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22 Commits

Author SHA1 Message Date
Fazana
20f549e2cb Fix conflicts 2021-10-08 14:12:02 +01:00
Fazana
65a7b2dedc Merge branch 'master' into segmented-actor-code-experimental 2021-10-08 14:03:53 +01:00
Fazana
f902e0173d Merge branch 'master' into segmented-actor-code-experimental 2021-09-26 18:05:07 +01:00
Fazana
4e2fdcc3b8 Merge branch 'master' into segmented-actor-code-experimental 2021-09-25 14:10:10 +01:00
Fazana
740325bb27 Fix conflicts 2021-09-24 14:55:49 +01:00
Fazana
74bb98facf Merge branch 'master' into segmented-actor-code-experimental 2021-09-24 14:10:32 +01:00
Fazana
91027d5b4c Fix conflicts 2021-09-21 21:41:14 +01:00
Fazana
96fa795cba Merge branch 'master' into segmented-actor-code-experimental 2021-09-21 21:27:06 +01:00
Fazana
a94613c001 Merge branch 'master' into segmented-actor-code-experimental 2021-09-13 18:38:36 +01:00
Fazana
62070c6f44 Boo 2021-09-09 14:20:55 +01:00
Fazana
441e5ced55 Merge branch 'master' into segmented-actor-code-experimental 2021-09-09 14:16:35 +01:00
Fazana
ec01728f9a Merge branch 'master' into segmented-actor-code-experimental 2021-09-05 21:11:59 +01:00
Fazana
6dbb332269 Merge branch 'master' into segmented-actor-code-experimental 2021-09-05 12:00:34 +01:00
Fazana
5954fed184 Finished moving camera data
Camera.c do be almost 100KB smaller now 😳
2021-08-26 12:32:32 +01:00
Fazana
4433a44c13 Merge branch 'master' into segmented-actor-code-experimental 2021-08-26 10:55:30 +01:00
Fazana
43a86191ea Moving some Camera data to levels
will do more later
2021-08-25 15:53:11 +01:00
Fazana
0f43c4d43b Merge branch 'master' into segmented-actor-code-experimental 2021-08-25 14:30:16 +01:00
Fazana
d6c7665e9a Merge branch 'master' into segmented-actor-code-experimental 2021-08-25 12:33:13 +01:00
Fazana
6ecdebe86e Add camera objects too 2021-08-24 15:07:51 +01:00
Fazana
4be7da3248 Merge branch 'master' into segmented-actor-code-experimental 2021-08-24 14:16:23 +01:00
Fazana
6436f59cf9 epic 2021-08-24 13:43:42 +01:00
Fazana
06dafeb027 Actor Code now stored in segments
Main segment size reduced by around 256KB
Very messy code layout though, made no attempt to organise it.
2021-08-23 22:08:17 +01:00
985 changed files with 32195 additions and 46481 deletions

29
.gitignore vendored
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@@ -71,38 +71,9 @@ build/*
!/assets/**/*custom*.bin
!/assets/**/*custom*/**/*.bin
!/textures/crash_custom/*.png
# Specific assets
!/actors/breath_meter/breath_meter_*.png
!/actors/coin/coin_*.ia8.png
!/textures/segment2/light_quarter_circle.ia16.png
!/textures/segment2/segment2.hud_char_j.rgba16.png
!/textures/segment2/segment2.hud_char_q.rgba16.png
!/textures/segment2/segment2.hud_char_v.rgba16.png
!/textures/segment2/segment2.hud_char_x.rgba16.png
!/textures/segment2/segment2.hud_char_z.rgba16.png
!/textures/segment2/segment2.umlaut_us.rgba16.png
!/textures/segment2/segment2.beta_key.rgba16.png
!/textures/segment2/segment2.decimal_point.rgba16.png
!/textures/segment2/segment2.exclamation.rgba16.png
!/textures/segment2/segment2.double_exclamation.rgba16.png
!/textures/segment2/segment2.question.rgba16.png
!/textures/segment2/segment2.ampersand.rgba16.png
!/textures/segment2/segment2.percent.rgba16.png
!/textures/segment2/segment2.minus.rgba16.png
!/textures/segment2/segment2.minus2.rgba16.png
!/textures/segment2/segment2.yellow_coin.rgba16.png
!/textures/segment2/segment2.blue_coin.rgba16.png
!/textures/segment2/segment2.red_coin.rgba16.png
!/textures/segment2/segment2.silver_coin.*.png
!/textures/segment2/shadow_quarter_circle_64.ia8.png
!/textures/segment2/shadow_quarter_square_64.ia8.png
# libultra
!/lib/**/*.o
!/lib/*.a
lib/libs2d_engine.a
!/lib/gcclib/*.a

