mirror of
https://github.com/izzy2lost/Ghostship.git
synced 2026-06-19 01:17:03 -07:00
@@ -1,416 +0,0 @@
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Refresh 15 (mostly a hotfix for RSP microcode selection)
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1.) Renamed frame_buffer funcs and _ZBUFFER (#1184)
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||||
2.) RSP Microcode Hotfix (#1183)
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||||
3.) Label osSetTimer.c (#1182)
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||||
4.) Fix styling (#1177)
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||||
5.) Rename all `FrameBuffer` variants to `Framebuffer` (#1176)
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6.) Remove (WIP) from sh.
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||||
7.) Allow both archives and ELF objects to be patched (#1127)
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||||
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||||
Refresh 14
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||||
1.) Label whomp and some object fields (#1174)
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||||
2.) Generate MIO0 object files using binutils `ld` instead of `as` (#1173)
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||||
3.) Bowser documentation (#1166)
|
||||
4.) Fix comment syntax in 00_sound_player.0 (#1172)
|
||||
5.) Rename in-game menu variables (#1163)
|
||||
6.) Document double red coin sound and JP sound glitch (#1170)
|
||||
7.) Document different bug in external.c (#1168)
|
||||
8.) updated names/types of octagonal platform data (#1164)
|
||||
9.) Label a number of unnamed variables. (#1169)
|
||||
10.) Document JP PU sound glitch (#1167)
|
||||
11.) Set model ids to spawn_triangle_break_particles (#1165)
|
||||
12.) Fix borders in clear_frame_buffer (#1162)
|
||||
13.) Fix seq header files for 64-bit (#1161)
|
||||
14.) Game_init.c remaining doc (#1158)
|
||||
15.) Label a couple static variables in sound_init.c (#1159)
|
||||
16.) Properly define dialog values (status, flags, cutscenes) (#1153)
|
||||
17.) Label all of amp's assets. (#1018)
|
||||
18.) Split audio/synthesis.c into Shindou/non-Shindou files (#1144)
|
||||
19.) Avoid CC_CHECK warnings when using gcc (#1157)
|
||||
20.) level_select_menu.c => title_screen.c (#1152)
|
||||
21.) Use C preprocessor on assembly files (#1126)
|
||||
22.) Replace output_level_headers.py with sed equivalent (#1109)
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||||
23.) Fix CC_CHECK warnings related to unused symbols and UB (#1155)
|
||||
24.) Define remaining floor lower limit values (#1147)
|
||||
25.) use r+b mode for libultra.a patch tool (#1148)
|
||||
26.) Use proper values for gPrevFrameObjectCount ifs (#1146)
|
||||
27.) Some minor bowser.inc.c labelling. (#1150)
|
||||
28.) fix king bob-omb texture pointers (#1145)
|
||||
29.) Split audio/load.c into Shindou/non-Shindou files (#1143)
|
||||
30.) Small Shindou audio cleanups (#1142)
|
||||
31.) Fix endians in ALSeqData (#1141)
|
||||
32.) Document S8 decoder rsp operation and some more (#1139)
|
||||
33.) Fix Shindou synthesis_process_note fake match (#1140)
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||||
34.) More audio documentation, for the new rsp code and other fixes (#1138)
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||||
35.) Build fixes for macOS: cpp, clang, recomp, aiff_extract_codebook (#1135)
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||||
36.) Add ENABLE_RUMBLE to config.h (#1122)
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||||
37.) Reduce recomp memory consumption by using smaller disassembly blocks (#1128)
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||||
38.) Makefile fixes (#1123)
|
||||
39.) Update README.md
|
||||
40.) Update README.md
|
||||
41.) Reflect current decompilation status
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42.) Allow both archives and ELF objects to be patched (#1127)
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||||
43.) Remove WIP mention in README for sh version.
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Refresh 13 2
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- No more nonmatchings remain for all builds including Shindou.
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1.) Shindou OK (#1118)
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2.) Match shindou sequence_player_process_sequence (#1117)
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3.) Match func_sh_802f4e50 (#1116)
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Refresh 13
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- No more nonmatchings remain for US, JP, or EU builds. Three(!!!) remain for Shindou (SH).
