Files
Ghostship/levels/intro/script.c
Lywx 20674529ab [WIP] Implemented GeoLayout loading and moved to otr every actor (#53)
* Fixed GeoLayout loading and implemented mario loading from otr

* Ported bobomb and coins

* Ported cannon barrel

* Ported blue_coin_switch

* Fixed collision loading

* Ported checkerboard_platform

* Ported most of common0 to otr

* Fixed amp on jp

* Fixed some wrong yamls

* Fixed faulty snow interpolation

* Bump LUS

* Extracted 99.99999% actors to be loaded from otr

* Removed unnessesary print and added o2r mod support

* Fixed headers

* Added us support into geolayout parser

* Fixed conflicts

* Removed done indicators

* Remove duplicated headers

* Added bbh, bitdw, bitfs, bits, bob and lll loaded from otr

* Bump torch

* Fixed linux compilation

* Pushed header generation

* Got compiling on Linux working. (#59)

* Added more data and hopefully fix more issues

* Updated libultraship

* bin dls and vtxs (#60)

* Fixed master volume

* Updated torch

* Renamed otr files

* Renamed otr en cmakelists

* Updated libultraship and torch

* Removed actors code

* [WIP] The big one that removes almost all hardcoded assets from levels and actors

* Updating cmake to match Starship

* Updated more references

* Updated cmake to add more targets

* Updated o2r name

* Removed unnecesary dma call

* Updated gitmodules

* Bump LUS, fixed cmake and fixed audio on windows

* Update torch and wdw

* Fixed some corrupted ptrs, cleaned up jp support and fixed bully

* Added USE_GBI_TRACE

* Fixed packaging.cmake and audio fixes

* Removed old LUS

* Updated torch and readded LUS

* More compilation issues

* Removed interpolation to use on the future the new system

* Bump libs

* Reimplemented skybox, and added synthesis overflow fix

* Removed prints to use SPDLOG

* This should had been on another branch but fuck it

* Added more interpolation stuff

* Fixed interpolation, fixed some random things and ported from GameInteractor to Lwyx's EventSystem

* Removed some FrameInterpolation changes

* Fixed gitignore and implemented PortEnhancements

* Fixed interpolation crashes, WIP implemented reset among other fixes

* Bump torch to fix paintings

* Moved log to be a trace

* Readded some frame tagging

* Fixed rumble

* Fixed skybox crashes

* Bump LUS

* Moved skybox and floats to float for better precision

* Moved to health change and created lives change event

* Fixed bubbles being broken

* Fixed lives event not being registered

* Fixed skybox crashes

* Initialized mixer variables

* Fixed some memory leaks

* Fixed trajectory being exported incorrectly

* Hopefully fixed us yamls

* Fixed remaining us issues

* Implemented o2r generation among some other things

---------

Co-authored-by: KiritoDv <KiritoDv>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
2026-01-07 01:37:43 -06:00

