Merge pull request #692 from HackerN64/develop/2.1.0

Release/2.1.0
This commit is contained in:
thecozies
2023-09-25 18:40:02 -05:00
committed by GitHub
762 changed files with 27628 additions and 30820 deletions

26
.gitattributes vendored
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@@ -2,19 +2,19 @@
* text=auto
# List text files in case git doesn't characterize correctly
*.c text
*.h text
*.s text
*.in text
*.js text
*.md text
*.py text
*.sh text
*.ld text
*.inc text
*.txt text
*.json text
*.yaml text
*.c text eol=lf
*.h text eol=lf
*.s text eol=lf
*.in text eol=lf
*.js text eol=lf
*.md text eol=lf
*.py text eol=lf
*.sh text eol=lf
*.ld text eol=lf
*.inc text eol=lf
*.txt text eol=lf
*.json text eol=lf
*.yaml text eol=lf
# Same for binary
*.bin binary

3
.gitignore vendored
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@@ -38,6 +38,9 @@
# datadump
/tools/ddump/*
# python cache in tools/
/tools/__pycache__/*
# Text editor remnants
*.swp
.vscode/*

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@@ -26,9 +26,7 @@
"VERSION_US=1",
"F3DEX_GBI_2=1",
"F3DZEX_NON_GBI_2=1",
"F3DEX_GBI_SHARED=1",
"NON_MATCHING=1",
"AVOID_UB=1"
"F3DEX_GBI_SHARED=1"
],
"compilerPath": "/usr/bin/mips-linux-gnu-gcc",
"cStandard": "gnu17",

416
CHANGES
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@@ -1,416 +0,0 @@
Refresh 15 (mostly a hotfix for RSP microcode selection)
1.) Renamed frame_buffer funcs and _ZBUFFER (#1184)
2.) RSP Microcode Hotfix (#1183)
3.) Label osSetTimer.c (#1182)
4.) Fix styling (#1177)
5.) Rename all `FrameBuffer` variants to `Framebuffer` (#1176)
6.) Remove (WIP) from sh.
7.) Allow both archives and ELF objects to be patched (#1127)
Refresh 14
1.) Label whomp and some object fields (#1174)
2.) Generate MIO0 object files using binutils `ld` instead of `as` (#1173)
3.) Bowser documentation (#1166)
4.) Fix comment syntax in 00_sound_player.0 (#1172)
5.) Rename in-game menu variables (#1163)
6.) Document double red coin sound and JP sound glitch (#1170)
7.) Document different bug in external.c (#1168)
8.) updated names/types of octagonal platform data (#1164)
9.) Label a number of unnamed variables. (#1169)
10.) Document JP PU sound glitch (#1167)
11.) Set model ids to spawn_triangle_break_particles (#1165)
12.) Fix borders in clear_frame_buffer (#1162)
13.) Fix seq header files for 64-bit (#1161)
14.) Game_init.c remaining doc (#1158)
15.) Label a couple static variables in sound_init.c (#1159)
16.) Properly define dialog values (status, flags, cutscenes) (#1153)
17.) Label all of amp's assets. (#1018)
18.) Split audio/synthesis.c into Shindou/non-Shindou files (#1144)
19.) Avoid CC_CHECK warnings when using gcc (#1157)
20.) level_select_menu.c => title_screen.c (#1152)
21.) Use C preprocessor on assembly files (#1126)
22.) Replace output_level_headers.py with sed equivalent (#1109)
23.) Fix CC_CHECK warnings related to unused symbols and UB (#1155)
24.) Define remaining floor lower limit values (#1147)
25.) use r+b mode for libultra.a patch tool (#1148)
26.) Use proper values for gPrevFrameObjectCount ifs (#1146)
27.) Some minor bowser.inc.c labelling. (#1150)
28.) fix king bob-omb texture pointers (#1145)
29.) Split audio/load.c into Shindou/non-Shindou files (#1143)
30.) Small Shindou audio cleanups (#1142)
31.) Fix endians in ALSeqData (#1141)
32.) Document S8 decoder rsp operation and some more (#1139)
33.) Fix Shindou synthesis_process_note fake match (#1140)
34.) More audio documentation, for the new rsp code and other fixes (#1138)
35.) Build fixes for macOS: cpp, clang, recomp, aiff_extract_codebook (#1135)
36.) Add ENABLE_RUMBLE to config.h (#1122)
37.) Reduce recomp memory consumption by using smaller disassembly blocks (#1128)
38.) Makefile fixes (#1123)
39.) Update README.md
40.) Update README.md
41.) Reflect current decompilation status
42.) Allow both archives and ELF objects to be patched (#1127)
43.) Remove WIP mention in README for sh version.
Refresh 13 2
- No more nonmatchings remain for all builds including Shindou.
1.) Shindou OK (#1118)
2.) Match shindou sequence_player_process_sequence (#1117)
3.) Match func_sh_802f4e50 (#1116)
Refresh 13
- No more nonmatchings remain for US, JP, or EU builds. Three(!!!) remain for Shindou (SH).