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*) SHINDOU MATCHING (#1081)
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||||
*) Makefile gcc fixes (#1114)
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||||
|
||||
1.) Update diff.py (#1113)
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||||
2.) Add support for generating C arrays from n64graphics and add Texture typedef (#1032)
|
||||
3.) Update README and Dockerfile with recomp info (#1105)
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||||
4.) Support building tools with MSYS2 (#1112)
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||||
5.) Support building tools with clang and macOS (#1106)
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||||
6.) Clean tools directory when running distclean target (#1104)
|
||||
7.) Make build output cleaner (#1095)
|
||||
8.) Added 2 surface defines to bowser.inc.c (#1111)
|
||||
9.) fix fake matchings (#1108)
|
||||
10.) Use statically recompiled IDO instead of qemu-irix (#1099)
|
||||
11.) Add VERBOSE=1 to Jenkinsfile
|
||||
12.) updated intro_geo to use layer defines for geo flags (#1090)
|
||||
13.) Fix F3DZEX (#1097)
|
||||
14.) layer_transpose should take an s8 (#1093)
|
||||
15.) Fix tools/ build (#1082)
|
||||
16.) Relabel and document fish.inc.c (#1077)
|
||||
17.) Ensure all calls to .py files use $(PYTHON) (#1080)
|
||||
18.) Name Mario, Peach, and instrument sound files (#1078)
|
||||
19.) Goddard labeling, part 2 (#1076)
|
||||
20.) Fix envfx_snow and envfx_bubbles fake matches (#1075)
|
||||
21.) Use array subscripts instead of pointer math in 2 files (#1074)
|
||||
22.) refactor Makefile a bit (#1068)
|
||||
23.) Further improvements on field names (#1059)
|
||||
24.) Label and document manta_ray.inc.c (#1073)
|
||||
25.) Fix level_script and behavior fake matches (#1072)
|
||||
26.) Proper cell defines and more floor lower limit values. (#1065)
|
||||
27.) Document and re-label some goddard/intro code (#1069)
|
||||
28.) Match remaining functions (#1070)
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29.) match 'spawn_special_objects' (#1071)
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||||
30.) Document parts of external.c and format sound defines (#1067)
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Refresh 12
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|
||||
1.) Debug box improvements (#1066)
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||||
2.) Improve 'geo_render_mirror_mario' (#1064)
|
||||
3.) Cleanup and small labeling (#1063)
|
||||
4.) Anim renames and other related renames (#1062)
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||||
5.) remove do while 0 and make one line comments consistent (#1061)
|
||||
6.) fixed typo in segments.h (#1060)
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||||
7.) Name unknown fields (from public repo) (#1058)
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||||
8.) Change 'void *' to 'struct MainPoolState *' (#1057)
|
||||
9.) Fix type of freeList (#1056)
|
||||
10.) Newer version of diff script (#1055)
|
||||
11.) Add stubbed_printfs based on unused audio strings (#1054)
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||||
12.) Fix comment in paintings.c (#1053)
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||||
13.) Add defines for hardcoded cell/floor height values (#1051)
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||||
14.) Update README.md: Remove GitHub specific Markdown syntax (#1052)
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||||
15.) Properly label interation status that handle's Bowser's shockwave attack (#1050)
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Refresh 11
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1.) Make geo_process_level_of_detail endian-independent (#1049)
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||||
2.) Label oMoveFlags and slight cleanup. (#1046)
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3.) Avoid UB in synthesis_resample_and_mix_reverb (#1048)
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||||
4.) Change some void * to correct type (#1047)
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||||
5.) Remove oPathedWaypointsS16 and convert all paths to Trajectory struct. (#1045)
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||||
6.) Mr Blizzard documentation, Tox Box Unks (#1042)
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||||
7.) Pipe input to textconv. (#1041)
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||||
8.) Remove erroneous long double casts from audiofile.cpp (#1039)
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||||
9.) Replace fixed dialogID in play_dialog_sound to DIALOG_COUNT (#1040)
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||||
Refresh #10.1