View File

@@ -17,8 +17,7 @@
"${workspaceFolder}/include/geo_commands.h",
"${workspaceFolder}/include/level_commands.h",
"${workspaceFolder}/include/segment_symbols.h",
"${workspaceFolder}/include/command_macros_base.h",
"${workspaceFolder}/include/object_constants.h"
"${workspaceFolder}/include/command_macros_base.h"
],
"defines": [
"TARGET_N64=1",

10
CHANGES
View File

@@ -1,13 +1,3 @@
Refresh 15 (mostly a hotfix for RSP microcode selection)
1.) Renamed frame_buffer funcs and _ZBUFFER (#1184)
2.) RSP Microcode Hotfix (#1183)
3.) Label osSetTimer.c (#1182)
4.) Fix styling (#1177)
5.) Rename all `FrameBuffer` variants to `Framebuffer` (#1176)
6.) Remove (WIP) from sh.
7.) Allow both archives and ELF objects to be patched (#1127)
Refresh 14
1.) Label whomp and some object fields (#1174)

217
Makefile
View File

@@ -67,6 +67,25 @@ endif
DEFINES += NO_ERRNO_H=1 NO_GZIP=1
COMPRESS ?= rnc1
$(eval $(call validate-option,COMPRESS,mio0 yay0 gzip rnc1 rnc2 uncomp))
ifeq ($(COMPRESS),gzip)
DEFINES += GZIP=1
else ifeq ($(COMPRESS),rnc1)
DEFINES += RNC1=1
else ifeq ($(COMPRESS),rnc2)
DEFINES += RNC2=1
else ifeq ($(COMPRESS),yay0)
DEFINES += YAY0=1
else ifeq ($(COMPRESS),mio0)
DEFINES += MIO0=1
else ifeq ($(COMPRESS),uncomp)
DEFINES += UNCOMPRESSED=1
endif
GZIPVER ?= std
$(eval $(call validate-option,GZIPVER,std libdef))
# VERSION - selects the version of the game to build
# jp - builds the 1996 Japanese version
# us - builds the 1996 North American version
@@ -76,18 +95,22 @@ VERSION ?= us
$(eval $(call validate-option,VERSION,jp us eu sh))
ifeq ($(VERSION),jp)
DEFINES += VERSION_JP=1
DEFINES += VERSION_JP=1
GRUCODE ?= f3dzex
else ifeq ($(VERSION),us)
DEFINES += VERSION_US=1
DEFINES += VERSION_US=1
GRUCODE ?= f3dzex
else ifeq ($(VERSION),eu)
DEFINES += VERSION_EU=1
DEFINES += VERSION_EU=1
GRUCODE ?= f3dzex
else ifeq ($(VERSION),sh)
DEFINES += VERSION_SH=1
DEFINES += VERSION_SH=1
GRUCODE ?= f3dzex
endif
DEBUG_MAP_STACKTRACE_FLAG := -D DEBUG_MAP_STACKTRACE
TARGET := sm64
TARGET := sm64.$(VERSION)
# GRUCODE - selects which RSP microcode to use.
@@ -96,7 +119,6 @@ TARGET := sm64
# l3dex2 - F3DEX2 version that only renders in wireframe
# f3dzex - newer, experimental microcode used in Animal Crossing
# super3d - extremely experimental version of Fast3D lacking many features for speed
GRUCODE ?= f3dzex
$(eval $(call validate-option,GRUCODE,f3dex f3dex2 f3dex2pl f3dzex super3d l3dex2))
ifeq ($(GRUCODE),f3dex) # Fast3DEX
@@ -128,78 +150,15 @@ endif
LINK_LIBRARIES = $(foreach i,$(LIBRARIES),-l$(i))
#==============================================================================#
# Optimization flags #
#==============================================================================#
# Default non-gcc opt flags
DEFAULT_OPT_FLAGS = -Ofast
# Main opt flags
GCC_MAIN_OPT_FLAGS = \
-Ofast \
--param case-values-threshold=20 \
--param max-completely-peeled-insns=10 \
--param max-unrolled-insns=10 \
-finline-limit=1 \
-freorder-blocks-algorithm=simple \
-ffunction-sections \
-fdata-sections
# Surface Collision
GCC_COLLISION_OPT_FLAGS = \
-Ofast \
--param case-values-threshold=20 \
--param max-completely-peeled-insns=100 \
--param max-unrolled-insns=100 \
-finline-limit=0 \
-fno-inline \
-freorder-blocks-algorithm=simple \
-ffunction-sections \
-fdata-sections \
-falign-functions=32
# Math Util
GCC_MATH_UTIL_OPT_FLAGS = \
-Ofast \
-fno-unroll-loops \