*) SHINDOU MATCHING (#1081)
*) Makefile gcc fixes (#1114)
1.) Update diff.py (#1113)
2.) Add support for generating C arrays from n64graphics and add Texture typedef (#1032)
3.) Update README and Dockerfile with recomp info (#1105)
4.) Support building tools with MSYS2 (#1112)
5.) Support building tools with clang and macOS (#1106)
6.) Clean tools directory when running distclean target (#1104)
7.) Make build output cleaner (#1095)
8.) Added 2 surface defines to bowser.inc.c (#1111)
9.) fix fake matchings (#1108)
10.) Use statically recompiled IDO instead of qemu-irix (#1099)
11.) Add VERBOSE=1 to Jenkinsfile
12.) updated intro_geo to use layer defines for geo flags (#1090)
13.) Fix F3DZEX (#1097)
14.) layer_transpose should take an s8 (#1093)
15.) Fix tools/ build (#1082)
16.) Relabel and document fish.inc.c (#1077)
17.) Ensure all calls to .py files use $(PYTHON) (#1080)
18.) Name Mario, Peach, and instrument sound files (#1078)
19.) Goddard labeling, part 2 (#1076)
20.) Fix envfx_snow and envfx_bubbles fake matches (#1075)
21.) Use array subscripts instead of pointer math in 2 files (#1074)
22.) refactor Makefile a bit (#1068)
23.) Further improvements on field names (#1059)
24.) Label and document manta_ray.inc.c (#1073)
25.) Fix level_script and behavior fake matches (#1072)
26.) Proper cell defines and more floor lower limit values. (#1065)
27.) Document and re-label some goddard/intro code (#1069)
28.) Match remaining functions (#1070)
29.) match 'spawn_special_objects' (#1071)
30.) Document parts of external.c and format sound defines (#1067)
Refresh 12
1.) Debug box improvements (#1066)
2.) Improve 'geo_render_mirror_mario' (#1064)
3.) Cleanup and small labeling (#1063)
4.) Anim renames and other related renames (#1062)
5.) remove do while 0 and make one line comments consistent (#1061)
6.) fixed typo in segments.h (#1060)
7.) Name unknown fields (from public repo) (#1058)
8.) Change 'void *' to 'struct MainPoolState *' (#1057)
9.) Fix type of freeList (#1056)
10.) Newer version of diff script (#1055)
11.) Add stubbed_printfs based on unused audio strings (#1054)
12.) Fix comment in paintings.c (#1053)
13.) Add defines for hardcoded cell/floor height values (#1051)
14.) Update README.md: Remove GitHub specific Markdown syntax (#1052)
15.) Properly label interation status that handle's Bowser's shockwave attack (#1050)
Refresh 11
1.) Make geo_process_level_of_detail endian-independent (#1049)
2.) Label oMoveFlags and slight cleanup. (#1046)
3.) Avoid UB in synthesis_resample_and_mix_reverb (#1048)
4.) Change some void * to correct type (#1047)
5.) Remove oPathedWaypointsS16 and convert all paths to Trajectory struct. (#1045)
6.) Mr Blizzard documentation, Tox Box Unks (#1042)
7.) Pipe input to textconv. (#1041)
8.) Remove erroneous long double casts from audiofile.cpp (#1039)
9.) Replace fixed dialogID in play_dialog_sound to DIALOG_COUNT (#1040)
Refresh #10.1
1.) Diff update (#1033)
2.) Fix texture dimensions for exclamation boxes (#1034)
3.) Fix armips compilation on Windows by changing order of inclusion files (#1035)
4.) Embed libaudiofile into the repo as a single file (#1036)
5.) Fix some tools issues found while compiling on MSYS2 (#1037)
Refresh #10
1.) GCC 9 noreturn UB fixes (#961)
2.) List supported binutils variants in README.md (#960)
3.) fix fly guy's possible values for target roll
4.) clarify that 1 is an exclusive bound in random_float (#962)
5.) replace unkB8 with prevNumStarsForDialog (#963)
6.) Replace "BulletBillUnkF8" with "BulletBillInitialMoveYaw" (#966)
7.) Renamed more warp behaviors and spawn types (#949)
8.) EU bss cleanups (#965)
9.) Add -fno-zero-initialized-in-bss to GCC CFLAGS (#968)
10.) Use empty .SECONDARY target instead of .PRECIOUS (#964)
11.) Match EU seq_channel_layer_process_script (#969)
12.) Fix version variable overwriting bug for non-matching compilations (#974)
13.) small bhv_collect_star_init labeling (#972)
14.) Align SI DMA command buffers, add more names to osCont code (#973)
15.) Minor for loop fix in playback.c (#976)
16.) Add Docker config (Public #36)
17.) Fix usage output crash for skyconv (#977)
18.) Cleanup tools and their build flags (#978)
19.) Print more detailed file reading error messages in extract_assets (#982)
20.) Remove asmdiff (#983)
21.) Fixed tabledesign makefile bug (#985)
22.) Improve first-diff.py (#987)
23.) Bring in some enhancements such as widescreen enhancements (#981)
24.) Fix background shadow border if widescreen in shade_screen (#988)
25.) Merge common EU sections in osExceptionPreamble (#990)
26.) Introduce the NO_SEGMENTED_MEMORY define (#989)
27.) NO_SEGMENTED_MEMORY comments (#992)
28.) Introduce f3dex2e and a GBI_FLOATS setting (#993)
29.) Audio uses signed 16-bit integers as samples, not unsigned (#995)
30.) Assemble RSP ucode with armips (#970)
31.) Label Mr. Blizzard, Yoshi, Whomp, Wiggler, Wood Piece oFields. (#996)
32.) update crash enhancement (#1003)
33.) Update README.md to use new public Discord server invite
34.) Label variables in act_idle. (#1005)
35.) Fix a typo in camera.h (#1009)
36.) Fixed up profiler.c (#1010)
37.) Add -d to first-diff.py (#1012)
38.) Fix typo in first-diff.py (#1013)
39.) Remove binutils 2.27 dependency check (#1015)
40.) Update armips to v0.11.0 tag and add generator script (#1004)
41.) Extract IPL3 font from ROM (#1011)
42.) Documented audio playback flags (#1021)
43.) Change RSP register notation to dollar-prefixed numbers (#1022)
44.) Only check for QEMU_IRIX in Makefile when compiling with IDO (#1023)
45.) Clean up header files and update function prototypes (#1000)
46.) Named local variables in geo_update_layer_transparency (#1019)
47.) Extract crash screen font textures from EU and SH ROMs (#1025)
48.) Use ACTIVE_FLAG defines where appropriate (#1026)
49.) Changed type of actor collision from s16 to Collision (#1024)
50.) Implement sqrtf in assembly file (#1028)
51.) Rename Struct8032FCE8 as OpenableGrill and identify data members (#1029)
52.) Fix some mistakes in the abi doc (#1031)
53.) The README.md PR (#979)
Refresh #8
1.) Use INT_STATUS_ macros for oInteractStatus (#911)
2.) Update bullet_bill.inc.c (#912)
3.) Make geo.c in levels nonconst to reduce diffs with gcc enhancement patch in future (#913)
4.) Improve process_level_music_dynamics (#915)
5.) add AVOID_UB define for fixing libultra aliasing. (#916)
6.) const hack to TARGET_N64 and tweak ld script (#918)
7.) Replace raw level/course numbers with defines (#919)
