* fix Waddress in mario_step.c
* fix Winfinite-recursion in unused dynlist_proc function
* in fact remove the offending function entirely
* fix warnings in RNC decompress functions
* update version
* fix version in VERSION.txt
premature on my part, will update it to 2.0.10 next time
Co-authored-by: someone2639 <someone2639@gmail.com>
* The vanilla level checks define for Yoshi is inverted, causing him to require 120 stars when it is off and appear at 0 stars when it's on
* The downwarp fix results in Mario levitating in midair when grabbing Bowser midair. While downwarps should still be fixed, the change should be reverted immediately until a better fix is made.
* Some checks of Mario's floor class were using the wrong defines, which can lead to unexpected behavior in the event anyone wants to reorder surface types. By default the SURFACE_CLASS_SLIPPERY and SURFACE_SLIPPERY defines have the same value, which is why this mistake is hard to notice.
* The firsty frames define was implemented poorly, not allowing for vanilla firsty behavior no matter what the values were set to. This has been reverted, while avoiding the UB in the original vanilla code.
* Removed the ledge grab changes that fix QSLGs and change the false ledgegrab define since Arceveti wanted to in his PR
* Fix build warnings & errors when building non-US versions
* Revert ADSR_STATE_LOOP change in adsr_update in effects.c + add fallthrough comments + clean up ifdefs
* null initialization for loadedPool in heap.c
* Better placement of null initialization of arg0 in alloc_bank_or_seq
Sometimes tools like Fast64 will export script.c files with
LOAD_MIO0_TEXTURE() macro "calls" even when you have "YAY0" toggled
under the export menu. To keep this from being a roadblock for
compilation, LOAD_MIO0_TEXTURE() is defined in this commit as an alias
to the LOAD_YAY0_TEXTURE() macro! :-)
* buffers: refresh 15 and revert to base decomp
* behavior script
* color helper functions
* extended bounds
* egeo_layout
* fixed model ids
* camera conf improved
* message panel ucode small
* graph node
* level script
* mathutil updates
* mathutil updates (allow unused funcs)
* behaviors a - beta_fish
* Add librtc and fix some data declarations
* Move GRUCODE define to proper location in makefile
* Refresh 15
* extra
* Make ROM name smaller and change messages printed on build a bit
* Fix console (lol)
* Update UNF to latest master
* Make ucode load from .o's (and also fix Super3D)
* Fix crash with rumble + custom mario model
* graph node and mathutil
* removed behaviors
* Ldtob documentation
* _Putfld labeling
* area
* behavior actions
* camera
* debug updates
* bubbles
* envfx snow
* farcall helpers
* game init
* geo misc
* hud
* only check if VC on render init
* ingame menu
* revert goddard to base decomp
* insn disasm
* interaction documentation
* level geo
* level update defines
* macro special objects formatting changes
* main.h documentation
* map parser documentation & formatting
* airborne documentation
* mario actions automatic documentation
* mario actions cutscene documentation
* mario actions moving documentation and options
* mario actions object documentation and options
* mario stationary documentation
* mario submerged documentation
* mario misc documentation
* mario step: ledge grab fixes and documentation
* mario documentation
* memory.h documentation
* moving textures
* object behaviors
* object collision
* fix flamethrower bug
* object helpers
* object list processor documentation
* paintings
* platform displacement
* print / printf
* puppycam absf
* puppyprint updates and formatting changes
* rendering graph node performance optimizations
* rumble opt and doc
* hqvm back to ultrasm64
* save file documentation and unlock defines
* s2d engine
* reset various files to ultrasm64
* file select
* intro geo documentation
* screen transition documentation
* segment2.h
* shadow overhaul
* skybox refactor
* sound init: clean up define usage + documentation
* spawn object optimizations and documentation
* spawn sound cleanup
* sram to ultrasm64
* star select cleanup
* title screen cleanup
* dialogs / text
* rename stomp smoke
* stomp smoke -> small water splash
* updated README
* compilation flags
* optimized file positions + support function/data sections
* surface collision performance improvements
* surface load optimizations
* camera conf documentation
* Allow easier command for opening puppyprint debug
* Rearranged framebuffers & fixed puppyprint console printing
* Fix shadow scaling and shifting
* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.