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||||
1.) Diff update (#1033)
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||||
2.) Fix texture dimensions for exclamation boxes (#1034)
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||||
3.) Fix armips compilation on Windows by changing order of inclusion files (#1035)
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||||
4.) Embed libaudiofile into the repo as a single file (#1036)
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||||
5.) Fix some tools issues found while compiling on MSYS2 (#1037)
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Refresh #10
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1.) GCC 9 noreturn UB fixes (#961)
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||||
2.) List supported binutils variants in README.md (#960)
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||||
3.) fix fly guy's possible values for target roll
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||||
4.) clarify that 1 is an exclusive bound in random_float (#962)
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||||
5.) replace unkB8 with prevNumStarsForDialog (#963)
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||||
6.) Replace "BulletBillUnkF8" with "BulletBillInitialMoveYaw" (#966)
|
||||
7.) Renamed more warp behaviors and spawn types (#949)
|
||||
8.) EU bss cleanups (#965)
|
||||
9.) Add -fno-zero-initialized-in-bss to GCC CFLAGS (#968)
|
||||
10.) Use empty .SECONDARY target instead of .PRECIOUS (#964)
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||||
11.) Match EU seq_channel_layer_process_script (#969)
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||||
12.) Fix version variable overwriting bug for non-matching compilations (#974)
|
||||
13.) small bhv_collect_star_init labeling (#972)
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||||
14.) Align SI DMA command buffers, add more names to osCont code (#973)
|
||||
15.) Minor for loop fix in playback.c (#976)
|
||||
16.) Add Docker config (Public #36)
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||||
17.) Fix usage output crash for skyconv (#977)
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||||
18.) Cleanup tools and their build flags (#978)
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||||
19.) Print more detailed file reading error messages in extract_assets (#982)
|
||||
20.) Remove asmdiff (#983)
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||||
21.) Fixed tabledesign makefile bug (#985)
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||||
22.) Improve first-diff.py (#987)
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||||
23.) Bring in some enhancements such as widescreen enhancements (#981)
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||||
24.) Fix background shadow border if widescreen in shade_screen (#988)
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||||
25.) Merge common EU sections in osExceptionPreamble (#990)
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||||
26.) Introduce the NO_SEGMENTED_MEMORY define (#989)
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||||
27.) NO_SEGMENTED_MEMORY comments (#992)
|
||||
28.) Introduce f3dex2e and a GBI_FLOATS setting (#993)
|
||||
29.) Audio uses signed 16-bit integers as samples, not unsigned (#995)
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||||
30.) Assemble RSP ucode with armips (#970)
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||||
31.) Label Mr. Blizzard, Yoshi, Whomp, Wiggler, Wood Piece oFields. (#996)
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||||
32.) update crash enhancement (#1003)
|
||||
33.) Update README.md to use new public Discord server invite
|
||||
34.) Label variables in act_idle. (#1005)
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||||
35.) Fix a typo in camera.h (#1009)
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||||
36.) Fixed up profiler.c (#1010)
|
||||
37.) Add -d to first-diff.py (#1012)
|
||||
38.) Fix typo in first-diff.py (#1013)
|
||||
39.) Remove binutils 2.27 dependency check (#1015)
|
||||
40.) Update armips to v0.11.0 tag and add generator script (#1004)
|
||||
41.) Extract IPL3 font from ROM (#1011)
|
||||
42.) Documented audio playback flags (#1021)
|
||||
43.) Change RSP register notation to dollar-prefixed numbers (#1022)
|
||||
44.) Only check for QEMU_IRIX in Makefile when compiling with IDO (#1023)
|
||||
45.) Clean up header files and update function prototypes (#1000)
|
||||
46.) Named local variables in geo_update_layer_transparency (#1019)
|
||||
47.) Extract crash screen font textures from EU and SH ROMs (#1025)
|
||||
48.) Use ACTIVE_FLAG defines where appropriate (#1026)
|
||||
49.) Changed type of actor collision from s16 to Collision (#1024)
|
||||
50.) Implement sqrtf in assembly file (#1028)