8.) Label all graph node flags. (#920)
9.) readme.md capitalization
10.) The Big Function PR (Part 5) (#910)
11.) Label hardware registers (#922)
12.) Match EU synthesis_process_note (#923)
13.) Some quick value changes (#909)
14.) Added sequence player defines (#926)
15.) Shindou diffs 2 [merge game.c and display.c, required for SH] (#927)
16.) Match synthesis_process_notes and use -sopt for synthesis.c (#928)
17.) Fix mips64-binutils for Fedora 31 and similar Linux distros (#931)
18.) Update first-diff.py to work with Shindou (#933)
19.) Labelled behavior_script.c (#929)
20.) shindou diffs up to level_update (#932)
21.) Update diff.py and diff_settings.py to work with SH (#936)
22.) Add some Shindou resources to extract_assets.py (#939)
23.) Label and document gd_math.c (#930)
24.) Label all of Mario's actions. (#941)
25.) Label all particles. (#940)
26.) Renamed death related warpBhvs (#942)
27.) Small Shindou differences (#945)
28.) match player_performed_grab_escape_action in all versions (#943)
29.) add main alignment (aglab2, #947)
30.) Match a bunch of fake EU matchings (#944)
31.) Shindou diffs round 4 (#937)
32.) Easy PAL fake matchings (#946)
33.) Merge object_helpers and object_helpers2 headers (#948)
34.) match cap_check_quicksand (#950)
35.) Shindou crash screen diffs (#938)
36.) Thread6 (#951)
37.) Correct IPL3 function and label addresses (#952)
38.) Add COMPILER flag for Makefile and add official mips gcc support. (#953)
39.) add align to sequence_00 (fixes gcc build) (#957)
40.) Fixed itty bitty typo (#959)
Refresh #7
1.) update README.md (#861)
2.) [eu] fix decompilation bugs in synthesis_process_note (#862)
3.) Label and document Snufit.inc.c (#863)
4.) Label and document Snufit.inc.c (#863)
5.) Match append_bubble_vertex_buffer, append_snowflake_vertex_buffer (#860)
6.) Compile audio/effects.c with -sopt (#870)
7.) Match handle_dialog_text_and_pages (#872)
8.) Remove improperly used LEVEL_SA define. (#875)
9.) Remove unused EU ASM files (#873)
10.) Shindou build flag support (#876)
11.) The Big Function PR (Part 1) (#864)
12.) "Re-document" file_select and star_select for EU (#877)
13.) Document paintings.c (#868)
14.) Minor interaction.c labelling/documentation. (#882)
15.) Match synthesis_execute, prepare_reverb_ring_buffer, func_eu_802e00d8 (#886)
16.) The Big Function PR (Part 2) (#874)
17.) Additional painting documentation (#883)
18.) Some EU audio labelling (#885)
19.) Bring synthesis_do_one_audio_update a bit closer to matching (#887)
20.) Misleading comment, this actually contols Bowser's init action (#889)
21.) Match synthesis_do_one_audio_update (#890)
22.) Remove unneeded if(1) in synthesis_do_one_audio_update (#891)
23.) Match synthesis_resample_and_mix_reverb (#893)
24.) Set LANG=C (#896)
25.) Match note_apply_headset_pan_effects (#897)
26.) Match play_sequence (#898)
27.) Match sequence_channel_enable (#899)
28.) Match sequence_player_process_sequence (#900)
29.) Match (eu) alloc_bank_or_seq (#901)
30.) Match alloc_bank_or_seq (#903)
31.) Update README.md (again)
32.) Documented behaviour/fish.inc.c & blue_fish.inc.c (#894)
33.) Labelled 4 behavior files, made object_helper functions consistent (#881)
34.) Add a make target for .copt (#902)
35.) The Big Function PR (Part 3) (#888)
36.) The Big Function PR (Part 4) (#906)
37.) Rename src/audio/memory.c -> heap.c (#907)
38.) Fix BBH texture (#908)
Refresh #6
1.) Make tools work on MinGW (#804)
2.) Document mario_misc (#628)
3.) add patch_libmalloc.py script to work around compiler crashes (#811)
4.) Label the coffins file. (#829)
5.) Convert enhancements into patches (#827)
6.) Document Tweester.inc.c (#840)
7.) EU OK and cleanup EU (#782)
Refresh #5
1.) mem_error_screen.inc.c updated for C (#775)
2.) updated patch_libultra_math to work directly on libultra.a (#781)
3.) Enhancement: Debug boxes (#783)
4.) Label effects MemoryPool (#784)
5.) Use full-width characters for JP text and rename mislabeled stuff (#772)
6.) Small asset extraction fixes (#785)
7.) Fix incremental asset extraction after the last PR (#790)
8.) Labelled behavior script commands, tidied up behavior scripts and ren…
9.) Document camera.c (#741)
10.) Fix a HMC texture asset (#795)
11.) Fix UB in angle conversion for paintings. Needed for pc-port. (#796)
12.) Fix PSS texture assets (#801)
13.) Fix some camera typos (#802)
Refresh #4
1.) Label screen_transition.c (#737)
2.) Revamp macros (#738)
3.) Simplify the cake makefile logic (#739)
4.) Move zbuffer to C (#742)
5.) Audio blob endian/64-bit fixes (#740)
6.) Ub fixes (#745)
7.) process_level_music_dynamics: slightly better stack and regalloc (#746)
8.) move level order specific definitions out to levels/level_defines.h (#743)
9.) Renamed some mislabelled sound effects (#748)
10.) Very minor white space fixes in Mario.c (#752)
11.) Renamed GRAVITY to OBJ_PHYSICS (#755)
12.) Use defined macros instead of literal values for interactions in behavior_data.c (#754)
13.) iQue Player console detection + full support (#756)
14.) Fix Goddard Mario head for little endian etc. (#757)
15.) Small bits of audio doc (#749)
16.) Update diff script (#750)
17.) Nicer format for course/dialog text, enum for dialog IDs (#753)
18.) first-diff: store most recent mtime during check (#759)
19.) Use Lights1 struct for light values (#760)
20.) Detect mips64-elf in diff.py (#761)
21.) Name display lists in gd renderer.c (#764)
22.) Document a variety of PU type crashes. (#765)
23.) Label object_behaviors. (#716)
24.) Update swoop.inc.c (#767)
25.) Label tilting_pyramid.inc.c (#768)
26.) Label red_coin.inc.c (#770)
27.) Use more level defines (#758)
28.) Named Mario actions 6, 7, and 8 and noted causes of hands-free holding glitch (#769)
Refresh #3
1.) Small bits of sound sample labelling
2.) Append 'b' to fopen calls in n64graphics to satisfy Windows
3.) Document synthesis.c and abi.h
4.) Remove gbi_old.h and use gbi.h instead for F3D_OLD
5.) Fix and change most values used by f3d commands
6.) Convert actors to C
7.) Make extract_assets.py fail on bad baserom
8.) Fix some (pragma-ignored) warnings
9.) Convert trig tables and data/ buffers into C
10.) Document intro behaviors and some of camera.c
11.) Match dma_sample_data
12.) Convert levels, bin, text, goddard_tex_dl to C
13.) Remove .bss size hardcoding
14.) Add mips64 fallback and alt dump option to diff.sh
15.) Convert behavior_data to C
16.) Get rid of the enum in behavior_data.
