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https://github.com/Print-and-Panic/Microtransactions64.git
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Merge remote-tracking branch 'origin/master' into puppycamera2
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@@ -5,6 +5,9 @@ This repo needs gcc in order to be able to build it. To install it, run `sudo ap
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This is a fork of the ultrasm64 repo by CrashOveride which includes the following commonly used patches (patches marked with `*` are toggleable in `config.h`):
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**About Puppycam**
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- Puppycam is available **on a dedicated branch**. If you want puppycam in your hack, clone the `puppycamera2` branch instead of `master`.
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**Collision:**
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- Slope fix and exposed ceilings fix
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- No false ledgegrabs fix *
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@@ -17,8 +20,6 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- Platform Displacement 2 by Arthurtilly *
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- Water Surface Type patch by thecozies
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- Rounded corners by FramePerfection, merged by Cheezepin
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- reonucam3: custom camera by me. This is included as a .patch file in the enhancements folder, you need to apply it if you want this camera.
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This video shows a rundown of the features: https://youtu.be/TQNkznX9Z3k
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**Common Hack Changes:**
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- Better extended boundaries by anonymous_moose
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@@ -31,6 +32,8 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- You can increase the number of frames that you have to perform a firsty *
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- Ability to set Mario's movement speed when hanging from a ceiling *
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- Tighter hanging controls (mario will face the direction of the analog stick directly while hanging from a ceiling) *
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- reonucam3: custom camera by me. This is included as a .patch file in the enhancements folder, you need to apply it if you want this camera.
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This video shows a rundown of the features: https://youtu.be/TQNkznX9Z3k
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**Hacker QOL:**
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- Global, non-level based, star IDs (off by default) *
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@@ -48,6 +51,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- The internal ROM name is now set with a define in `config.h` to make it simpler
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- 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.
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- Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) *
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- 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. *
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**Other Bugfixes:**
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- Castle music fix (Fixes the castle music sometimes triggering after getting a dialog) *
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@@ -54,6 +54,12 @@
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// -- ultrasm64-extbounds specific settings --
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// TEST LEVEL
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// Uncomment this define and set a test level in order to boot straight into said level.
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// This allows you to quickly test the level you're working on.
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// If you want the game to boot normally, just comment out the define again.
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//#define TEST_LEVEL LEVEL_BOB
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// COMMON HACK CHANGES
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// Internal ROM name. NEEDS TO BE **EXACTLY** 20 CHARACTERS. Can't be 19 characters, can't be 21 characters. You can fill it with spaces.
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// The end quote should be here: "
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@@ -79,7 +85,7 @@
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// Number of coins to spawn the "100 coin" star. If you remove the define altogether, then there won't be a 100 coin star at all.
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#define X_COIN_STAR 100
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// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Breaks treadmills.
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#define PLATFORM_DISPLACEMENT_2
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//#define PLATFORM_DISPLACEMENT_2
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// Stars don't kick you out of the level
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// #define NON_STOP_STARS
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
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@@ -88,25 +94,15 @@
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//#define SKIP_TITLE_SCREEN
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// Uncomment this if you want to keep the mario head and not skip it
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//#define KEEP_MARIO_HEAD
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// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
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#define IA8_COINS
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// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
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#define PARALLEL_LAKITU_CAM
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// Allows Mario to ledgegrab sloped floors
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#define NO_FALSE_LEDGEGRABS
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// HACKER QOL
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// Enable widescreen (16:9) support
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#define WIDE
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// When this option is enabled, LODs will ONLY work on console.
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// When this option is disabled, LODs will work regardless of whether console or emulator is used.
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// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
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#define AUTO_LOD
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// Increase the maximum pole length (it will treat bparam1 and bparam2 as a single value)
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#define LONGER_POLES
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// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
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#define DISABLE_AA
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// Allows Mario to ledgegrab sloped floors
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#define NO_FALSE_LEDGEGRABS
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// Number of possible unique model ID's (keep it higher than 256)
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#define MODEL_ID_COUNT 256
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// 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)
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@@ -141,10 +137,20 @@
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#define EXIT_COURSE_NODE 0x1F
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// OTHER ENHANCEMENTS
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// Enable widescreen (16:9) support
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#define WIDE
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// Skybox size modifier, changing this will add support for larger skybox images. NOTE: Vanilla skyboxes may break if you change this option. Be sure to rescale them accordingly.
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// Whenever you change this, make sure to run "make -C tools clean" to rebuild the skybox tool (alternatively go into skyconv.c and change the file in any way (like adding/deleting a space) to specifically rebuild that tool).
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// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define in src/game/game_init.h)
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#define SKYBOX_SIZE 1
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// When this option is enabled, LODs will ONLY work on console.