|
||||
51.) Rename Struct8032FCE8 as OpenableGrill and identify data members (#1029)
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||||
52.) Fix some mistakes in the abi doc (#1031)
|
||||
53.) The README.md PR (#979)
|
||||
|
||||
Refresh #8
|
||||
1.) Use INT_STATUS_ macros for oInteractStatus (#911)
|
||||
2.) Update bullet_bill.inc.c (#912)
|
||||
3.) Make geo.c in levels nonconst to reduce diffs with gcc enhancement patch in future (#913)
|
||||
4.) Improve process_level_music_dynamics (#915)
|
||||
5.) add AVOID_UB define for fixing libultra aliasing. (#916)
|
||||
6.) const hack to TARGET_N64 and tweak ld script (#918)
|
||||
7.) Replace raw level/course numbers with defines (#919)
|
||||
8.) Label all graph node flags. (#920)
|
||||
9.) readme.md capitalization
|
||||
10.) The Big Function PR (Part 5) (#910)
|
||||
11.) Label hardware registers (#922)
|
||||
12.) Match EU synthesis_process_note (#923)
|
||||
13.) Some quick value changes (#909)
|
||||
14.) Added sequence player defines (#926)
|
||||
15.) Shindou diffs 2 [merge game.c and display.c, required for SH] (#927)
|
||||
16.) Match synthesis_process_notes and use -sopt for synthesis.c (#928)
|
||||
17.) Fix mips64-binutils for Fedora 31 and similar Linux distros (#931)
|
||||
18.) Update first-diff.py to work with Shindou (#933)
|
||||
19.) Labelled behavior_script.c (#929)
|
||||
20.) shindou diffs up to level_update (#932)
|
||||
21.) Update diff.py and diff_settings.py to work with SH (#936)
|
||||
22.) Add some Shindou resources to extract_assets.py (#939)
|
||||
23.) Label and document gd_math.c (#930)
|
||||
24.) Label all of Mario's actions. (#941)
|
||||
25.) Label all particles. (#940)
|
||||
26.) Renamed death related warpBhvs (#942)
|
||||
27.) Small Shindou differences (#945)
|
||||
28.) match player_performed_grab_escape_action in all versions (#943)
|
||||
29.) add main alignment (aglab2, #947)
|
||||
30.) Match a bunch of fake EU matchings (#944)
|
||||
31.) Shindou diffs round 4 (#937)
|
||||
32.) Easy PAL fake matchings (#946)
|
||||
33.) Merge object_helpers and object_helpers2 headers (#948)
|
||||
34.) match cap_check_quicksand (#950)
|
||||
35.) Shindou crash screen diffs (#938)
|
||||
36.) Thread6 (#951)
|
||||
37.) Correct IPL3 function and label addresses (#952)
|
||||
38.) Add COMPILER flag for Makefile and add official mips gcc support. (#953)
|
||||
39.) add align to sequence_00 (fixes gcc build) (#957)
|
||||
40.) Fixed itty bitty typo (#959)
|
||||
|
||||
Refresh #7
|
||||
1.) update README.md (#861)
|
||||
2.) [eu] fix decompilation bugs in synthesis_process_note (#862)
|
||||
3.) Label and document Snufit.inc.c (#863)
|
||||
4.) Label and document Snufit.inc.c (#863)
|
||||
5.) Match append_bubble_vertex_buffer, append_snowflake_vertex_buffer (#860)
|
||||
6.) Compile audio/effects.c with -sopt (#870)
|
||||
7.) Match handle_dialog_text_and_pages (#872)
|
||||
8.) Remove improperly used LEVEL_SA define. (#875)
|
||||
9.) Remove unused EU ASM files (#873)
|
||||
10.) Shindou build flag support (#876)
|
||||
11.) The Big Function PR (Part 1) (#864)
|
||||
12.) "Re-document" file_select and star_select for EU (#877)
|
||||
13.) Document paintings.c (#868)
|
||||
14.) Minor interaction.c labelling/documentation. (#882)
|
||||
15.) Match synthesis_execute, prepare_reverb_ring_buffer, func_eu_802e00d8 (#886)
|
||||
16.) The Big Function PR (Part 2) (#874)
|
||||
17.) Additional painting documentation (#883)
|
||||
18.) Some EU audio labelling (#885)
|
||||
19.) Bring synthesis_do_one_audio_update a bit closer to matching (#887)
|
||||
20.) Misleading comment, this actually contols Bowser's init action (#889)
|
||||
21.) Match synthesis_do_one_audio_update (#890)
|
||||
22.) Remove unneeded if(1) in synthesis_do_one_audio_update (#891)
|
||||
23.) Match synthesis_resample_and_mix_reverb (#893)
|
||||
24.) Set LANG=C (#896)
|
||||
25.) Match note_apply_headset_pan_effects (#897)
|
||||
26.) Match play_sequence (#898)
|
||||
27.) Match sequence_channel_enable (#899)
|
||||
28.) Match sequence_player_process_sequence (#900)
|
||||
29.) Match (eu) alloc_bank_or_seq (#901)
|
||||
30.) Match alloc_bank_or_seq (#903)
|
||||
31.) Update README.md (again)
|
||||
32.) Documented behaviour/fish.inc.c & blue_fish.inc.c (#894)
|
||||
33.) Labelled 4 behavior files, made object_helper functions consistent (#881)
|
||||
34.) Add a make target for .copt (#902)
|
||||
35.) The Big Function PR (Part 3) (#888)
|
||||
36.) The Big Function PR (Part 4) (#906)
|
||||
37.) Rename src/audio/memory.c -> heap.c (#907)
|
||||
38.) Fix BBH texture (#908)
|
||||
|
||||
Refresh #6
|
||||
1.) Make tools work on MinGW (#804)
|
||||
2.) Document mario_misc (#628)
|
||||
3.) add patch_libmalloc.py script to work around compiler crashes (#811)
|
||||
4.) Label the coffins file. (#829)
|
||||
5.) Convert enhancements into patches (#827)