-fno-peel-loops \
--param case-values-threshold=20 \
-ffunction-sections \
-fdata-sections \
-falign-functions=32
# - setting any sort of -finline-limit has shown to worsen performance with math_util.c,
# lower values were the worst, the higher you go - the closer performance gets to not setting it at all
# Rendering graph node
GCC_GRAPH_NODE_OPT_FLAGS = \
-Ofast \
--param case-values-threshold=20 \
--param max-completely-peeled-insns=100 \
--param max-unrolled-insns=100 \
-finline-limit=0 \
-freorder-blocks-algorithm=simple \
-ffunction-sections \
-fdata-sections \
-falign-functions=32
#==============================================================================#
ifeq ($(COMPILER),gcc)
NON_MATCHING := 1
MIPSISET := -mips3
OPT_FLAGS := $(GCC_MAIN_OPT_FLAGS)
COLLISION_OPT_FLAGS = $(GCC_COLLISION_OPT_FLAGS)
MATH_UTIL_OPT_FLAGS = $(GCC_MATH_UTIL_OPT_FLAGS)
GRAPH_NODE_OPT_FLAGS = $(GCC_GRAPH_NODE_OPT_FLAGS)
OPT_FLAGS := -Ofast
else ifeq ($(COMPILER),clang)
NON_MATCHING := 1
# clang doesn't support ABI 'o32' for 'mips3'
MIPSISET := -mips2
OPT_FLAGS := $(DEFAULT_OPT_FLAGS)
COLLISION_OPT_FLAGS = $(DEFAULT_OPT_FLAGS)
MATH_UTIL_OPT_FLAGS = $(DEFAULT_OPT_FLAGS)
GRAPH_NODE_OPT_FLAGS = $(DEFAULT_OPT_FLAGS)
OPT_FLAGS := -Ofast
endif
@@ -215,14 +174,25 @@ endif
ifeq ($(NON_MATCHING),1)
DEFINES += NON_MATCHING=1 AVOID_UB=1
COMPARE := 0
endif
TARGET_STRING := sm64
# COMPARE - whether to verify the SHA-1 hash of the ROM after building
# 1 - verifies the SHA-1 hash of the selected version of the game
# 0 - does not verify the hash
COMPARE ?= 0
$(eval $(call validate-option,COMPARE,0 1))
TARGET_STRING := sm64.$(VERSION).$(CONSOLE).$(GRUCODE)
# If non-default settings were chosen, disable COMPARE
ifeq ($(filter $(TARGET_STRING), sm64.jp.f3d_old sm64.us.f3d_old sm64.eu.f3d_new sm64.sh.f3d_new),)
COMPARE := 0
endif
# UNF - whether to use UNFLoader flashcart library
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
UNF ?= 0
$(eval $(call validate-option,UNF,0 1))
ifeq ($(UNF),1)
@@ -234,7 +204,7 @@ endif
# ISVPRINT - whether to fake IS-Viewer presence,
# allowing for usage of CEN64 (and possibly Project64) to print messages to terminal.
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
ISVPRINT ?= 0
$(eval $(call validate-option,ISVPRINT,0 1))
ifeq ($(ISVPRINT),1)
@@ -252,7 +222,7 @@ endif
# HVQM - whether to use HVQM fmv library
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
HVQM ?= 0
$(eval $(call validate-option,HVQM,0 1))
ifeq ($(HVQM),1)
@@ -260,34 +230,9 @@ ifeq ($(HVQM),1)
SRC_DIRS += src/hvqm
endif
BUILD_DIR_BASE := build
# BUILD_DIR is the location where all build artifacts are placed
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_$(CONSOLE)
COMPRESS ?= rnc1
$(eval $(call validate-option,COMPRESS,mio0 yay0 gzip rnc1 rnc2 uncomp))
ifeq ($(COMPRESS),gzip)
DEFINES += GZIP=1
LIBZRULE := $(BUILD_DIR)/libz.a
LIBZLINK := -lz
else ifeq ($(COMPRESS),rnc1)
DEFINES += RNC1=1
else ifeq ($(COMPRESS),rnc2)
DEFINES += RNC2=1
else ifeq ($(COMPRESS),yay0)
DEFINES += YAY0=1
else ifeq ($(COMPRESS),mio0)
DEFINES += MIO0=1
else ifeq ($(COMPRESS),uncomp)
DEFINES += UNCOMPRESSED=1
endif
GZIPVER ?= std
$(eval $(call validate-option,GZIPVER,std libdef))
# GODDARD - whether to use libgoddard (Mario Head)
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
GODDARD ?= 0
$(eval $(call validate-option,GODDARD,0 1))