17.) Change more values used by f3d commands
18.) Document game/skybox.c
19.) Actors levels fixup
20.) Convert Mario animations to C (kind of)
22.) generate skybox data from 248x248 images
23.) 64-bit fixes
24.) Move demo data to C
25.) Change uintptr_t to GeoLayout for actors
26.) Move libc includes to include/libc/
Refresh #2a (hotfix)
Changes from Refresh #2:
1.) Fixed text Makefile dependencies"
Refresh #2
Changes from Refresh #1:
1.) Label src/game/behaviors/boo.inc.c
2.) Verify half of audio_defines.h
3.) Label ingame_menu.c and some dialog stuff
4.) Improve handle_dialog_text_and_pages EU non-matching
5.) Fix texture format for water splash/sparkle
6.) Merge ucode.bin and ucode_unk.bin
7.) 64-bit fixes
8.) [AUDIO] Match func_80316928
9.) Documented bug in Tuxie's mother's code
10.) [AUDIO] Slightly closer matching for process_level_music_dynamics
11.) Name channel scripts in sequence 0
12.) Nicer error message when sha1sum doesn't match
13.) Refactor object fields
14.) Document file_select.c
15.) Document star_select.c
16.) Add uncompressed string support to textconv
17.) Document main_menu geo and leveldata
18.) Document hud.c and rename char textures
19.) Correct gSPTextureRectangle values
20.) Linker script wildcard
- Fixes "undefined reference to x in discarded section y" linker errors.
- Also means that you no longer have to add linker script entries for source files.
21.) Reference qemu-irix package and add project structure
- Installing qemu-irix is as simple as installing the provided Debian package on the GitHub "Releases" tab
(https://github.com/n64decomp/qemu-irix).
- Old qemu-irix installs are unaffected by this change, and it is still possible to install qemu-irix with the older method.
Refresh #1
Changes from initial release:
1.) More README cleanups and documentation
2.) Fix .gitignore in tools/
3.) More README cleanups and corrections
4.) oUnk190 -> oInteractionSubtype
5.) Normalize line endings
6.) Replace bank_sets.s by sequences.json + build magic
7.) Fix tabledesign in .gitignore
8.) Cleaned and documented arrays in audio/
9.) Change minimum Python 3 requirement in README.md to 3.6
10.) Remove whitespace in ingame_menu.c, save_file.c, and star_select.c
11.) Documentation comment style fixed
12.) sm64.map -> sm64.version.map (ex: sm64.us.map)
13.) Decompile EU versions of HUD and obj behaviors
14.) Label ukiki.inc.c and ukiki_cage.inc.c
15.) Add missing OS header includes
16.) Fix alignment issue in model_ids.h
17.) A bunch of behavior changes:
a.) Made styles consistent with function names (ex: BehBehaviorLoop -> beh_behavior_loop)
b.) Split obj_behaviors_2.c into multiple .inc.c files in behaviors/
c.) bhvHauntedRoomCheck -> bhvCoffinManager
18.) Update README.md notes on WSL and add links
19.) Added tidy.sh and also bracing around single-line ifs and loops

2482
Doxyfile

File diff suppressed because it is too large Load Diff

60
Jenkinsfile vendored
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@@ -1,60 +0,0 @@
pipeline {
agent any
stages {
stage('Build Tools') {
steps {
sh 'make -j4 -C tools/'
}
}
stage('Extract Assets') {
steps {
sh 'ln -s "$ROMS_DIR/Super Mario 64 (J) [!].z64" baserom.jp.z64'
sh 'ln -s "$ROMS_DIR/Super Mario 64 (U) [!].z64" baserom.us.z64'
sh 'ln -s "$ROMS_DIR/Super Mario 64 (E) (M3) [!].z64" baserom.eu.z64'
sh 'ln -s "$ROMS_DIR/Super Mario 64 - Shindou Edition (J) [!].z64" baserom.sh.z64'
// verify no assets were committed to repo
sh '[ -z "$(find {actors,levels,textures}/ -name \'*.png\')" ]'
sh '[ -z "$(find assets/ -name \'*.m64\' -or \'*.bin\')" ]'
sh './extract_assets.py jp us eu sh'
}
}
stage('Build U Source') {
steps {
sh 'make -j4 VERSION=us VERBOSE=1 COLOR=0'
}
}
stage('Build S Source') {
steps {
sh 'make -j4 VERSION=sh VERBOSE=1 COLOR=0'
}
}
stage('Build E Source') {
steps {
sh 'make -j4 VERSION=eu VERBOSE=1 COLOR=0'
}
}
stage('Build J Source') {
steps {
sh 'make -j4 VERSION=jp VERBOSE=1 COLOR=0'
}
}
stage('Test Enhancements') {
steps {
sh '''
set -e
for f in enhancements/*.patch
do
git clean -fd .
git checkout -- .