|
||||
6.) Document Tweester.inc.c (#840)
|
||||
7.) EU OK and cleanup EU (#782)
|
||||
|
||||
Refresh #5
|
||||
1.) mem_error_screen.inc.c updated for C (#775)
|
||||
2.) updated patch_libultra_math to work directly on libultra.a (#781)
|
||||
3.) Enhancement: Debug boxes (#783)
|
||||
4.) Label effects MemoryPool (#784)
|
||||
5.) Use full-width characters for JP text and rename mislabeled stuff (#772)
|
||||
6.) Small asset extraction fixes (#785)
|
||||
7.) Fix incremental asset extraction after the last PR (#790)
|
||||
8.) Labelled behavior script commands, tidied up behavior scripts and ren…
|
||||
9.) Document camera.c (#741)
|
||||
10.) Fix a HMC texture asset (#795)
|
||||
11.) Fix UB in angle conversion for paintings. Needed for pc-port. (#796)
|
||||
12.) Fix PSS texture assets (#801)
|
||||
13.) Fix some camera typos (#802)
|
||||
|
||||
Refresh #4
|
||||
1.) Label screen_transition.c (#737)
|
||||
2.) Revamp macros (#738)
|
||||
3.) Simplify the cake makefile logic (#739)
|
||||
4.) Move zbuffer to C (#742)
|
||||
5.) Audio blob endian/64-bit fixes (#740)
|
||||
6.) Ub fixes (#745)
|
||||
7.) process_level_music_dynamics: slightly better stack and regalloc (#746)
|
||||
8.) move level order specific definitions out to levels/level_defines.h (#743)
|
||||
9.) Renamed some mislabelled sound effects (#748)
|
||||
10.) Very minor white space fixes in Mario.c (#752)
|
||||
11.) Renamed GRAVITY to OBJ_PHYSICS (#755)
|
||||
12.) Use defined macros instead of literal values for interactions in behavior_data.c (#754)
|
||||
13.) iQue Player console detection + full support (#756)
|
||||
14.) Fix Goddard Mario head for little endian etc. (#757)
|
||||
15.) Small bits of audio doc (#749)
|
||||
16.) Update diff script (#750)
|
||||
17.) Nicer format for course/dialog text, enum for dialog IDs (#753)
|
||||
18.) first-diff: store most recent mtime during check (#759)
|
||||
19.) Use Lights1 struct for light values (#760)
|
||||
20.) Detect mips64-elf in diff.py (#761)
|
||||
21.) Name display lists in gd renderer.c (#764)
|
||||
22.) Document a variety of PU type crashes. (#765)
|
||||
23.) Label object_behaviors. (#716)
|
||||
24.) Update swoop.inc.c (#767)
|
||||
25.) Label tilting_pyramid.inc.c (#768)
|
||||
26.) Label red_coin.inc.c (#770)
|
||||
27.) Use more level defines (#758)
|
||||
28.) Named Mario actions 6, 7, and 8 and noted causes of hands-free holding glitch (#769)
|
||||
|
||||
Refresh #3
|
||||
1.) Small bits of sound sample labelling
|
||||
2.) Append 'b' to fopen calls in n64graphics to satisfy Windows
|
||||
3.) Document synthesis.c and abi.h
|
||||
4.) Remove gbi_old.h and use gbi.h instead for F3D_OLD
|
||||
5.) Fix and change most values used by f3d commands
|
||||
6.) Convert actors to C
|
||||
7.) Make extract_assets.py fail on bad baserom
|
||||
8.) Fix some (pragma-ignored) warnings
|
||||
9.) Convert trig tables and data/ buffers into C
|
||||
10.) Document intro behaviors and some of camera.c
|
||||
11.) Match dma_sample_data
|
||||
12.) Convert levels, bin, text, goddard_tex_dl to C
|
||||
13.) Remove .bss size hardcoding
|
||||
14.) Add mips64 fallback and alt dump option to diff.sh
|
||||
15.) Convert behavior_data to C
|
||||
16.) Get rid of the enum in behavior_data.
|
||||
17.) Change more values used by f3d commands
|
||||
18.) Document game/skybox.c
|
||||
19.) Actors levels fixup
|
||||
20.) Convert Mario animations to C (kind of)
|
||||
22.) generate skybox data from 248x248 images
|
||||
23.) 64-bit fixes
|
||||
24.) Move demo data to C
|
||||
25.) Change uintptr_t to GeoLayout for actors
|
||||
26.) Move libc includes to include/libc/
|
||||
|
||||
Refresh #2a (hotfix)
|
||||
Changes from Refresh #2:
|
||||
|
||||
1.) Fixed text Makefile dependencies"
|
||||
|
||||
Refresh #2
|
||||
Changes from Refresh #1:
|
||||
|
||||
1.) Label src/game/behaviors/boo.inc.c
|
||||
2.) Verify half of audio_defines.h
|
||||
3.) Label ingame_menu.c and some dialog stuff
|
||||
4.) Improve handle_dialog_text_and_pages EU non-matching
|
||||
5.) Fix texture format for water splash/sparkle
|
||||
6.) Merge ucode.bin and ucode_unk.bin
|
||||
7.) 64-bit fixes
|
||||
8.) [AUDIO] Match func_80316928
|
||||
9.) Documented bug in Tuxie's mother's code
|
||||
10.) [AUDIO] Slightly closer matching for process_level_music_dynamics
|
||||
11.) Name channel scripts in sequence 0
|
||||
12.) Nicer error message when sha1sum doesn't match
|
||||
13.) Refactor object fields
|
||||
14.) Document file_select.c
|
||||
15.) Document star_select.c
|
||||
16.) Add uncompressed string support to textconv
|
||||
17.) Document main_menu geo and leveldata
|
||||
18.) Document hud.c and rename char textures
|
||||
19.) Correct gSPTextureRectangle values
|
||||
20.) Linker script wildcard
|
||||
- Fixes "undefined reference to x in discarded section y" linker errors.
