mirror of
https://github.com/izzy2lost/Ghostship.git
synced 2026-03-10 11:52:18 -07:00
* 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>
48 lines
2.0 KiB
C
48 lines
2.0 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/level_update.h"
|
|
|
|
#include "levels/scripts.h"
|
|
|
|
#include "actors/common1.h"
|
|
#include "actors/group12.h"
|
|
|
|
#include "make_const_nonconst.h"
|
|
#include "assets/levels/bowser_1.h"
|
|
|
|
const LevelScript level_bowser_1_entry[] = {
|
|
INIT_LEVEL(),
|
|
LOAD_MIO0(/*seg*/ 0x07, _bowser_1_segment_7SegmentRomStart, _bowser_1_segment_7SegmentRomEnd),
|
|
LOAD_MIO0(/*seg*/ 0x0A, _bidw_skybox_mio0SegmentRomStart, _bidw_skybox_mio0SegmentRomEnd),
|
|
LOAD_MIO0(/*seg*/ 0x06, _group12_mio0SegmentRomStart, _group12_mio0SegmentRomEnd),
|
|
LOAD_RAW( /*seg*/ 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd),
|
|
ALLOC_LEVEL_POOL(),
|
|
MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
|
|
JUMP_LINK(script_func_global_13),
|
|
LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, bowser_1_yellow_sphere_geo),
|
|
|
|
AREA(/*index*/ 1, bowser_1_geo_0000D0),
|
|
OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 1307, 0, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvSpinAirborneCircleWarp),
|
|
WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_BOWSER_1, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
|
|
WARP_NODE(/*id*/ 0xF0, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x24, /*flags*/ WARP_NO_CHECKPOINT),
|
|
WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_BITDW, /*destArea*/ 0x01, /*destNode*/ 0x0C, /*flags*/ WARP_NO_CHECKPOINT),
|
|
TERRAIN(/*terrainData*/ bowser_1_seg7_collision_level),
|
|
SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0002, /*seq*/ SEQ_LEVEL_BOSS_KOOPA),
|
|
TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
|
|
END_AREA(),
|
|
|
|
FREE_LEVEL_POOL(),
|
|
MARIO_POS(/*area*/ 1, /*yaw*/ 180, /*pos*/ 0, 307, 0),
|
|
CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
|
|
CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
|
|
CLEAR_LEVEL(),
|
|
SLEEP_BEFORE_EXIT(/*frames*/ 1),
|
|
EXIT(),
|
|
};
|