* Fixed build with BETTER_HANGING off
* Clean up OBJECTS_REJ ifdefs
* Fix duplicate comment & graph render layers/flags bitmask
* Fixed build with BETTER_HANGING off
* Fix Fast64 importing by reverting sSegmentTable change
* Readded missing functions that caused build errors with Mario head enabled
* Fixed clang compilation issues
* Add INTER mode for geo_update_layer_transparency
* Fix build warnings
* bugfix: miscalculation in obj_turn_toward_object
* Some puppytech fixes
* Further Puppycamera fixes
* Fix BUGFIX_DIALOG_TIME_STOP
Fixes#136
* Fix sliding platform bparams
* Add LEGACY_SHADOW_IDS define for Fast64 compatibility
* Apply suggested changes
* Better find_in_bounds_yaw_wdw_bob_thi ifdef
* Fix build warnings for unused functions
* Fixed stale reference bug from obj_mark_for_deletion change
* Fixed incorrect digit for 100s #145
* Change groundpound-fix define and functionality to just disable bonking
* Fixed puppyroll #134
* Adjust height value for terrain angle to kick in
* fixed hi score flashing
* Remove menudata backup (#131)
Not considered important enough to keep
* Fix fread() build warning
* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init
* Fix approach_s16 return value
* Use boolean defines for oCapDoScaleVertically
* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.
* Move flames to LAYER_TRANSPARENT_INTER
* Resolved some compiler warnings and added FALL_THROUGH define (#168)
* Address some more compiler warnings with different define toggles
* Remove unnecessary fallthrough attribute
* fixed geo_process_billboard floating point exception
* Allow water to face any direction
* Initialize focOffset so that BBH doesn't crash
* Removed superfluous RDP commands when switching microcodes which would override scissor
* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage
* Fix rumble build
* Fixed UNLOCK_FPS strobing
* Update src/game/object_helpers.c
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Update src/game/object_helpers.c
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Fix LEGACY_SHADOW_IDS id conflict
* Use the vanilla default value for rotating fire bars if bparam2 is 0
* START_LEVEL safeguard
* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE
* Fix rumble build
* Fixed spline poll code using the wrong values for keyframes
* Update readme with better credits
Better credits for individual contributors
* add arthur
* added falco and moose
* add fazana
* le funny typo
* added S2DEX engine to credits
* silhouette + axo + ratio
* remove specific callouts + add auto col distance
* Update data/behavior_data.c
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Update data/behavior_data.c
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Update data/behavior_data.c
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* Revert formatting changes to match vanilla decomp
* Re-implement Y buffer for find_ceil
* Re-implement POWER_STARS_HEAL for normal Power Stars
* Start level comment & exit course comment/collapse
* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT
* Fix "MAX_REFERENCED_WALLS" typo
* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)
* Revert stop_and_set_height_to_floor to vanilla
Fixes#208
* Fixed sAudioEnabled so that it disables audio CPU processing as well
* Fixed puppyprint debug RDP us calculations
* Renamed sAudioEnabled to gAudioEnabled
* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE
* Moved extended bounds and world scale configuration to a new config_world.h file
* Default all objects to non-rej (#227)
Fixes#221 (Default all objects to non-rej)
* Fix#221
* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)
* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled
* Change vtl decrement in visual_surface_display from 6 to 3
Fixes#207
* Make area in SL igloo wider to prevent a softlock (#233)
Fixes#210
* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)
Fixes#201
* Make UNLOCK_ALL apply to more things
* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init
* Change chain chomp load/unload distances depending on number of segments (#237)
Fixes#192
* added WATER_PLUNGE_UPWARP define
* Add reonucam patch (#239)
* added reonucam patch
Fixes#218
* Fix how shadows handle water/transparency/height (#228)
* Fix how shadows handle water/transparency/height
* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check
Fixes#179
* added reonucam credit
* delete unnecesary patches
* Apply suggested changes
* murdered more patches
* UNLOCK_ALL unlocks the cap boxes
* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)
* revert ceil buffer
* Renamed HD_INTRO_TEXTURES define, separated intro floombas
* prevent double definition of floombas
* actually prevent floomba redefinition
* Develop/refactor default defines (#242)
* Changed default config options
* Added build dir to includePaths for pngs
* disable NO_SLEEP by default
* Disable puppyprint by default
Sorry fazana 😔
* fix typos
* add comment about BETTER_REVERB console perf
* disable blue coin switch retry by default
* Update config_audio.h
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
* revert air step line to vanilla to fix bitfs scaling platform issue (#247)
Fixes#200
* Fix stuttering on thin slopes (#248)
* Fix stuttering on thin slopes
* Revert vec3f_find_ceil calls to vanilla
* Rename vec3f_find_ceil to find_mario_ceil
* Update src/engine/surface_collision.h
Fixes#249
* Swap static and dynamic surface checks back to vanilla order (#253)
* Swap static and dynamic surface checks back to vanilla order
* re-enable DISABLE_ALL config
Fixes#251#252
* Fixed save and quitting while in widescreen (#257)
* Fixed save and quitting while in widescreen
* use define for the level
* all my homies hate ifdefs
* skip wall offsets < 0 (#255)
Fixes#255
* #264: Document non-stop stars' issues (#267)
* #264: Document non-stop stars' issues
* Update include/config/config_game.h
* nonstop vanilla comment
* derive margin_radius from radius after capping at 200 (#266)
Fixes#259
* Config cleanup/refactor (#269)
* Moved puppyprint define to graphics / rearranged some debug defines for ease of access
* Moved compatibility safeguards to config_safeguards.h
* spacing and comment formatting
* #272 Move GFX_POOL_SIZE to config_graphics.h
* disable EASIER_DIALOG_TRIGGER by default
* prevent redefining warnings
* small ifdef typo
* changed ifndef to undefs
Fixes#262Fixes#272
* Improved movement config documentation related to turning around (#271)
Fixes#270
* rename CUSTOM_DEBUG, add comments (#275)
* Update README.md (#277)
* v2.0.0
Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
// Fixes the castle music sometimes triggering after getting a dialog
// Fixes the castle music sometimes triggering after getting a dialog.