|
||||
- Also means that you no longer have to add linker script entries for source files.
|
||||
21.) Reference qemu-irix package and add project structure
|
||||
- Installing qemu-irix is as simple as installing the provided Debian package on the GitHub "Releases" tab
|
||||
(https://github.com/n64decomp/qemu-irix).
|
||||
- Old qemu-irix installs are unaffected by this change, and it is still possible to install qemu-irix with the older method.
|
||||
|
||||
Refresh #1
|
||||
Changes from initial release:
|
||||
|
||||
1.) More README cleanups and documentation
|
||||
2.) Fix .gitignore in tools/
|
||||
3.) More README cleanups and corrections
|
||||
4.) oUnk190 -> oInteractionSubtype
|
||||
5.) Normalize line endings
|
||||
6.) Replace bank_sets.s by sequences.json + build magic
|
||||
7.) Fix tabledesign in .gitignore
|
||||
8.) Cleaned and documented arrays in audio/
|
||||
9.) Change minimum Python 3 requirement in README.md to 3.6
|
||||
10.) Remove whitespace in ingame_menu.c, save_file.c, and star_select.c
|
||||
11.) Documentation comment style fixed
|
||||
12.) sm64.map -> sm64.version.map (ex: sm64.us.map)
|
||||
13.) Decompile EU versions of HUD and obj behaviors
|
||||
14.) Label ukiki.inc.c and ukiki_cage.inc.c
|
||||
15.) Add missing OS header includes
|
||||
16.) Fix alignment issue in model_ids.h
|
||||
17.) A bunch of behavior changes:
|
||||
a.) Made styles consistent with function names (ex: BehBehaviorLoop -> beh_behavior_loop)
|
||||
b.) Split obj_behaviors_2.c into multiple .inc.c files in behaviors/
|
||||
c.) bhvHauntedRoomCheck -> bhvCoffinManager
|
||||
18.) Update README.md notes on WSL and add links
|
||||
19.) Added tidy.sh and also bracing around single-line ifs and loops
|
||||
@@ -1,193 +1,43 @@
|
||||
# Super Mario 64
|
||||
# Ghostship (Name Pending)
|
||||
_A Super Mario 64 PC Port_
|
||||
|
||||
- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
|
||||
- Naming and documentation of the source code and data structures are in progress.
|
||||
A prior copy of the game is required to extract the assets. We do not condone piracy.
|
||||
|
||||
It builds the following ROMs:
|
||||
__The following ROMs are supported:__
|
||||
|
||||
* sm64.jp.z64 `sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51`
|
||||
* sm64.us.z64 `sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce`
|
||||
* sm64.eu.z64 `sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9`
|
||||
* sm64.sh.z64 `sha1: 3f319ae697533a255a1003d09202379d78d5a2e0`
|
||||
|
||||
This repo does not include all assets necessary for compiling the ROMs.
|
||||
A prior copy of the game is required to extract the assets.
|
||||
## Discord
|
||||
|
||||
## Quick Start (for Ubuntu)
|
||||
<!-- TODO: Public discord channel(s) -->
|
||||
Currently this project is in the early stages of development, and the relevant discord channels are not yet public. If you would like to contribute, please contact one of the developers on the [HM64 Discord](https://discord.com/invite/shipofharkinian) for more information.
|
||||
|
||||
1. Install prerequisites: `sudo apt install -y build-essential git binutils-mips-linux-gnu python3`
|
||||
2. Clone the repo from within Linux: `git clone https://github.com/n64decomp/sm64.git`
|
||||
3. Place a Super Mario 64 ROM called `baserom.<VERSION>.z64` into the project folder for asset extraction, where `VERSION` can be `us`, `jp`, `eu`, or `sh`.
|
||||
4. Run `make` to build. Qualify the version through `make VERSION=<VERSION>`. Add `-j4` to improve build speed (hardware dependent).
|
||||
## Quick Start
|
||||
#### 1. Verify your ROM
|
||||
Upload your ROM dump to [Hasher-js](https://www.romhacking.net/hash/) and verify that the SHA1 hash matches one of the hashes listed above.
|
||||
|
||||
Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.
|
||||
#### 2. Create an OTR from your ROM
|
||||
<!-- TODO: Integrate CubeOS into port -->
|
||||
Eventually this step will be a bit more user friendly and built-in to the port, but for now you will need to clone and use [CubeOS](https://github.com/HarbourMasters/CubeOS) and follow the instructions in the README.
