* 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
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.