ifeq ($(GODDARD),1)
@@ -303,6 +248,27 @@ endif
# Whether to colorize build messages
COLOR ?= 1
# display selected options unless 'make clean' or 'make distclean' is run
ifeq ($(filter clean distclean,$(MAKECMDGOALS)),)
$(info ==== Build Options ====)
$(info Version: $(VERSION))
$(info Microcode: $(GRUCODE))
$(info Console: $(CONSOLE))
$(info Target: $(TARGET))
ifeq ($(COMPARE),1)
$(info Compare ROM: yes)
else
$(info Compare ROM: no)
endif
ifeq ($(NON_MATCHING),1)
$(info Build Matching: no)
else
$(info Build Matching: yes)
endif
$(info =======================)
endif
#==============================================================================#
# Universal Dependencies #
#==============================================================================#
@@ -348,7 +314,7 @@ endif
BUILD_DIR_BASE := build
# BUILD_DIR is the location where all build artifacts are placed
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_$(CONSOLE)
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)
ROM := $(BUILD_DIR)/$(TARGET_STRING).z64
ELF := $(BUILD_DIR)/$(TARGET_STRING).elf
LIBZ := $(BUILD_DIR)/libz.a
@@ -464,11 +430,9 @@ DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES)
# C compiler options
CFLAGS = -G 0 $(OPT_FLAGS) $(TARGET_CFLAGS) $(MIPSISET) $(DEF_INC_CFLAGS)
ifeq ($(COMPILER),gcc)
CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra
CFLAGS += -Wno-missing-braces
CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra -Wno-missing-braces -fno-jump-tables -Werror=implicit-function-declaration
else ifeq ($(COMPILER),clang)
CFLAGS += -mfpxx -target mips -mabi=32 -G 0 -mhard-float -fomit-frame-pointer -fno-stack-protector -fno-common -I include -I src/ -I $(BUILD_DIR)/include -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra
CFLAGS += -Wno-missing-braces
CFLAGS += -target mips -mabi=32 -G 0 -mhard-float -fomit-frame-pointer -fno-stack-protector -fno-common -I include -I src/ -I $(BUILD_DIR)/include -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra -Wno-missing-braces -fno-jump-tables
else
CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32
endif
@@ -511,7 +475,7 @@ else
RSPASM := $(TOOLS_DIR)/armips
endif
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
EMULATOR = mupen64plus
EMULATOR = ~/Downloads/mupen64plus/mupen64plus-gui
EMU_FLAGS =
LOADER = loader64
LOADER_FLAGS = -vwf
@@ -524,7 +488,7 @@ RED := \033[0;31m
GREEN := \033[0;32m
BLUE := \033[0;34m
YELLOW := \033[0;33m
BLINK := \033[32;5m
BLINK := \033[33;5m
endif
# For non-IDO, use objcopy instead of extract_data_for_mio
@@ -542,12 +506,13 @@ endef
#==============================================================================#
all: $(ROM)
ifeq ($(COMPARE),1)
@$(PRINT) "$(GREEN)Checking if ROM matches.. $(NO_COL)\n"
@$(SHA1SUM) --quiet -c $(TARGET).sha1 && $(PRINT) "$(TARGET): $(GREEN)OK$(NO_COL)\n" || ($(PRINT) "$(YELLOW)Building the ROM file has succeeded, but does not match the original ROM.\nThis is expected, and not an error, if you are making modifications.\nTo silence this message, use 'make COMPARE=0.' $(NO_COL)\n" && false)
else
@$(SHA1SUM) $(ROM)
@$(PRINT) "${BLINK}Build succeeded.\n$(NO_COL)"
@$(PRINT) "==== Build Options ====$(NO_COL)\n"
@$(PRINT) "${GREEN}Version: $(BLUE)$(VERSION)$(NO_COL)\n"
@$(PRINT) "${GREEN}Microcode: $(BLUE)$(GRUCODE)$(NO_COL)\n"
@$(PRINT) "${GREEN}Console: $(BLUE)$(CONSOLE)$(NO_COL)\n"