|
||||
|
||||
## Installation
|
||||
#### 3. Download the latest release
|
||||
<!-- TODO: Releases & Nightly builds -->
|
||||
Currently there are no releases or nightly builds available. You will need to build the project yourself, or check back later.
|
||||
|
||||
### Windows
|
||||
#### 4. Place your OTR next to the executable and launch the game!
|
||||
|
||||
Install WSL and a distro of your choice following
|
||||
[Windows Subsystem for Linux Installation Guide for Windows 10.](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
|
||||
We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.
|
||||
Note: WSL1 does not currently support Ubuntu 20.04.
|
||||
## Development
|
||||
|
||||
Next, clone the SM64 repo from within the Linux shell:
|
||||
`git clone https://github.com/n64decomp/sm64.git`
|
||||
### Building
|
||||
|
||||
Then continue following the directions in the [Linux](#linux) installation section below.
|
||||
If you want to manually compile this, please consult the [building instructions](docs/building.md).
|
||||
|
||||
### Linux
|
||||
|
||||
There are 3 steps to set up a working build.
|
||||
|
||||
#### Step 1: Install dependencies
|
||||
|
||||
The build system has the following package requirements:
|
||||
* binutils-mips
|
||||
* capstone
|
||||
* pkgconf
|
||||
* python3 >= 3.6
|
||||
|
||||
Dependency installation instructions for common Linux distros are provided below:
|
||||
|
||||
##### Debian / Ubuntu
|
||||
To install build dependencies:
|
||||
```
|
||||
sudo apt install -y binutils-mips-linux-gnu build-essential git libcapstone-dev pkgconf python3
|
||||
```
|
||||
|
||||
##### Arch Linux
|
||||
To install build dependencies:
|
||||
```
|
||||
sudo pacman -S base-devel capstone python
|
||||
```
|
||||
Install the following AUR packages:
|
||||
* [mips64-elf-binutils](https://aur.archlinux.org/packages/mips64-elf-binutils) (AUR)
|
||||
|
||||
|
||||
##### Other Linux distributions
|
||||
|
||||
Most modern Linux distributions should have equivalent packages to the other two listed above.
|
||||
You may have to use a different version of GNU binutils. Listed below are fully compatible binutils
|
||||
distributions with support in the makefile, and examples of distros that offer them:
|
||||
|
||||
* `mips64-elf-` (Arch AUR)
|
||||
* `mips-linux-gnu-` (Ubuntu and other Debian-based distros)
|
||||
* `mips64-linux-gnu-` (RHEL/CentOS/Fedora)
|
||||
|
||||
You may also use [Docker](#docker-installation) to handle installing an image with minimal dependencies.
|
||||
|
||||
#### Step 2: Copy baserom(s) for asset extraction
|
||||
|
||||
For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
|
||||
`./baserom.<VERSION>.z64` for asset extraction.
|
||||
|
||||
##### Step 3: Build the ROM
|
||||
|
||||
Run `make` to build the ROM (defaults to `VERSION=us`).
|
||||
Other examples:
|
||||
```
|
||||
make VERSION=jp -j4 # build (J) version instead with 4 jobs
|
||||
make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes
|
||||
```
|
||||
|
||||
Resulting artifacts can be found in the `build` directory.
|
||||
|
||||
The full list of configurable variables are listed below, with the default being the first listed:
|
||||
|
||||
* ``VERSION``: ``us``, ``jp``, ``eu``, ``sh``
|
||||
* ``GRUCODE``: ``f3d_old``, ``f3d_new``, ``f3dex``, ``f3dex2``, ``f3dzex``
|
||||
* ``COMPARE``: ``1`` (compare ROM hash), ``0`` (do not compare ROM hash)
|
||||
* ``NON_MATCHING``: Use functionally equivalent C implementations for non-matchings (Currently there aren't any non-matchings, but this will apply to iQue). Also will avoid instances of undefined behavior.
|
||||
* ``CROSS``: Cross-compiler tool prefix (Example: ``mips64-elf-``).
|
||||
|
||||
### macOS
|
||||
|
||||
With macOS, you may either use Homebrew or [Docker](#docker-installation).
|
||||
|
||||
#### Homebrew
|
||||
|
||||
#### Step 1: Install dependencies
|
||||
Install [Homebrew](https://brew.sh) and the following dependencies:
|
||||
```
|
||||
brew update
|
||||
brew install capstone coreutils make pkg-config tehzz/n64-dev/mips64-elf-binutils
|
||||
```
|
||||
|
||||
#### Step 2: Copy baserom(s) for asset extraction
|
||||
|
||||
For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
|
||||
`./baserom.<VERSION>.z64` for asset extraction.
|
||||
|
||||
##### Step 3: Build the ROM
|
||||
|
||||
Use Homebrew's GNU make because the version included with macOS is too old.