echo 'y' | tools/apply_patch.sh "$f"
make -j4 VERSION=us COMPARE=0 VERBOSE=1
done
'''
}
}
}
environment {
QEMU_IRIX = credentials('qemu-irix')
ROMS_DIR = credentials('roms')
}
}

178
Makefile
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@@ -5,6 +5,8 @@ include util.mk
# Default target
default: all
TARGET_STRING := sm64
# Preprocessor definitions
DEFINES :=
@@ -85,6 +87,9 @@ else ifeq ($(VERSION),sh)
DEFINES += VERSION_SH=1
endif
# FIXLIGHTS - converts light objects to light color commands for assets, needed for vanilla-style lighting
FIXLIGHTS ?= 1
DEBUG_MAP_STACKTRACE_FLAG := -D DEBUG_MAP_STACKTRACE
TARGET := sm64
@@ -114,21 +119,17 @@ else ifeq ($(GRUCODE),super3d) # Super3D
DEFINES += SUPER3D_GBI=1 F3D_NEW=1
endif
LIBRARIES := nustd hvqm2 z goddard
# TEXT ENGINES
# s2dex_text_engine - Text Engine by someone2639
TEXT_ENGINE := none
$(eval $(call validate-option,TEXT_ENGINE,none s2dex_text_engine))
ifeq ($(TEXT_ENGINE), s2dex_text_engine)
DEFINES += S2DEX_GBI_2=1 S2DEX_TEXT_ENGINE=1
LIBRARIES += s2d_engine
DUMMY != make -C src/s2d_engine COPY_DIR=$(shell pwd)/lib/
SRC_DIRS += src/s2d_engine
endif
# add more text engines here
LINK_LIBRARIES = $(foreach i,$(LIBRARIES),-l$(i))
#==============================================================================#
# Optimization flags #
#==============================================================================#
@@ -190,14 +191,12 @@ GCC_GRAPH_NODE_OPT_FLAGS = \
#==============================================================================#
ifeq ($(COMPILER),gcc)
NON_MATCHING := 1
MIPSISET := -mips3
OPT_FLAGS := $(GCC_MAIN_OPT_FLAGS)
COLLISION_OPT_FLAGS = $(GCC_COLLISION_OPT_FLAGS)
MATH_UTIL_OPT_FLAGS = $(GCC_MATH_UTIL_OPT_FLAGS)
GRAPH_NODE_OPT_FLAGS = $(GCC_GRAPH_NODE_OPT_FLAGS)
else ifeq ($(COMPILER),clang)
NON_MATCHING := 1
# clang doesn't support ABI 'o32' for 'mips3'
MIPSISET := -mips2
OPT_FLAGS := $(DEFAULT_OPT_FLAGS)
@@ -206,39 +205,26 @@ else ifeq ($(COMPILER),clang)
GRAPH_NODE_OPT_FLAGS = $(DEFAULT_OPT_FLAGS)
endif
# NON_MATCHING - whether to build a matching, identical copy of the ROM
# 1 - enable some alternate, more portable code that does not produce a matching ROM
# 0 - build a matching ROM
NON_MATCHING ?= 1
$(eval $(call validate-option,NON_MATCHING,0 1))
ifeq ($(TARGET_N64),0)
NON_MATCHING := 1
endif
ifeq ($(NON_MATCHING),1)
DEFINES += NON_MATCHING=1 AVOID_UB=1
endif
TARGET_STRING := sm64
# UNF - whether to use UNFLoader flashcart library
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
UNF ?= 0
$(eval $(call validate-option,UNF,0 1))
# if `unf` is a target, make sure that UNF is set
ifneq ($(filter unf,$(MAKECMDGOALS)),)
UNF = 1
endif
ifeq ($(UNF),1)
DEFINES += UNF=1
SRC_DIRS += src/usb
USE_DEBUG := 1
endif
# ISVPRINT - whether to fake IS-Viewer presence,
# allowing for usage of CEN64 (and possibly Project64) to print messages to terminal.
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
ISVPRINT ?= 0
$(eval $(call validate-option,ISVPRINT,0 1))
ifeq ($(ISVPRINT),1)
@@ -248,15 +234,18 @@ endif
ifeq ($(USE_DEBUG),1)
ULTRALIB := ultra_d
DEFINES += DEBUG=1
DEFINES += DEBUG=1 OVERWRITE_OSPRINT=1
else ifeq ($(UNF),1)
ULTRALIB := ultra
DEFINES += _FINALROM=1 NDEBUG=1 OVERWRITE_OSPRINT=1
else
ULTRALIB := ultra_rom
DEFINES += _FINALROM=1 NDEBUG=1
DEFINES += _FINALROM=1 NDEBUG=1 OVERWRITE_OSPRINT=0
endif
# HVQM - whether to use HVQM fmv library
# 1 - includes code in ROM
# 0 - does not
# 0 - does not
HVQM ?= 0
$(eval $(call validate-option,HVQM,0 1))
ifeq ($(HVQM),1)
@@ -289,15 +278,6 @@ endif
GZIPVER ?= std
$(eval $(call validate-option,GZIPVER,std libdef))
# GODDARD - whether to use libgoddard (Mario Head)
# 1 - includes code in ROM
# 0 - does not
GODDARD ?= 0
$(eval $(call validate-option,GODDARD,0 1))
ifeq ($(GODDARD),1)
DEFINES += GODDARD=1
endif
# Whether to hide commands or not
VERBOSE ?= 0
ifeq ($(VERBOSE),0)
@@ -325,23 +305,23 @@ ifeq ($(filter clean distclean print-%,$(MAKECMDGOALS)),)
# Make sure assets exist
NOEXTRACT ?= 0
ifeq ($(NOEXTRACT),0)
DUMMY != $(PYTHON) extract_assets.py $(VERSION) >&2 || echo FAIL
DUMMY != $(PYTHON) extract_assets.py us >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from US ROM)
endif
ifneq (,$(wildcard baserom.jp.z64))
ifneq (,$(shell python3 tools/detect_baseroms.py jp))
DUMMY != $(PYTHON) extract_assets.py jp >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from JP ROM)
endif
endif
ifneq (,$(wildcard baserom.eu.z64))
ifneq (,$(shell python3 tools/detect_baseroms.py eu))
DUMMY != $(PYTHON) extract_assets.py eu >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from EU ROM)
