someone2639's shiftable segments patch
- Wiseguy's instant input patch has been added to allow for less input lag on emulation (Does not affect console)
This does mean that any framebuffer effects will have to be done on buffer 0 if targeting emulators
- Automatic console and emulator detection: Use the `gEmulator` variable to wrap your code in an emulator check.
- Automatic console and emulator detection: Use the `gIsConsole` variable to wrap your code in an emulator check.
- Separate defines for emulator and console black border height.
- Getting HVQM FMV support to work with the game is WIP.

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@@ -1 +1 @@
v2.3.0
v2.0.5

View File

@@ -27,6 +27,6 @@
#include "sparkle_animation/model.inc.c"
#ifdef S2DEX_TEXT_ENGINE
#include "src/s2d_engine/s2d_config.h"
#include "src/s2d_engine/config.h"
#include FONT_C_FILE
#endif

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@@ -105,7 +105,4 @@ extern const struct Animation *const unagi_seg5_anims_05012824[];
extern const Gfx whirlpool_seg5_dl_05013B58[];
extern const Gfx whirlpool_seg5_dl_05013CB8[];
extern const Trajectory jrb_seg7_trajectory_unagi_1[];
extern const Trajectory jrb_seg7_trajectory_unagi_2[];
#endif

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@@ -11,30 +11,3 @@
#include "manta/geo.inc.c"
#include "sushi/geo.inc.c"
#include "unagi/geo.inc.c"
#include "surface_terrains.h"
// 0x0700D20C - 0x0700D23E
const Trajectory jrb_seg7_trajectory_unagi_1[] = {
TRAJECTORY_POS(0, /*pos*/ 5300, -3800, 1200),
TRAJECTORY_POS(1, /*pos*/ 3700, -3600, 1700),
TRAJECTORY_POS(2, /*pos*/ 3400, -3400, 3500),
TRAJECTORY_POS(3, /*pos*/ 3900, -3600, 4400),
TRAJECTORY_POS(4, /*pos*/ 5300, -3800, 4400),
TRAJECTORY_POS(5, /*pos*/ 6200, -4000, 2700),
TRAJECTORY_END(),
};
// 0x0700D240 - 0x0700D28A
const Trajectory jrb_seg7_trajectory_unagi_2[] = {
TRAJECTORY_POS(0, /*pos*/ 5381, 0, 2758),
TRAJECTORY_POS(1, /*pos*/ 5803, -3130, 3036),
TRAJECTORY_POS(2, /*pos*/ 4876, -3045, 2706),
TRAJECTORY_POS(3, /*pos*/ 4313, -3246, 2736),
TRAJECTORY_POS(4, /*pos*/ 3792, -3413, 3668),
TRAJECTORY_POS(5, /*pos*/ 4971, -3130, 3688),
TRAJECTORY_POS(6, /*pos*/ 5392, -3130, 3326),
TRAJECTORY_POS(7, /*pos*/ 6341, -3130, 2450),
TRAJECTORY_POS(8, /*pos*/ 9431, -3130, 1400),
TRAJECTORY_END(),
};

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@@ -368,8 +368,8 @@ const Gfx mario_metal_butt[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_butt_dl),
@@ -966,8 +966,8 @@ const Gfx mario_metal_left_thigh[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_left_thigh_dl),
@@ -3249,8 +3249,8 @@ const Gfx mario_metal_medium_poly_butt[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_medium_poly_butt_dl),
@@ -3638,8 +3638,8 @@ const Gfx mario_metal_medium_poly_left_thigh[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_medium_poly_left_thigh_dl),
@@ -4128,8 +4128,8 @@ const Gfx mario_metal_low_poly_butt[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_low_poly_butt_dl),
@@ -4373,8 +4373,8 @@ const Gfx mario_metal_low_poly_left_thigh[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_low_poly_left_thigh_dl),
@@ -6608,8 +6608,8 @@ const Gfx mario_metal_cap_unused_dl[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_cap_unused_m_logo_dl),
@@ -6787,7 +6787,7 @@ const Gfx mario_metal_cap_wings_transparent[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN | G_CULL_BACK | G_SHADING_SMOOTH),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_texture_metal, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPEndDisplayList(),
};

View File

@@ -271,8 +271,8 @@ const Gfx mario_cap_seg3_dl_03022FF8[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
gsDPLoadTextureBlock(mario_cap_seg3_texture_0301CF50, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(mario_cap_seg3_texture_0301CF50, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_cap_seg3_dl_03022B30),
@@ -281,7 +281,7 @@ const Gfx mario_cap_seg3_dl_03022FF8[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_OFF),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
gsDPSetAlphaCompare(G_AC_NONE),
gsDPSetEnvColor(255, 255, 255, 255),
gsSPEndDisplayList(),
@@ -365,8 +365,14 @@ const Gfx mario_cap_seg3_dl_03023298[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
gsDPLoadTextureBlock(mario_cap_seg3_texture_0301CF50, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x0F80, 0, G_TX_RENDERTILE, G_ON),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, mario_cap_seg3_texture_0301CF50),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 6, G_TX_NOLOD),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 64 * 32 - 1, CALC_DXT(64, G_IM_SIZ_16b_BYTES)),
gsDPPipeSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 6, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (64 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPDisplayList(mario_cap_seg3_dl_03022B30),