@$(PRINT) "${GREEN}Build succeeded.$(NO_COL)\n"
endif
clean:
$(RM) -r $(BUILD_DIR_BASE)
@@ -560,10 +525,6 @@ distclean: clean
test: $(ROM)
$(EMULATOR) $(EMU_FLAGS) $<
test-pj64: $(ROM)
wine ~/Desktop/new64/Project64.exe $<
# someone2639
load: $(ROM)
$(LOADER) $(LOADER_FLAGS) $<
@@ -573,7 +534,7 @@ libultra: $(BUILD_DIR)/libultra.a
$(BUILD_DIR)/asm/boot.o: $(IPL3_RAW_FILES)
$(BUILD_DIR)/src/game/crash_screen.o: $(CRASH_TEXTURE_C_FILES)
$(BUILD_DIR)/src/game/version.o: $(BUILD_DIR)/src/game/version_data.h
$(BUILD_DIR)/lib/aspMain.o: $(BUILD_DIR)/rsp/audio.bin
$(BUILD_DIR)/lib/rsp.o: $(BUILD_DIR)/rsp/rspboot.bin $(BUILD_DIR)/rsp/audio.bin
$(SOUND_BIN_DIR)/sound_data.o: $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/sound_data.tbl $(SOUND_BIN_DIR)/sequences.bin $(SOUND_BIN_DIR)/bank_sets
$(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h
@@ -615,17 +576,9 @@ $(BUILD_DIR)/src/usb/usb.o: OPT_FLAGS := -O0
$(BUILD_DIR)/src/usb/usb.o: CFLAGS += -Wno-unused-variable -Wno-sign-compare -Wno-unused-function
$(BUILD_DIR)/src/usb/debug.o: OPT_FLAGS := -O0
$(BUILD_DIR)/src/usb/debug.o: CFLAGS += -Wno-unused-parameter -Wno-maybe-uninitialized
# File specific opt flags
$(BUILD_DIR)/src/audio/*.o: OPT_FLAGS := -Os -fno-jump-tables
$(BUILD_DIR)/src/engine/surface_collision.o: OPT_FLAGS := $(COLLISION_OPT_FLAGS)
$(BUILD_DIR)/src/engine/math_util.o: OPT_FLAGS := $(MATH_UTIL_OPT_FLAGS)
$(BUILD_DIR)/src/game/rendering_graph_node.o: OPT_FLAGS := $(GRAPH_NODE_OPT_FLAGS)
# $(info OPT_FLAGS: $(OPT_FLAGS))
# $(info COLLISION_OPT_FLAGS: $(COLLISION_OPT_FLAGS))
# $(info MATH_UTIL_OPT_FLAGS: $(MATH_UTIL_OPT_FLAGS))
# $(info GRAPH_NODE_OPT_FLAGS: $(GRAPH_NODE_OPT_FLAGS))
$(BUILD_DIR)/src/audio/*.o: OPT_FLAGS := -Os -fno-jump-tables
$(BUILD_DIR)/src/engine/math_util.o: OPT_FLAGS := -Ofast -fno-unroll-loops -fno-peel-loops --param case-values-threshold=20
$(BUILD_DIR)/src/game/rendering_graph_node.o: OPT_FLAGS := -Ofast --param case-values-threshold=20
ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) asm/debug $(GODDARD_SRC_DIRS) $(LIBZ_SRC_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) rsp include) $(YAY0_DIR) $(addprefix $(YAY0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION)
@@ -636,7 +589,7 @@ $(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h
$(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/game/puppycam2.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/src/game/puppycam2.o: $(BUILD_DIR)/include/text_strings.h
@@ -852,7 +805,7 @@ $(BUILD_DIR)/asm/debug/map.o: asm/debug/map.s $(BUILD_DIR)/sm64_prelim.elf
# Link SM64 ELF file
$(ELF): $(BUILD_DIR)/sm64_prelim.elf $(BUILD_DIR)/asm/debug/map.o $(O_FILES) $(YAY0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libz.a $(BUILD_DIR)/libgoddard.a
@$(PRINT) "$(GREEN)Linking ELF file: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -T goddard.txt -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc -lrtc
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -T goddard.txt -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc
# Build ROM
$(ROM): $(ELF)
@@ -861,7 +814,7 @@ ifeq ($(CONSOLE),n64)
$(V)$(OBJCOPY) --pad-to=0x101000 --gap-fill=0xFF $< $@ -O binary
else ifeq ($(CONSOLE),bb)
$(V)$(OBJCOPY) --gap-fill=0x00 $< $@ -O binary
$(V)dd if=$@ of=tmp bs=16K conv=sync status=none
$(V)dd if=$@ of=tmp bs=16K conv=sync
$(V)mv tmp $@
endif
$(V)$(N64CKSUM) $@

