diff --git a/README.md b/README.md index 891f3383..89667e4c 100644 --- a/README.md +++ b/README.md @@ -52,6 +52,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin - There is a `gIsConsole` variable that is 1 when running on console and 0 when running on emulator. This way you can wrap your code in a console check. - Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) * - You can set a test level in config.h in order to boot straight into it, so you can quickly test the level you're working on. * +- Allows all surfaces in the game to have a `force` parameter. Activating this doesn't REQUIRE you to set `force` for every surface: If you don't set, it will default to 0x0000 rather than crashing. Increases RAM usage of collision. * - Colored ia4 text support. Format: `"@XXXXXXXX[YOUR TEXT]@--------"` (By ArcticJaguar725) - Example Text: `"@FF0000FFRED @00FF00FFGREEN @0000FFFFBLUE @FFFFFF00INVISIBLE @--------NORMAL"` - NOTE: It is not mandatory to reset the text color with `"@--------"`, but text will need to be recolored each time it scrolls in a dialog box, or the custom color will reset. diff --git a/include/config.h b/include/config.h index 66c99565..d5a142f0 100644 --- a/include/config.h +++ b/include/config.h @@ -107,6 +107,8 @@ #define MODEL_ID_COUNT 256 // Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions) #define EXPAND_AUDIO_HEAP +// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional). +#define ALL_SURFACES_HAVE_FORCE // BUG/GAME QOL FIXES // Fix instant warp offset not working when warping across different areas diff --git a/include/surface_terrains.h b/include/surface_terrains.h index 29ccb034..6f231e93 100644 --- a/include/surface_terrains.h +++ b/include/surface_terrains.h @@ -1,6 +1,8 @@ #ifndef SURFACE_TERRAINS_H #define SURFACE_TERRAINS_H +#include "config.h" + // Surface Types #define SURFACE_DEFAULT 0x0000 // Environment default #define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava @@ -202,7 +204,11 @@ #define COL_TRI_INIT(surfType, triNum) surfType, triNum // Collision Tri +#ifdef ALL_SURFACES_HAVE_FORCE +#define COL_TRI(v1, v2, v3) v1, v2, v3, 0 +#else #define COL_TRI(v1, v2, v3) v1, v2, v3 +#endif // Collision Tri With Special Params #define COL_TRI_SPECIAL(v1, v2, v3, param) v1, v2, v3, param diff --git a/src/engine/surface_load.c b/src/engine/surface_load.c index 9bb6c8e0..5072c02e 100644 --- a/src/engine/surface_load.c +++ b/src/engine/surface_load.c @@ -15,6 +15,8 @@ #include "game/object_list_processor.h" #include "surface_load.h" +#include "config.h" + s32 unused8038BE90; /** @@ -389,6 +391,7 @@ static struct Surface *read_surface_data(s16 *vertexData, s16 **vertexIndices) { return surface; } +#ifndef ALL_SURFACES_HAVE_FORCE /** * Returns whether a surface has exertion/moves Mario * based on the surface type. @@ -412,6 +415,7 @@ static s32 surface_has_force(s16 surfaceType) { } return hasForce; } +#endif /** * Returns whether a surface should have the @@ -444,7 +448,9 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s s32 numSurfaces; struct Surface *surface; s8 room = 0; +#ifndef ALL_SURFACES_HAVE_FORCE s16 hasForce = surface_has_force(surfaceType); +#endif s16 flags = surf_has_no_cam_collision(surfaceType); numSurfaces = *(*data); @@ -462,19 +468,27 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s surface->type = surfaceType; surface->flags = (s8) flags; +#ifdef ALL_SURFACES_HAVE_FORCE + surface->force = *(*data + 3); +#else if (hasForce) { surface->force = *(*data + 3); } else { surface->force = 0; } +#endif add_surface(surface, FALSE); } +#ifdef ALL_SURFACES_HAVE_FORCE + *data += 4; +#else *data += 3; if (hasForce) { *data += 1; } +#endif } } @@ -549,7 +563,9 @@ u32 get_area_terrain_size(s16 *data) { s32 numVertices; s32 numRegions; s32 numSurfaces; +#ifndef ALL_SURFACES_HAVE_FORCE s16 hasForce; +#endif while (!end) { terrainLoadType = *data++; @@ -578,8 +594,12 @@ u32 get_area_terrain_size(s16 *data) { default: numSurfaces = *data++; +#ifdef ALL_SURFACES_HAVE_FORCE + data += 4 * numSurfaces; +#else hasForce = surface_has_force(terrainLoadType); data += (3 + hasForce) * numSurfaces; +#endif break; } } @@ -709,7 +729,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) { s32 surfaceType; s32 i; s32 numSurfaces; +#ifndef ALL_SURFACES_HAVE_FORCE s16 hasForce; +#endif s16 flags; s16 room; @@ -719,7 +741,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) { numSurfaces = *(*data); (*data)++; +#ifndef ALL_SURFACES_HAVE_FORCE hasForce = surface_has_force(surfaceType); +#endif flags = surf_has_no_cam_collision(surfaceType); flags |= SURFACE_FLAG_DYNAMIC; @@ -739,22 +763,30 @@ void load_object_surfaces(s16 **data, s16 *vertexData) { surface->object = gCurrentObject; surface->type = surfaceType; +#ifdef ALL_SURFACES_HAVE_FORCE + surface->force = *(*data + 3); +#else if (hasForce) { surface->force = *(*data + 3); } else { surface->force = 0; } +#endif surface->flags |= flags; surface->room = (s8) room; add_surface(surface, TRUE); } +#ifdef ALL_SURFACES_HAVE_FORCE + *data += 4; +#else if (hasForce) { *data += 4; } else { *data += 3; } +#endif } }