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@@ -1,27 +0,0 @@
#include <ultra64.h>
#include "sm64.h"
#include "surface_terrains.h"
#include "moving_texture_macros.h"
#include "surface_terrains.h"
#include "textures.h"
#include "dialog_ids.h"
#include "make_const_nonconst.h"
#include "actors/vanilla_actors/bbh/texture.inc.c"
#include "actors/vanilla_actors/bbh/staircase_step/model.inc.c"
#include "actors/vanilla_actors/bbh/tilting_trap_platform/model.inc.c"
#include "actors/vanilla_actors/bbh/tumbling_platform_far/model.inc.c"
#include "actors/vanilla_actors/bbh/tumbling_platform_near/model.inc.c"
#include "actors/vanilla_actors/bbh/moving_bookshelf/model.inc.c"
#include "actors/vanilla_actors/bbh/mesh_elevator/model.inc.c"
#include "actors/vanilla_actors/bbh/merry_go_round/model.inc.c"
#include "actors/vanilla_actors/bbh/coffin/model.inc.c"
#include "actors/vanilla_actors/bbh/staircase_step/collision.inc.c"
#include "actors/vanilla_actors/bbh/tilting_trap_platform/collision.inc.c"
#include "actors/vanilla_actors/bbh/tumbling_platform_near/collision.inc.c"
#include "actors/vanilla_actors/bbh/moving_bookshelf/collision.inc.c"
#include "actors/vanilla_actors/bbh/mesh_elevator/collision.inc.c"
#include "actors/vanilla_actors/bbh/merry_go_round/collision.inc.c"
#include "actors/vanilla_actors/bbh/coffin/collision.inc.c"

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@@ -1,37 +0,0 @@
#include <ultra64.h>
#include "sm64.h"
#include "geo_commands.h"
#include "game/level_geo.h"
#include "game/geo_misc.h"
#include "game/camera.h"
#include "game/moving_texture.h"
#include "game/screen_transition.h"
#include "game/paintings.h"
#include "make_const_nonconst.h"
#include "actors/vanilla_actors/bbh/header.h"
#include "actors/vanilla_actors/bbh/staircase_step/geo.inc.c"
#include "actors/vanilla_actors/bbh/tilting_trap_platform/geo.inc.c"
#include "actors/vanilla_actors/bbh/tumbling_platform_far/geo.inc.c"
#include "actors/vanilla_actors/bbh/tumbling_platform_near/geo.inc.c"
#include "actors/vanilla_actors/bbh/moving_bookshelf/geo.inc.c"
#include "actors/vanilla_actors/bbh/mesh_elevator/geo.inc.c"
#include "actors/vanilla_actors/bbh/merry_go_round/geo.inc.c"
#include "actors/vanilla_actors/bbh/coffin/geo.inc.c"
#include "level_commands.h"
const LevelScript script_func_vo_bbh[] = {
LOAD_MODEL_FROM_GEO(MODEL_BBH_STAIRCASE_STEP, geo_bbh_0005B0),
LOAD_MODEL_FROM_GEO(MODEL_BBH_TILTING_FLOOR_PLATFORM, geo_bbh_0005C8),
LOAD_MODEL_FROM_GEO(MODEL_BBH_TUMBLING_PLATFORM, geo_bbh_0005E0),
LOAD_MODEL_FROM_GEO(MODEL_BBH_TUMBLING_PLATFORM_PART, geo_bbh_0005F8),
LOAD_MODEL_FROM_GEO(MODEL_BBH_MOVING_BOOKSHELF, geo_bbh_000610),
LOAD_MODEL_FROM_GEO(MODEL_BBH_MESH_ELEVATOR, geo_bbh_000628),
LOAD_MODEL_FROM_GEO(MODEL_BBH_MERRY_GO_ROUND, geo_bbh_000640),
LOAD_MODEL_FROM_GEO(MODEL_BBH_WOODEN_TOMB, geo_bbh_000658),
RETURN(),
};

