mirror of
https://github.com/izzy2lost/Ghostship.git
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* 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>
74 lines
4.1 KiB
C
74 lines
4.1 KiB
C
#include <libultraship.h>
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#include "sm64.h"
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#include "behavior_data.h"
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#include "model_ids.h"
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#include "seq_ids.h"
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#include "segment_symbols.h"
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#include "level_commands.h"
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#include "game/level_update.h"
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#include "levels/scripts.h"
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#include "actors/common1.h"
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#include "make_const_nonconst.h"
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#include "assets/levels/castle_courtyard.h"
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static const LevelScript script_func_local_1[] = {
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvAmbientSounds),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBirdsSoundLoop),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00010000, /*beh*/ bhvBirdsSoundLoop),
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RETURN(),
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};
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static const LevelScript script_func_local_2[] = {
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet),
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RETURN(),
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};
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const LevelScript level_castle_courtyard_entry[] = {
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INIT_LEVEL(),
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LOAD_MIO0( /*seg*/ 0x07, _castle_courtyard_segment_7SegmentRomStart, _castle_courtyard_segment_7SegmentRomEnd),
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LOAD_MIO0( /*seg*/ 0x0A, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd),
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LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _outside_mio0SegmentRomStart, _outside_mio0SegmentRomEnd),
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LOAD_MIO0( /*seg*/ 0x05, _group9_mio0SegmentRomStart, _group9_mio0SegmentRomEnd),
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LOAD_RAW( /*seg*/ 0x0C, _group9_geoSegmentRomStart, _group9_geoSegmentRomEnd),
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LOAD_MIO0( /*seg*/ 0x08, _common0_mio0SegmentRomStart, _common0_mio0SegmentRomEnd),
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LOAD_RAW( /*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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JUMP_LINK(script_func_global_1),
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JUMP_LINK(script_func_global_10),
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LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE, spiky_tree_geo),
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LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_WOODEN_DOOR, wooden_door_geo),
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LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, castle_courtyard_geo_000200),
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AREA(/*index*/ 1, castle_courtyard_geo_000218),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -2360, -100, -2712, /*angle*/ 0, 0, 0, /*behParam*/ 0x01050000, /*beh*/ bhvBooWithCage),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvLaunchStarCollectWarp),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvLaunchDeathWarp),
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WARP_NODE(/*id*/ 0x05, /*destLevel*/ LEVEL_BBH, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x0B, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x01, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x02, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_CASTLE_GROUNDS, /*destArea*/ 0x01, /*destNode*/ 0x03, /*flags*/ WARP_NO_CHECKPOINT),
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JUMP_LINK(script_func_local_1),
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JUMP_LINK(script_func_local_2),
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TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision),
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MACRO_OBJECTS(/*objList*/ castle_courtyard_seg7_macro_objs),
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SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0000, /*seq*/ SEQ_SOUND_PLAYER),
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TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
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END_AREA(),
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FREE_LEVEL_POOL(),
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MARIO_POS(/*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201),
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CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
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CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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EXIT(),
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};
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