View File

@@ -76,7 +76,7 @@ MOLE_DIRS := monty_mole_hole monty_mole smoke ukiki fwoosh
LAKITU_DIRS := lakitu_cameraman toad mips boo_castle
PEACH_DIRS := bird peach yoshi
BOWSER_DIRS := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
MARIO_DIRS := mario bubble walk_smoke burn_smoke small_water_splash water_wave sparkle water_splash white_particle_small sparkle_animation
MARIO_DIRS := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation
# Actor Textures
AMP_CHUCKYA_TEXTURES := $(foreach dir,$(AMP_DIRS), $(wildcard actors/$(dir)/*.png))

View File

@@ -1,5 +1,7 @@
# ![](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
@@ -10,28 +12,6 @@ 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.
@@ -43,7 +23,8 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- Slope fix and exposed ceilings fix
- No false ledgegrabs fix *
- Jump kick fix *
- Configurable wallkick angle, in degrees *
- 46 degree wallkicks *
- Pole fix
- Possibility of disabling BLJs *
- Hanging fix (mario can grab hangable ceilings from any state, instead of only jump or double jump) *
- Increased maximum pole length (The game will read bparam1 and bparam2 together as a single value, so you can have a very long pole) *
@@ -91,7 +72,6 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- 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.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. *
**Other Bugfixes:**
- Castle music fix (Fixes the castle music sometimes triggering after getting a dialog) *
@@ -109,9 +89,6 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- 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 coins (64x64), the vanilla coin texture is upgraded to accomodate. *
- ia8 30 FPS (64x64) coins (Textures by InTheBeef, cleaned up by Arceveti). *
- Floombas! Simply just retextured goombas with custom behaviors (does not overwrite standard goombas). *
- HD texture support for intro splash screen (with floombas if enabled). *
- Mario's silhouette is shown when behind most surfaces (By Frame#5375, Axollyon, AloXado320, Wiseguy, Arceveti) *
- Skybox size modifier. You can have 2x, 3x and 4x size skyboxes (you can select the skybox size in `config.h`.) Please note that this might affect console performance, especially 4x mode. 2x or 3x mode is recommended if aiming for console. By CowQuack *
- You can set the black border size to different values for console and emulator. It's set to 0 by default for both. *
@@ -198,9 +175,7 @@ To switch to no compression, run make with the ``COMPRESS=uncomp`` argument.
Q: Why in the hell are you bundling your own build of ``ld``?
A: Newer binutils (Like the one bundled with Ubuntu, 2.34) break linking with libultra builds due to local asm symbols.
This puts me at a crossroads of either touching leaked code and requiring GCC, or just using an older linker that works just fine.
I went with the latter.
Thanks to "someone2639" for this hacky-ass idea

View File

@@ -4,7 +4,7 @@ const GeoLayout boo_geo[] = {
GEO_OPEN_NODE(),
GEO_SCALE(0x00, 26214),
GEO_OPEN_NODE(),
GEO_ASM(GEO_TRANSPARENCY_MODE_NORMAL, geo_update_layer_transparency),
GEO_ASM(0, geo_update_layer_transparency),
GEO_SWITCH_CASE(2, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, boo_seg5_dl_0500C1B0),

View File

@@ -4,7 +4,7 @@ const GeoLayout boo_castle_geo[] = {
GEO_OPEN_NODE(),
GEO_SCALE(0x00, 26214),
GEO_OPEN_NODE(),
GEO_ASM(GEO_TRANSPARENCY_MODE_NORMAL, geo_update_layer_transparency),
GEO_ASM(0, geo_update_layer_transparency),
GEO_SWITCH_CASE(2, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, boo_castle_seg6_dl_06017CE0),

View File

@@ -332,7 +332,7 @@ const GeoLayout bowser_shadow_geo[] = {
const GeoLayout bowser_geo[] = {
GEO_NODE_START(),
GEO_OPEN_NODE(),
GEO_ASM(GEO_TRANSPARENCY_MODE_NORMAL, geo_update_layer_transparency),
GEO_ASM(0, geo_update_layer_transparency),
GEO_SWITCH_CASE(3, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_NODE_START(),
@@ -362,7 +362,7 @@ const GeoLayout bowser_geo[] = {
const GeoLayout bowser_geo_no_shadow[] = {
GEO_NODE_START(),
GEO_OPEN_NODE(),
GEO_ASM(GEO_TRANSPARENCY_MODE_NORMAL, geo_update_layer_transparency),
GEO_ASM(0, geo_update_layer_transparency),
GEO_SWITCH_CASE(3, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_NODE_START(),

View File

@@ -1,7 +1,7 @@
// Breakable Box
// 0x08012D70 - 0x08012DF4
const Collision breakable_box_seg8_collision[] = {
const Collision breakable_box_seg8_collision_08012D70[] = {
COL_INIT(),
COL_VERTEX_INIT(0x8),
COL_VERTEX(-100, 0, -100),
@@ -29,6 +29,3 @@ const Collision breakable_box_seg8_collision[] = {
COL_TRI_STOP(),
COL_END(),
};
UNUSED static const u32 breakable_box_unused_1 = 0;
UNUSED static const u64 breakable_box_unused_2 = 0;

View File

@@ -2,12 +2,12 @@
const GeoLayout breakable_box_geo[] = {
GEO_CULLING_RADIUS(500),
GEO_OPEN_NODE(),
GEO_SHADOW(SHADOW_SQUARE_PERMANENT, 0xA0, 240),
GEO_SHADOW(SHADOW_SQUARE_PERMANENT, 0xB4, 240),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(2, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_crazy_box),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_cork_box),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_08012D20),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_08012D48),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
@@ -15,13 +15,13 @@ const GeoLayout breakable_box_geo[] = {
};
// 0x0F000610
const GeoLayout breakable_box_no_shadow_geo[] = {
const GeoLayout breakable_box_small_geo[] = {
GEO_CULLING_RADIUS(500),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(2, geo_switch_anim_state),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_crazy_box),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_cork_box),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_08012D20),
GEO_DISPLAY_LIST(LAYER_OPAQUE, breakable_box_seg8_dl_08012D48),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_END(),