endif
endif
ifneq (,$(wildcard baserom.sh.z64))
ifneq (,$(shell python3 tools/detect_baseroms.py sh))
DUMMY != $(PYTHON) extract_assets.py sh >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from SH ROM)
@@ -389,7 +369,8 @@ include Makefile.split
# Source code files
LEVEL_C_FILES := $(wildcard levels/*/leveldata.c) $(wildcard levels/*/script.c) $(wildcard levels/*/geo.c)
C_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.c)) $(LEVEL_C_FILES)
LIBZ_C_FILES := $(foreach dir,$(LIBZ_SRC_DIRS),$(wildcard $(dir)/*.c))
CPP_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp))
LIBZ_C_FILES := $(foreach dir,$(LIBZ_SRC_DIRS),$(wildcard $(dir)/*.c))
GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c))
S_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.s))
GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c
@@ -410,6 +391,7 @@ SOUND_SEQUENCE_FILES := \
# Object files
O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \
$(foreach file,$(CPP_FILES),$(BUILD_DIR)/$(file:.cpp=.o)) \
$(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
$(foreach file,$(GENERATED_C_FILES),$(file:.c=.o)) \
lib/PR/hvqm/hvqm2sp1.o lib/PR/hvqm/hvqm2sp2.o
@@ -441,15 +423,21 @@ else
$(error Unable to detect a suitable MIPS toolchain installed)
endif
LIBRARIES := nustd hvqm2 z goddard
LINK_LIBRARIES = $(foreach i,$(LIBRARIES),-l$(i))
export LD_LIBRARY_PATH=./tools
AS := $(CROSS)as
ifeq ($(COMPILER),gcc)
CC := $(CROSS)gcc
CXX := $(CROSS)g++
$(BUILD_DIR)/actors/%.o: OPT_FLAGS := -Ofast -mlong-calls
$(BUILD_DIR)/levels/%.o: OPT_FLAGS := -Ofast -mlong-calls
else ifeq ($(COMPILER),clang)
CC := clang
CXX := clang++
endif
# Prefer gcc's cpp if installed on the system
ifneq (,$(call find-command,cpp-10))
@@ -466,6 +454,13 @@ AR := $(CROSS)ar
OBJDUMP := $(CROSS)objdump
OBJCOPY := $(CROSS)objcopy
ifeq ($(LD), tools/mips64-elf-ld)
ifeq ($(shell ls -la tools/mips64-elf-ld | awk '{print $1}' | grep x),)
$(warning [ERROR]: A required file in this repository is no longer executable.)
$(error * Please run: 'chmod +x tools/mips64-elf-ld', then run `make` again)
endif
endif
ifeq ($(TARGET_N64),1)
TARGET_CFLAGS := -nostdinc -DTARGET_N64 -D_LANGUAGE_C
CC_CFLAGS := -fno-builtin
@@ -506,7 +501,6 @@ CPPFLAGS := -P -Wno-trigraphs $(DEF_INC_CFLAGS)
YAY0TOOL := $(TOOLS_DIR)/slienc
MIO0TOOL := $(TOOLS_DIR)/mio0
RNCPACK := $(TOOLS_DIR)/rncpack
ROMALIGN := $(TOOLS_DIR)/romalign
FILESIZER := $(TOOLS_DIR)/filesizer
N64CKSUM := $(TOOLS_DIR)/n64cksum
N64GRAPHICS := $(TOOLS_DIR)/n64graphics
@@ -517,6 +511,8 @@ AIFF_EXTRACT_CODEBOOK := $(TOOLS_DIR)/aiff_extract_codebook
VADPCM_ENC := $(TOOLS_DIR)/vadpcm_enc
EXTRACT_DATA_FOR_MIO := $(TOOLS_DIR)/extract_data_for_mio
SKYCONV := $(TOOLS_DIR)/skyconv
FIXLIGHTS_PY := $(TOOLS_DIR)/fixlights.py
FLIPS := $(TOOLS_DIR)/flips
ifeq ($(GZIPVER),std)
GZIP := gzip
else
@@ -528,11 +524,15 @@ ifneq (,$(call find-command,armips))
else
RSPASM := $(TOOLS_DIR)/armips
endif
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
EMULATOR = mupen64plus
EMU_FLAGS =
LOADER = loader64
LOADER_FLAGS = -vwf
ifneq (,$(call find-command,wslview))
LOADER = ./$(TOOLS_DIR)/UNFLoader.exe
else
LOADER = ./$(TOOLS_DIR)/UNFLoader
endif
SHA1SUM = sha1sum
PRINT = printf
@@ -569,7 +569,10 @@ all: $(ROM)
clean:
$(RM) -r $(BUILD_DIR_BASE)
make -C src/s2d_engine clean
rebuildtools:
$(MAKE) -C tools distclean
$(MAKE) -C tools
distclean: clean
$(PYTHON) extract_assets.py --clean
@@ -582,13 +585,26 @@ test-pj64: $(ROM)
wine ~/Desktop/new64/Project64.exe $<
# someone2639
load: $(ROM)
$(LOADER) $(LOADER_FLAGS) $<
# download and extract most recent unfloader build if needed
$(LOADER):
ifeq (,$(wildcard $(LOADER)))
@$(PRINT) "Downloading latest UNFLoader...$(NO_COL)\n"
$(PYTHON) $(TOOLS_DIR)/get_latest_unfloader.py $(TOOLS_DIR)
endif
load: $(ROM) $(LOADER)
$(LOADER) -r $<
unf: $(ROM) $(LOADER)
$(LOADER) -d -r $<
libultra: $(BUILD_DIR)/libultra.a
patch: $(ROM)
$(FLIPS) --create --bps $(shell python3 tools/detect_baseroms.py $(VERSION)) $(ROM) $(BUILD_DIR)/$(TARGET_STRING).bps
# Extra object file dependencies
$(BUILD_DIR)/asm/boot.o: $(IPL3_RAW_FILES)
$(BUILD_DIR)/asm/ipl3.o: $(IPL3_RAW_FILES)
$(BUILD_DIR)/src/game/crash_screen.o: $(CRASH_TEXTURE_C_FILES)
$(BUILD_DIR)/src/game/version.o: $(BUILD_DIR)/src/game/version_data.h
$(BUILD_DIR)/lib/aspMain.o: $(BUILD_DIR)/rsp/audio.bin
@@ -710,17 +726,17 @@ $(BUILD_DIR)/levels/%/leveldata.bin: $(BUILD_DIR)/levels/%/leveldata.elf
$(V)$(EXTRACT_DATA_FOR_MIO) $< $@
ifeq ($(COMPRESS),gzip)
include gziprules.mk