|
||||
|
||||
```
|
||||
gmake VERSION=jp -j4 # build (J) version instead with 4 jobs
|
||||
```
|
||||
|
||||
### Docker Installation
|
||||
|
||||
#### Create Docker image
|
||||
|
||||
After installing and starting Docker, create the docker image. This only needs to be done once.
|
||||
```
|
||||
docker build -t sm64 .
|
||||
```
|
||||
|
||||
#### Build
|
||||
|
||||
To build, mount the local filesystem into the Docker container and build the ROM with `docker run sm64 make`.
|
||||
|
||||
##### macOS example for (U):
|
||||
```
|
||||
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
|
||||
```
|
||||
|
||||
##### Linux example for (U):
|
||||
For a Linux host, Docker needs to be instructed which user should own the output files:
|
||||
```
|
||||
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4
|
||||
```
|
||||
|
||||
Resulting artifacts can be found in the `build` directory.
|
||||
|
||||
## Project Structure
|
||||
|
||||
sm64
|
||||
├── actors: object behaviors, geo layout, and display lists
|
||||
├── asm: handwritten assembly code, rom header
|
||||
│ └── non_matchings: asm for non-matching sections
|
||||
├── assets: animation and demo data
|
||||
│ ├── anims: animation data
|
||||
│ └── demos: demo data
|
||||
├── bin: C files for ordering display lists and textures
|
||||
├── build: output directory
|
||||
├── data: behavior scripts, misc. data
|
||||
├── doxygen: documentation infrastructure
|
||||
├── enhancements: example source modifications
|
||||
├── include: header files
|
||||
├── levels: level scripts, geo layout, and display lists
|
||||
├── lib: SDK library code
|
||||
├── rsp: audio and Fast3D RSP assembly code
|
||||
├── sound: sequences, sound samples, and sound banks
|
||||
├── src: C source code for game
|
||||
│ ├── audio: audio code
|
||||
│ ├── buffers: stacks, heaps, and task buffers
|
||||
│ ├── engine: script processing engines and utils
|
||||
│ ├── game: behaviors and rest of game source
|
||||
│ ├── goddard: Mario intro screen
|
||||
│ └── menu: title screen and file, act, and debug level selection menus
|
||||
├── text: dialog, level names, act names
|
||||
├── textures: skybox and generic texture data
|
||||
└── tools: build tools
|
||||
|
||||
## Contributing
|
||||
|
||||
Pull requests are welcome. For major changes, please open an issue first to
|
||||
discuss what you would like to change.
|
||||
|
||||
Run `clang-format` on your code to ensure it meets the project's coding standards.
|
||||
|
||||
Official Discord: [discord.gg/DuYH3Fh](https://discord.gg/DuYH3Fh)
|
||||
<a href="https://github.com/Kenix3/libultraship/">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./docs/poweredbylus.darkmode.png">
|
||||
<img alt="Powered by libultraship" src="./docs/poweredbylus.lightmode.png">
|
||||
</picture>
|
||||
</a>
|
||||
|
||||
+3
-3
@@ -48,7 +48,7 @@ To develop using Visual Studio you only need to use cmake to generate the soluti
|
||||
### Running the executable
|
||||
|
||||
1. Copy over the smcube.otr you have generated into the directory containing your executable, e.g. `.\build\x64\Debug`
|
||||
2. From the GitHub, download the soh.otr and place that in the same directory as you smcube.otr
|
||||
2. Download the latest `sm64.otr` from the pins in the discord channel and place that in the same directory as you smcube.otr
|
||||
3. Now you can run the executable directly or from Visual Studio
|
||||
|
||||
## Linux
|
||||
@@ -78,7 +78,7 @@ cmake --build build-cmake --target clean
|
||||
### Running the executable
|
||||
|
||||
1. Copy over the smcube.otr you have generated into the root directory if the repository
|
||||
2. From the GitHub, download the soh.otr and place that in the build directory, e.g. `./build-cmake`
|
||||
2. Download the latest `sm64.otr` from the pins in the discord channel and place that in the build directory, e.g. `./build-cmake`
|
||||
3. Now you can run the executable directly or from Visual Studio Code
|
||||
|
||||
## macOS
|
||||
@@ -108,5 +108,5 @@ cmake --build build-cmake --target clean
|
||||
### Running the executable
|
||||
|
||||
1. Copy over the smcube.otr you have generated into the root directory if the repository
|
||||
2. From the GitHub, download the soh.otr and place that in the build directory, e.g. `./build-cmake`
|
||||
2. Download the latest `sm64.otr` from the pins in the discord channel and place that in the build directory, e.g. `./build-cmake`
|
||||
3. Now you can run the executable directly or from Visual Studio Code
|
||||
|
||||
Binary file not shown.
|
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|
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Reference in New Issue
Block a user