View File

@@ -1,7 +1,7 @@
// Breakable Box
// 0x08011A78
static const Lights1 breakable_box_seg8_lights_default = gdSPDefLights1(
static const Lights1 breakable_box_seg8_lights_08011A80 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
@@ -17,7 +17,7 @@ ALIGNED8 static const Texture breakable_box_seg8_texture_08012290[] = {
};
// 0x08012A90
static const Vtx breakable_box_seg8_vertex[] = {
static const Vtx breakable_box_seg8_vertex_08012A90[] = {
{{{ -100, 0, -100}, 0, { 992, 0}, {0x81, 0x00, 0x00, 0xff}}},
{{{ -100, 0, 100}, 0, { 992, 992}, {0x81, 0x00, 0x00, 0xff}}},
{{{ -100, 200, 100}, 0, { 0, 992}, {0x81, 0x00, 0x00, 0xff}}},
@@ -33,6 +33,10 @@ static const Vtx breakable_box_seg8_vertex[] = {
{{{ 100, 200, 100}, 0, { 0, 992}, {0x7f, 0x00, 0x00, 0xff}}},
{{{ 100, 0, 100}, 0, { 992, 992}, {0x7f, 0x00, 0x00, 0xff}}},
{{{ 100, 0, -100}, 0, { 992, 0}, {0x7f, 0x00, 0x00, 0xff}}},
};
// 0x08012B80
static const Vtx breakable_box_seg8_vertex_08012B80[] = {
{{{ -100, 200, 100}, 0, { 0, 0}, {0x00, 0x7f, 0x00, 0xff}}},
{{{ 100, 200, -100}, 0, { 992, 992}, {0x00, 0x7f, 0x00, 0xff}}},
{{{ -100, 200, -100}, 0, { 992, 0}, {0x00, 0x7f, 0x00, 0xff}}},
@@ -47,16 +51,18 @@ static const Vtx breakable_box_seg8_vertex[] = {
};
// 0x08012C30 - 0x08012CD8
const Gfx breakable_box_seg8_sub_dl_end[] = {
gsSPLight(&breakable_box_seg8_lights_default.l, 1),
gsSPLight(&breakable_box_seg8_lights_default.a, 2),
gsSPVertex(breakable_box_seg8_vertex, 26, 0),
const Gfx breakable_box_seg8_dl_08012C30[] = {
gsSPLight(&breakable_box_seg8_lights_08011A80.l, 1),
gsSPLight(&breakable_box_seg8_lights_08011A80.a, 2),
gsSPVertex(breakable_box_seg8_vertex_08012A90, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
gsSP2Triangles( 7, 9, 10, 0x0, 11, 12, 13, 0x0),
gsSP2Triangles(11, 13, 14, 0x0, 15, 16, 17, 0x0),
gsSP2Triangles(15, 18, 16, 0x0, 19, 20, 21, 0x0),
gsSP2Triangles(19, 21, 22, 0x0, 23, 24, 25, 0x0),
gsSP1Triangle(11, 13, 14, 0x0),
gsSPVertex(breakable_box_seg8_vertex_08012B80, 11, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP1Triangle( 8, 9, 10, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
@@ -65,9 +71,9 @@ const Gfx breakable_box_seg8_sub_dl_end[] = {
};
// 0x08012CD8 - 0x08012D20
const Gfx breakable_box_seg8_sub_dl_begin[] = {
const Gfx breakable_box_seg8_dl_08012CD8[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
@@ -78,19 +84,19 @@ const Gfx breakable_box_seg8_sub_dl_begin[] = {
};
// 0x08012D20 - 0x08012D48
const Gfx breakable_box_seg8_dl_crazy_box[] = {
gsSPDisplayList(breakable_box_seg8_sub_dl_begin),
const Gfx breakable_box_seg8_dl_08012D20[] = {
gsSPDisplayList(breakable_box_seg8_dl_08012CD8),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, breakable_box_seg8_texture_08011A90),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPBranchList(breakable_box_seg8_sub_dl_end),
gsSPBranchList(breakable_box_seg8_dl_08012C30),
};
// 0x08012D20 - 0x08012D70
const Gfx breakable_box_seg8_dl_cork_box[] = {
gsSPDisplayList(breakable_box_seg8_sub_dl_begin),
const Gfx breakable_box_seg8_dl_08012D48[] = {
gsSPDisplayList(breakable_box_seg8_dl_08012CD8),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, breakable_box_seg8_texture_08012290),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPBranchList(breakable_box_seg8_sub_dl_end),
gsSPBranchList(breakable_box_seg8_dl_08012C30),
};

View File

@@ -2,9 +2,6 @@
// It's possible that bubba and bub used to be 2 "actors" in
// one actor file.
// Bin ID? What is this?
UNUSED static const u64 bubba_unused_1 = 0;
// Bubba
// 0x05000008