include compression/gziprules.mk
else ifeq ($(COMPRESS),rnc1)
include rnc1rules.mk
include compression/rnc1rules.mk
else ifeq ($(COMPRESS),rnc2)
include rnc2rules.mk
include compression/rnc2rules.mk
else ifeq ($(COMPRESS),yay0)
include yay0rules.mk
include compression/yay0rules.mk
else ifeq ($(COMPRESS),mio0)
include mio0rules.mk
include compression/mio0rules.mk
else ifeq ($(COMPRESS),uncomp)
include uncomprules.mk
include compression/uncomprules.mk
endif
#==============================================================================#
@@ -735,17 +751,9 @@ $(BUILD_DIR)/%.aifc: $(BUILD_DIR)/%.table %.aiff
$(call print,Encoding ADPCM:,$(word 2,$^),$@)
$(V)$(VADPCM_ENC) -c $^ $@
$(ENDIAN_BITWIDTH): $(TOOLS_DIR)/determine-endian-bitwidth.c
@$(PRINT) "$(GREEN)Generating endian-bitwidth $(NO_COL)\n"
$(V)$(CC) -c $(CFLAGS) -o $@.dummy2 $< 2>$@.dummy1; true
$(V)grep -o 'msgbegin --endian .* --bitwidth .* msgend' $@.dummy1 > $@.dummy2
$(V)head -n1 <$@.dummy2 | cut -d' ' -f2-5 > $@
$(V)$(RM) $@.dummy1
$(V)$(RM) $@.dummy2
$(SOUND_BIN_DIR)/sound_data.ctl: sound/sound_banks/ $(SOUND_BANK_FILES) $(SOUND_SAMPLE_AIFCS) $(ENDIAN_BITWIDTH)
$(SOUND_BIN_DIR)/sound_data.ctl: sound/sound_banks/ $(SOUND_BANK_FILES) $(SOUND_SAMPLE_AIFCS)
@$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/ctl_header $(SOUND_BIN_DIR)/sound_data.tbl $(SOUND_BIN_DIR)/tbl_header $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH))
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py $(BUILD_DIR)/sound/samples/ sound/sound_banks/ $(SOUND_BIN_DIR)/sound_data.ctl $(SOUND_BIN_DIR)/ctl_header $(SOUND_BIN_DIR)/sound_data.tbl $(SOUND_BIN_DIR)/tbl_header $(C_DEFINES)
$(SOUND_BIN_DIR)/sound_data.tbl: $(SOUND_BIN_DIR)/sound_data.ctl
@true
@@ -756,9 +764,9 @@ $(SOUND_BIN_DIR)/ctl_header: $(SOUND_BIN_DIR)/sound_data.ctl
$(SOUND_BIN_DIR)/tbl_header: $(SOUND_BIN_DIR)/sound_data.ctl
@true
$(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json $(SOUND_SEQUENCE_DIRS) $(SOUND_SEQUENCE_FILES) $(ENDIAN_BITWIDTH)
$(SOUND_BIN_DIR)/sequences.bin: $(SOUND_BANK_FILES) sound/sequences.json $(SOUND_SEQUENCE_DIRS) $(SOUND_SEQUENCE_FILES)
@$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n"
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/sequences_header $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(C_DEFINES) $$(cat $(ENDIAN_BITWIDTH))
$(V)$(PYTHON) $(TOOLS_DIR)/assemble_sound.py --sequences $@ $(SOUND_BIN_DIR)/sequences_header $(SOUND_BIN_DIR)/bank_sets sound/sound_banks/ sound/sequences.json $(SOUND_SEQUENCE_FILES) $(C_DEFINES)
$(SOUND_BIN_DIR)/bank_sets: $(SOUND_BIN_DIR)/sequences.bin
@true
@@ -813,16 +821,24 @@ $(BUILD_DIR)/include/level_headers.h: levels/level_headers.h.in
# Generate version_data.h
$(BUILD_DIR)/src/game/version_data.h: tools/make_version.sh
@$(PRINT) "$(GREEN)Generating: $(BLUE)$@ $(NO_COL)\n"
$(V)tools/make_version.sh $(CROSS) > $@
$(V)sh tools/make_version.sh $(CROSS) > $@
#==============================================================================#
# Compilation Recipes #
#==============================================================================#
# Compile C code
ifeq ($(FIXLIGHTS),1)
# This must not be run multiple times at once, so we run it ahead of time rather than in a rule
DUMMY != $(PYTHON) $(FIXLIGHTS_PY) actors
DUMMY != $(PYTHON) $(FIXLIGHTS_PY) levels
endif
$(BUILD_DIR)/%.o: %.c
$(call print,Compiling:,$<,$@)
$(V)$(CC) -c $(CFLAGS) -MMD -MF $(BUILD_DIR)/$*.d -o $@ $<
$(BUILD_DIR)/%.o: %.cpp
$(call print,Compiling (C++):,$<,$@)
$(V)$(CXX) -c $(CFLAGS) -std=c++17 -Wno-register -MMD -MF $(BUILD_DIR)/$*.d -o $@ $<
$(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c
$(call print,Compiling:,$<,$@)
$(V)$(CC) -c $(CFLAGS) -MMD -MF $(BUILD_DIR)/$*.d -o $@ $<
@@ -840,7 +856,7 @@ $(BUILD_DIR)/rsp/%.bin $(BUILD_DIR)/rsp/%_data.bin: rsp/%.s
# Run linker script through the C preprocessor
$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT) $(BUILD_DIR)/goddard.txt
$(call print,Preprocessing linker script:,$<,$@)
$(V)$(CPP) $(CPPFLAGS) -DBUILD_DIR=$(BUILD_DIR) $(DEBUG_MAP_STACKTRACE_FLAG) -MMD -MP -MT $@ -MF $@.d -o $@ $<
$(V)$(CPP) $(CPPFLAGS) -DBUILD_DIR=$(BUILD_DIR) -DULTRALIB=lib$(ULTRALIB) $(DEBUG_MAP_STACKTRACE_FLAG) -MMD -MP -MT $@ -MF $@.d -o $@ $<
# Link libgoddard
$(BUILD_DIR)/libgoddard.a: $(GODDARD_O_FILES)
@@ -855,11 +871,11 @@ $(BUILD_DIR)/libz.a: $(LIBZ_O_FILES)
# SS2: Goddard rules to get size
$(BUILD_DIR)/sm64_prelim.ld: sm64.ld $(O_FILES) $(YAY0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/libgoddard.a $(BUILD_DIR)/libz.a