162 lines
6.2 KiB
C

#include <libultraship.h>
#include "sm64.h"
#include "behavior_data.h"
#include "model_ids.h"
#include "seq_ids.h"
#include "segment_symbols.h"
#include "level_commands.h"
#include "game/area.h"
#include "game/level_update.h"
#include "menu/title_screen.h"
#include "levels/scripts.h"
#include "assets/levels/menu.h"
#include "actors/common1.h"
#include "make_const_nonconst.h"
#include "assets/levels/intro.h"
const LevelScript level_intro_splash_screen[] = {
INIT_LEVEL(),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x07, _intro_segment_7SegmentRomStart, _intro_segment_7SegmentRomEnd),
// Load "Super Mario 64" logo
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_0002D0),
END_AREA(),
FREE_LEVEL_POOL(),
// Start animation
LOAD_AREA(/*area*/ 1),
CALL(/*arg*/ LVL_INTRO_PLAY_ITS_A_ME_MARIO, /*func*/ lvl_intro_update),
SLEEP(/*frames*/ 75),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 16),
CMD2A(/*unk2*/ 1),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_mario_head_regular),
};
const LevelScript level_intro_mario_head_regular[] = {
INIT_LEVEL(),
BLACKOUT(/*active*/ TRUE),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
LOAD_MARIO_HEAD(/*loadHeadID*/ REGULAR_FACE),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0_TEXTURE(/*seg*/ 0x0A, _title_screen_bg_mio0SegmentRomStart, _title_screen_bg_mio0SegmentRomEnd),
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_mario_head_regular),
END_AREA(),
FREE_LEVEL_POOL(),
SLEEP(/*frames*/ 2),
BLACKOUT(/*active*/ FALSE),
LOAD_AREA(/*area*/ 1),
SET_MENU_MUSIC(/*seq*/ SEQ_MENU_TITLE_SCREEN),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_STAR, /*time*/ 20, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 20),
CALL_LOOP(/*arg*/ LVL_INTRO_REGULAR, /*func*/ lvl_intro_update),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ 100, script_intro_L1),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ 101, script_intro_L2),
JUMP(script_intro_L4),
};
const LevelScript level_intro_mario_head_dizzy[] = {
INIT_LEVEL(),
BLACKOUT(/*active*/ TRUE),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
LOAD_MARIO_HEAD(/*loadHeadID*/ DIZZY_FACE),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0_TEXTURE(/*seg*/ 0x0A, _title_screen_bg_mio0SegmentRomStart, _title_screen_bg_mio0SegmentRomEnd),
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_mario_head_dizzy),
END_AREA(),
FREE_LEVEL_POOL(),
SLEEP(/*frames*/ 2),
BLACKOUT(/*active*/ FALSE),
LOAD_AREA(/*area*/ 1),
SET_MENU_MUSIC(/*seq*/ SEQ_MENU_GAME_OVER),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_STAR, /*time*/ 20, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 20),
CALL_LOOP(/*arg*/ LVL_INTRO_GAME_OVER, /*func*/ lvl_intro_update),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ 100, script_intro_L1),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ 101, script_intro_L2),
JUMP(script_intro_L4),
};
const LevelScript level_intro_entry_4[] = {
INIT_LEVEL(),
LOAD_RAW(/*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
LOAD_MIO0_TEXTURE(/*seg*/ 0x0A, _title_screen_bg_mio0SegmentRomStart, _title_screen_bg_mio0SegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x07, _debug_level_select_mio0SegmentRomStart, _debug_level_select_mio0SegmentRomEnd),
FIXED_LOAD(/*loadAddr*/ _goddardSegmentStart, /*romStart*/ _goddardSegmentRomStart, /*romEnd*/ _goddardSegmentRomEnd),
ALLOC_LEVEL_POOL(),
AREA(/*index*/ 1, intro_geo_000414),
END_AREA(),
FREE_LEVEL_POOL(),
LOAD_AREA(/*area*/ 1),
SET_MENU_MUSIC(/*seq*/ SEQ_MENU_TITLE_SCREEN),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CALL_LOOP(/*arg*/ LVL_INTRO_LEVEL_SELECT, /*func*/ lvl_intro_update),
JUMP_IF(/*op*/ OP_EQ, /*arg*/ -1, script_intro_L5),
JUMP(script_intro_L3),
};
// These should be static, but C doesn't allow non-sized forward declarations of static arrays
const LevelScript script_intro_L1[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
SET_REG(/*value*/ 16),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_1),
};
const LevelScript script_intro_L2[] = {
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_4),
};
const LevelScript script_intro_L3[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
};
const LevelScript script_intro_L4[] = {
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
};
const LevelScript script_intro_L5[] = {
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0x00, 0x00, 0x00),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP(/*frames*/ 2),
EXIT_AND_EXECUTE(/*seg*/ 0x14, _introSegmentRomStart, _introSegmentRomEnd, level_intro_splash_screen),
};