View File

@@ -2,10 +2,7 @@
const GeoLayout burn_smoke_geo[] = {
GEO_NODE_START(),
GEO_OPEN_NODE(),
#ifdef BURN_SMOKE_FIX
GEO_ASM(GEO_TRANSPARENCY_MODE_INTER, geo_update_layer_transparency),
#endif
GEO_DISPLAY_LIST(LAYER_TRANSPARENT_INTER, burn_smoke_seg4_dl),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, burn_smoke_seg4_dl_04022070),
GEO_CLOSE_NODE(),
GEO_END(),
};

View File

@@ -1,7 +1,7 @@
// Burn Smoke
// 0x040217C0
static const Vtx burn_smoke_seg4_vertex[] = {
static const Vtx burn_smoke_seg4_vertex_040217C0[] = {
{{{ -50, -50, 0}, 0, { 0, 992}, {0x14, 0x0a, 0x0a, 0xff}}},
{{{ 50, -50, 0}, 0, { 992, 992}, {0x14, 0x0a, 0x0a, 0xff}}},
{{{ 50, 50, 0}, 0, { 992, 0}, {0x14, 0x0a, 0x0a, 0xff}}},
@@ -12,15 +12,15 @@ static const Vtx burn_smoke_seg4_vertex[] = {
// as a transparent black burn smoke. Probably meant to show up as white-ish
// burn smoke, but mistakened for being intended as black smoke.
// 0x04021800
ALIGNED8 static const Texture burn_smoke_seg4_sub_dl_texture[] = {
ALIGNED8 static const Texture burn_smoke_seg4_texture_04021800[] = {
#include "actors/burn_smoke/burn_smoke.ia16.inc.c"
};
// 0x04022000 - 0x04022028
const Gfx burn_smoke_seg4_sub_dl_begin[] = {
const Gfx burn_smoke_seg4_dl_04022000[] = {
gsDPPipeSync(),
#ifdef BURN_SMOKE_FIX
gsDPSetCombineMode(G_CC_MODULATEIFADEA, G_CC_MODULATEIFADEA),
gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
#else
gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
#endif
@@ -30,14 +30,14 @@ const Gfx burn_smoke_seg4_sub_dl_begin[] = {
};
// 0x04022028 - 0x04022048
const Gfx burn_smoke_seg4_sub_dl_model[] = {
gsSPVertex(burn_smoke_seg4_vertex, 4, 0),
const Gfx burn_smoke_seg4_dl_04022028[] = {
gsSPVertex(burn_smoke_seg4_vertex_040217C0, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPEndDisplayList(),
};
// 0x04022048 - 0x04022070
const Gfx burn_smoke_seg4_sub_dl_end[] = {
const Gfx burn_smoke_seg4_dl_04022048[] = {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
@@ -46,14 +46,14 @@ const Gfx burn_smoke_seg4_sub_dl_end[] = {
};
// 0x04022070 - 0x040220C8
const Gfx burn_smoke_seg4_dl[] = {
gsSPDisplayList(burn_smoke_seg4_sub_dl_begin),
const Gfx burn_smoke_seg4_dl_04022070[] = {
gsSPDisplayList(burn_smoke_seg4_dl_04022000),
#ifdef BURN_SMOKE_FIX
gsDPLoadTextureBlock(burn_smoke_seg4_sub_dl_texture, G_IM_FMT_IA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPLoadTextureBlock(burn_smoke_seg4_texture_04021800, G_IM_FMT_IA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
#else
gsDPLoadTextureBlock(burn_smoke_seg4_sub_dl_texture, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPLoadTextureBlock(burn_smoke_seg4_texture_04021800, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
#endif
gsSPDisplayList(burn_smoke_seg4_sub_dl_model),
gsSPDisplayList(burn_smoke_seg4_sub_dl_end),
gsSPDisplayList(burn_smoke_seg4_dl_04022028),
gsSPDisplayList(burn_smoke_seg4_dl_04022048),
gsSPEndDisplayList(),
};

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@@ -1,2 +1 @@
// Empty geo script
UNUSED static const u64 cannon_lid_unused_1 = 0;

View File

@@ -9,9 +9,6 @@ static const Vtx chain_ball_seg6_vertex_06020AA0[] = {
{{{ -26, 26, 0}, 0, { 0, 0}, {0xff, 0xff, 0xff, 0xff}}},
};
// align? binid?
UNUSED static const u64 chain_ball_unused_1 = 0;
// 0x06020AE8
ALIGNED8 static const Texture chain_ball_seg6_texture_06020AE8[] = {
#include "actors/chain_ball/chain_ball.rgba16.inc.c"

View File

@@ -1,7 +1,7 @@
// Checkerboard Platform
// 0x0800D710 - 0x0800D794
const Collision checkerboard_platform_seg8_collision_platform[] = {
const Collision checkerboard_platform_seg8_collision_0800D710[] = {
COL_INIT(),
COL_VERTEX_INIT(0x8),
COL_VERTEX(256, -25, -153),

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