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// When this option is disabled, LODs will work regardless of whether console or emulator is used.
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// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
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#define AUTO_LOD
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// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
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#define DISABLE_AA
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// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
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#define IA8_COINS
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// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE
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@@ -7,11 +7,19 @@
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#include "make_const_nonconst.h"
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#include "config.h"
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extern const LevelScript level_main_scripts_entry[];
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const LevelScript level_script_entry[] = {
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INIT_LEVEL(),
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SLEEP(/*frames*/ 2),
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BLACKOUT(/*active*/ FALSE),
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SET_REG(/*value*/ 0),
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#ifdef TEST_LEVEL
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SET_REG(TEST_LEVEL),
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EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
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#else
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SET_REG(0),
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EXECUTE(/*seg*/ 0x14, /*script*/ _introSegmentRomStart, /*scriptEnd*/ _introSegmentRomEnd, /*entry*/ level_intro_splash_screen),
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#endif
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JUMP(/*target*/ level_script_entry),
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};
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};
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@@ -1424,6 +1424,10 @@ void render_widescreen_setting(void) {
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print_generic_string(10, 200, textWideInfo2);
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}
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gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
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if (gPlayer1Controller->buttonPressed & L_TRIG){
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gWidescreen ^= 1;
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save_file_set_widescreen_mode(gWidescreen);
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}
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}
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#endif
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@@ -1783,10 +1787,6 @@ s16 render_pause_courses_and_castle(void) {
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}
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#ifdef WIDE
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render_widescreen_setting();
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if (gPlayer1Controller->buttonPressed & L_TRIG){
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gWidescreen ^= 1;
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save_file_set_widescreen_mode(gWidescreen);
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}
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#endif
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if (gDialogTextAlpha < 250) {
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gDialogTextAlpha += 25;
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@@ -15,8 +15,6 @@
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#include "config.h"
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#define WIDESCREEN
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/**
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* This file contains the code that processes the scene graph for rendering.
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* The scene graph is responsible for drawing everything except the HUD / text boxes.
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@@ -297,14 +295,9 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
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u16 perspNorm;
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Mtx *mtx = alloc_display_list(sizeof(*mtx));
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#ifdef WIDE
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if (gWidescreen){
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if (gCurrLevelNum == 0x01) {
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aspect = 1.33333f;
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} else {
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aspect = 1.775f;
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}
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}
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else{
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if (gWidescreen && (gCurrLevelNum != 0x01)){
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aspect = 1.775f;
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} else {
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aspect = 1.33333f;
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}
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#else
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@@ -836,11 +829,10 @@ static s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) {
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// the amount of units between the center of the screen and the horizontal edge
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// given the distance from the object to the camera.
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#ifdef WIDESCREEN
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// This multiplication should really be performed on 4:3 as well,
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// but the issue will be more apparent on widescreen.
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// HackerSM64: This multiplication is done regardless of aspect ratio to fix object pop-in on the edges of the screen (which happens at 4:3 too)
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hScreenEdge *= GFX_DIMENSIONS_ASPECT_RATIO;
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#endif
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if (geo != NULL && geo->type == GRAPH_NODE_TYPE_CULLING_RADIUS) {
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cullingRadius =
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@@ -53,8 +53,7 @@ static s8 sSelectableStarIndex = 0;
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// Act Selector menu timer that keeps counting until you choose an act.
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static s32 sActSelectorMenuTimer = 0;
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#ifdef WIDE
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#endif
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/**
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* Act Selector Star Type Loop Action
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* Defines a select type for a star in the act selector.
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@@ -95,11 +94,10 @@ void render_100_coin_star(u8 stars) {
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if (stars & (1 << 6)) {
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// If the 100 coin star has been collected, create a new star selector next to the coin score.
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#ifdef WIDE
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if (gWidescreen){
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if (gWidescreen) {
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sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
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bhvActSelectorStarType, ((370*4.0f)/3), 24, -300, 0, 0, 0);
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}
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else{
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} else {
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sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
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bhvActSelectorStarType, 370, 24, -300, 0, 0, 0);
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}
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@@ -169,8 +167,7 @@ void bhv_act_selector_init(void) {
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(((75 + sVisibleStars * -75 + i * 152)*4.0f)/3), 248, -300, 0, 0, 0);
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sStarSelectorModels[i]->oStarSelectorSize = 1.0f;
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}
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}
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else {
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} else {
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for (i = 0; i < sVisibleStars; i++) {
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sStarSelectorModels[i] =
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spawn_object_abs_with_rot(gCurrentObject, 0, selectorModelIDs[i], bhvActSelectorStarType,
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Reference in New Issue
Block a user