#define CASTLE_MUSIC_FIX
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH)
// Increases the audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH).
#define EXPAND_AUDIO_HEAP
// Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
// Uses a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
// Consider it a beta, but it should work fine. Please report any bugs with it. Applying the patch will simply add a define here, so you can still turn it off even after patching.
@@ -42,13 +42,13 @@
/***** Vanilla config options *****/
/**********************************/
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
#include"config_game.h"
// Allow course specific camera processing
// You will likely want this disabled in non-vanilla hacks
// Allow course specific camera processing.
// You will likely want this disabled in non-vanilla hacks.
// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
// but feel free to override it if you really want to for some reason
// but feel free to override it if you really want to for some reason/
// Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla
// The size of the master display list (gDisplayListHead). 6400 is vanilla.
#define GFX_POOL_SIZE 10000
// Show a watermark in the title screen that reads "Made with HackerSM64", instead of the copyright message
// Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
#define INTRO_CREDIT
// Spawn floombas in the title screen
// Spawns floombas on the title screen.
#define INTRO_FLOOMBAS
// Enable widescreen (16:9) support
// Enables widescreen (16:9) support.
#define WIDE
// Skybox size modifier, changing this will add support for larger skybox images. NOTE: Vanilla skyboxes may break if you change this option. Be sure to rescale them accordingly.
// Whenever you change this, make sure to run "make -C tools clean" to rebuild the skybox tool (alternatively go into skyconv.c and change the file in any way (like adding/deleting a space) to specifically rebuild that tool).
// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define above)
// When increasing this, you should probably also increase the GFX pool size (the GFX_POOL_SIZE define above).
#define SKYBOX_SIZE 1
// When this option is enabled, LODs will ONLY work on console.
@@ -26,26 +26,26 @@
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
#define AUTO_LOD
// Include Puppyprint, a display library for text and large images.
// Automatically included when PUPPYPRINT_DEBUG is enabled
// Enables Puppyprint, a display library for text and large images.
// Automatically enabled when PUPPYPRINT_DEBUG is enabled.
// #define PUPPYPRINT
// Disable AA (Improves console performance but causes visible seams between unconnected geometry).
// Disables AA (Improves console performance but causes visible seams between unconnected geometry).
// #define DISABLE_AA
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti)
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
#define IA8_30FPS_COINS
// Use .rej microcode for certain objects (experimental - only should be used when F3DZEX_GBI_2 is defined).
// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
// For advanced users only. Does not work perfectly out the box, best used when exported actor models are
// using 64 vertex sizes, offered by Fast64 in the microcode menu.
// #define OBJECTS_REJ
/**
* Mario's silhouette when behind solid objects/surfaces
* Mario's silhouette when behind solid objects/surfaces.
* Also enables new render layers, such as LAYER_ALPHA_DECAL.
* The number is the intensity of the silhouette, from 0-255.
* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
@@ -63,24 +63,28 @@
// Fixes the game reading the ia8 burn smoke texture as an rgba16.
#define BURN_SMOKE_FIX
// Disable the fix to Koopa's unshelled model.
// Disables the fix to Koopa's unshelled model.
#define KOOPA_KEEP_PINK_SHORTS
// Uses the star object's model in the star dance cutscene.
// This has a side effect of making the star dance star also transparent when Mario collects a transparent star.
// #define STAR_DANCE_USES_STARS_MODEL
// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1.
// NOTE: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
// #define PUPPYLIGHTS
// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, they will appear as sideways in-game if this is enabled.
// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, those will appear as sideways in-game if this is enabled.
// Make sure your custom environment map textures are the correct orientation.
// #define FIX_REFLECT_MTX
// This improves performance a bit, and does not seem to break anything.
#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
// Disables object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
// Disables all object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
// #define DISABLE_SHADOWS
// Use old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
// Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
// NOTE: When this is enabled, The 49th hardcoded rectangle shadow will act as a regular circular shadow, due to Mario's shadow ID being 99 in vanilla.
#define LEGACY_SHADOW_IDS
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