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https://github.com/Print-and-Panic/Microtransactions64.git
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Merge branch 'master' into develop/2.1.0
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2
.vscode/c_cpp_properties.json
vendored
2
.vscode/c_cpp_properties.json
vendored
@@ -25,7 +25,7 @@
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"TARGET_N64=1",
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"VERSION_US=1",
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"F3DEX_GBI_2=1",
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"F3DZEX_GBI_2=1",
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"F3DZEX_NON_GBI_2=1",
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"F3DEX_GBI_SHARED=1",
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"NON_MATCHING=1",
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"AVOID_UB=1"
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2
Makefile
2
Makefile
@@ -108,7 +108,7 @@ else ifeq ($(GRUCODE),l3dex2) # Line3DEX2
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else ifeq ($(GRUCODE),f3dex2pl) # Fast3DEX2_PosLight
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DEFINES += F3DEX2PL_GBI=1 F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1
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else ifeq ($(GRUCODE),f3dzex) # Fast3DZEX (2.08J / Animal Forest - Dōbutsu no Mori)
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DEFINES += F3DZEX_GBI_2=1 F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1
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DEFINES += F3DZEX_NON_GBI_2=1 F3DEX_GBI_2=1 F3DEX_GBI_SHARED=1
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else ifeq ($(GRUCODE),super3d) # Super3D
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$(warning Super3D is experimental. Try at your own risk.)
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DEFINES += SUPER3D_GBI=1 F3D_NEW=1
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@@ -33,7 +33,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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**Lighting Engine by Wiseguy**
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- Lighting Engine is available on a separate branch ([base/lighting-engine-wip](https://github.com/Reonu/HackerSM64/tree/base/lighting-engine-wip)). Instructions on how to use it are in the readme of that branch.
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- Lighting Engine is available on a separate branch ([base/lighting-engine](https://github.com/Reonu/HackerSM64/tree/base/lighting-engine)). Instructions on how to use it are in the readme of that branch.
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- Alternatively, the main repo has `Puppylights` available, which is a more lightweight, but limited lighting library intended to be used to modify existing light properties. You can look at `puppylights.c` to find out how to use it.
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**Puppycam**
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@@ -39,7 +39,7 @@
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// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti)
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#define IA8_30FPS_COINS
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// Use .rej microcode for certain objects (experimental - only should be used when F3DZEX_GBI_2 is defined).
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// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
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// For advanced users only. Does not work perfectly out the box, best used when exported actor models are
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// using 64 vertex sizes, offered by Fast64 in the microcode menu.
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// #define OBJECTS_REJ
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@@ -54,9 +54,9 @@
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* config_graphics
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*/
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#ifndef F3DZEX_GBI_2
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#undef OBJECTS_REJ // OBJECTS_REJ requires f3dzex.
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#endif // !F3DZEX_GBI_2
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#ifndef F3DEX_GBI_2
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#undef OBJECTS_REJ // OBJECTS_REJ requires f3dex2.
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#endif // !F3DEX_GBI_2
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#ifndef F3DEX_GBI_SHARED
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#undef OBJECTS_REJ // Non F3DEX-based ucodes do NOT support ucode switching.
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@@ -294,6 +294,11 @@ void create_gfx_task_structure(void) {
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gGfxSPTask->task.t.ucode_data = gspF3DZEX2_PosLight_fifoDataStart;
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gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DZEX2_PosLight_fifoTextEnd - (u8 *) gspF3DZEX2_PosLight_fifoTextStart);
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gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DZEX2_PosLight_fifoDataEnd - (u8 *) gspF3DZEX2_PosLight_fifoDataStart);
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#elif F3DZEX_NON_GBI_2
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gGfxSPTask->task.t.ucode = gspF3DZEX2_NoN_PosLight_fifoTextStart;
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gGfxSPTask->task.t.ucode_data = gspF3DZEX2_NoN_PosLight_fifoDataStart;
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gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DZEX2_NoN_PosLight_fifoTextEnd - (u8 *) gspF3DZEX2_NoN_PosLight_fifoTextStart);
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gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DZEX2_NoN_PosLight_fifoDataEnd - (u8 *) gspF3DZEX2_NoN_PosLight_fifoDataStart);
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#elif F3DEX2PL_GBI
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gGfxSPTask->task.t.ucode = gspF3DEX2_PosLight_fifoTextStart;
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gGfxSPTask->task.t.ucode_data = gspF3DEX2_PosLight_fifoDataStart;
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@@ -367,7 +367,7 @@ void geo_process_master_list_sub(struct GraphNodeMasterList *node) {
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gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER);
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}
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#ifdef OBJECTS_REJ
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#if defined(F3DZEX_GBI_2) && defined(VISUAL_DEBUG)
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#if defined(F3DEX_GBI_2) && defined(VISUAL_DEBUG)
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if (hitboxView) render_debug_boxes(DEBUG_UCODE_REJ);
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#endif
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switch_ucode(GRAPH_NODE_UCODE_DEFAULT);
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@@ -408,7 +408,7 @@ void geo_append_display_list(void *displayList, s32 layer) {
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}
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#endif // SILHOUETTE
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}
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#endif // F3DZEX_GBI_2 || SILHOUETTE
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#endif // F3DEX_GBI_2 || SILHOUETTE
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if (gCurGraphNodeMasterList != NULL) {
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struct DisplayListNode *listNode =
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alloc_only_pool_alloc(gDisplayListHeap, sizeof(struct DisplayListNode));
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