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@@ -1,29 +0,0 @@
#pragma once
#include "types.h"
extern const GeoLayout geo_bbh_0005B0[];
extern const GeoLayout geo_bbh_0005C8[];
extern const GeoLayout geo_bbh_0005E0[];
extern const GeoLayout geo_bbh_0005F8[];
extern const GeoLayout geo_bbh_000610[];
extern const GeoLayout geo_bbh_000628[];
extern const GeoLayout geo_bbh_000640[];
extern const GeoLayout geo_bbh_000658[];
extern const Gfx bbh_seg7_dl_0701F2E8[];
extern const Gfx bbh_seg7_dl_0701F5F8[];
extern const Gfx bbh_seg7_dl_0701F7E8[];
extern const Gfx bbh_seg7_dl_0701FAB0[];
extern const Gfx bbh_seg7_dl_0701FD28[];
extern const Gfx bbh_seg7_dl_0701FFE8[];
extern const Gfx bbh_seg7_dl_070202F0[];
extern const Gfx bbh_seg7_dl_070206F0[];
extern const Collision bbh_seg7_collision_staircase_step[];
extern const Collision bbh_seg7_collision_tilt_floor_platform[];
extern const Collision bbh_seg7_collision_07026B1C[];
extern const Collision bbh_seg7_collision_haunted_bookshelf[];
extern const Collision bbh_seg7_collision_mesh_elevator[];
extern const Collision bbh_seg7_collision_merry_go_round[];
extern const Collision bbh_seg7_collision_coffin[];

View File

@@ -1,19 +0,0 @@
// 0x07000000 - 0x07001000
ALIGNED8 static const Texture bbh_seg7_texture_07000000[] = {
#include "actors/vanilla_actors/bbh/0.rgba16.inc.c"
};
// 0x07003000 - 0x07003400
ALIGNED8 static const Texture bbh_seg7_texture_07003000[] = {
#include "actors/vanilla_actors/bbh/4.rgba16.inc.c"
};
// 0x07003400 - 0x07004400
ALIGNED8 static const Texture bbh_seg7_texture_07003400[] = {
#include "actors/vanilla_actors/bbh/5.rgba16.inc.c"
};
// 0x07004400 - 0x07004800
ALIGNED8 static const Texture bbh_seg7_texture_07004400[] = {
#include "actors/vanilla_actors/bbh/6.rgba16.inc.c"
};

View File

@@ -1,35 +0,0 @@
#include <PR/ultratypes.h>
#include <PR/gbi.h>
#include "dialog_ids.h"
#include "surface_terrains.h"
#include "macros.h"
#include "moving_texture_macros.h"
#include "surface_terrains.h"
#include "textures.h"
#include "types.h"
#include "make_const_nonconst.h"
#include "actors/vanilla_actors/bitdw/texture.inc.c"
#include "actors/vanilla_actors/bitdw/sliding_platform/model.inc.c"
#include "actors/vanilla_actors/bitdw/seesaw_platform/model.inc.c"
#include "actors/vanilla_actors/bitdw/square_platform/model.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_wheel_axle/model.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_platform/model.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_1/model.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_2/model.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_3/model.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_4/model.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_5/model.inc.c"
#include "actors/vanilla_actors/bitdw/sliding_platform/collision.inc.c"
#include "actors/vanilla_actors/bitdw/seesaw_platform/collision.inc.c"
#include "actors/vanilla_actors/bitdw/square_platform/collision.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_wheel_axle/collision.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_platform/collision.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_1/collision.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_2/collision.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_3/collision.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_4/collision.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_5/collision.inc.c"

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@@ -1,41 +0,0 @@
#include <ultra64.h>
#include "sm64.h"
#include "geo_commands.h"
#include "game/level_geo.h"
#include "game/geo_misc.h"
#include "game/camera.h"
#include "game/moving_texture.h"
#include "game/screen_transition.h"
#include "game/paintings.h"
#include "make_const_nonconst.h"
#include "actors/vanilla_actors/bitdw/header.h"
#include "actors/vanilla_actors/bitdw/sliding_platform/geo.inc.c"
#include "actors/vanilla_actors/bitdw/seesaw_platform/geo.inc.c"
#include "actors/vanilla_actors/bitdw/square_platform/geo.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_wheel_axle/geo.inc.c"
#include "actors/vanilla_actors/bitdw/ferris_platform/geo.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_1/geo.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_2/geo.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_3/geo.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_4/geo.inc.c"
#include "actors/vanilla_actors/bitdw/collapsing_stairs_5/geo.inc.c"
#include "level_commands.h"
const LevelScript script_func_vo_bitdw[] = {
LOAD_MODEL_FROM_GEO(MODEL_BITDW_SQUARE_PLATFORM, geo_bitdw_000558),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_SEESAW_PLATFORM, geo_bitdw_000540),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_SLIDING_PLATFORM, geo_bitdw_000528),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_FERRIS_WHEEL_AXLE, geo_bitdw_000570),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_BLUE_PLATFORM, geo_bitdw_000588),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_STAIRCASE_FRAME4, geo_bitdw_0005A0),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_STAIRCASE_FRAME3, geo_bitdw_0005B8),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_STAIRCASE_FRAME2, geo_bitdw_0005D0),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_STAIRCASE_FRAME1, geo_bitdw_0005E8),
LOAD_MODEL_FROM_GEO(MODEL_BITDW_STAIRCASE, geo_bitdw_000600),
RETURN(),
};

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