$(call print,Preprocessing preliminary linker script:,$<,$@)
$(V)$(CPP) $(CPPFLAGS) -DPRELIMINARY=1 -DBUILD_DIR=$(BUILD_DIR) -MMD -MP -MT $@ -MF $@.d -o $@ $<
$(V)$(CPP) $(CPPFLAGS) -DPRELIMINARY=1 -DBUILD_DIR=$(BUILD_DIR) -DULTRALIB=lib$(ULTRALIB) -MMD -MP -MT $@ -MF $@.d -o $@ $<
$(BUILD_DIR)/sm64_prelim.elf: $(BUILD_DIR)/sm64_prelim.ld
@$(PRINT) "$(GREEN)Linking Preliminary ELF file: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T undefined_syms.txt -T $< -Map $(BUILD_DIR)/sm64_prelim.map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T $< -Map $(BUILD_DIR)/sm64_prelim.map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc
$(BUILD_DIR)/goddard.txt: $(BUILD_DIR)/sm64_prelim.elf
$(call print,Getting Goddard size...)
@@ -867,13 +883,13 @@ $(BUILD_DIR)/goddard.txt: $(BUILD_DIR)/sm64_prelim.elf
$(BUILD_DIR)/asm/debug/map.o: asm/debug/map.s $(BUILD_DIR)/sm64_prelim.elf
$(call print,Assembling:,$<,$@)
$(V)python3 tools/mapPacker.py $(BUILD_DIR)/sm64_prelim.map $(BUILD_DIR)/bin/addr.bin $(BUILD_DIR)/bin/name.bin
$(V)python3 tools/mapPacker.py $(BUILD_DIR)/sm64_prelim.elf $(BUILD_DIR)/bin/addr.bin $(BUILD_DIR)/bin/name.bin
$(V)$(CROSS)gcc -c $(ASMFLAGS) $(foreach i,$(INCLUDE_DIRS),-Wa,-I$(i)) -x assembler-with-cpp -MMD -MF $(BUILD_DIR)/$*.d -o $@ $<
# Link SM64 ELF file
$(ELF): $(BUILD_DIR)/sm64_prelim.elf $(BUILD_DIR)/asm/debug/map.o $(O_FILES) $(YAY0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libz.a $(BUILD_DIR)/libgoddard.a
$(ELF): $(BUILD_DIR)/sm64_prelim.elf $(BUILD_DIR)/asm/debug/map.o $(O_FILES) $(YAY0_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) $(BUILD_DIR)/libz.a $(BUILD_DIR)/libgoddard.a
@$(PRINT) "$(GREEN)Linking ELF file: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -T goddard.txt -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc -lrtc
$(V)$(LD) --gc-sections -L $(BUILD_DIR) -T $(BUILD_DIR)/$(LD_SCRIPT) -T goddard.txt -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(addprefix -R ,$(SEG_FILES)) -o $@ $(O_FILES) -L$(LIBS_DIR) -l$(ULTRALIB) -Llib $(LINK_LIBRARIES) -u sprintf -u osMapTLB -Llib/gcclib/$(LIBGCCDIR) -lgcc -lrtc
# Build ROM
ifeq (n,$(findstring n,$(firstword -$(MAKEFLAGS))))
@@ -898,7 +914,7 @@ endif
$(BUILD_DIR)/$(TARGET).objdump: $(ELF)
$(OBJDUMP) -D $< > $@
.PHONY: all clean distclean default diff test load
.PHONY: all clean distclean default test load rebuildtools
# with no prerequisites, .SECONDARY causes no intermediate target to be removed
.SECONDARY:

View File

@@ -21,15 +21,16 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- **Fazana**: PuppyLib, ucode swapping, audio load time optimisations (with Arctic), general hacker qol improvements, visual debug
- **Reonu**: Starting the project/repo, widescreen, reonucam, various defines for hacker QoL
- **JoshDuMan**: Decomp guy, general assistance
- **Arceveti**: Silhouette, shadow optimisation, better hanging, breath meter
- **Arceveti**: Silhouette, shadow optimisation, better hanging, breath meter, 4 controller support
- **axollyon**: Console testing, bugfixes, idea-guying, and had a hand in silhouettes
- **Wiseguy**: World scale reimplementation, silhouette, graph node optimisations, instant input patch, cake screen fix, segmented code support, and various optimizations/fixes
- **Kaze**: Graph node optimisations, automatic optimal collision distance
- **Pyro Jay**: Texture improvements, repo banner art, some QoL stuff
- **CrashOveride**: creating the [ultrasm64](https://github.com/CrashOveride95/ultrasm64) repo
- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds
- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds, emulator detector
- **anonymous_moose**: porting falco's extended bounds to decomp
- **tuxlovesyou**: `LOAD_MIO0_TEXTURE` macro and moral support
- **devwizard**: the PJ64 pre-v3.0 detection part of the emulator detector
Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
@@ -82,7 +83,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- Many general use defines for object struct members, meant for use in custom object behaviors. Check `include/object_fields.h` for more info on this. (By MrComit)
- Included `actors/group0.c` in `behavior_data.c`
- The internal ROM name is now set with a define in `config/config_rom.h` to make it simpler
- 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.
- There is a `gEmulator` variable to detect console or specific emulators and emulator versions
- 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/config_debug.h` in order to boot straight into it, so you can quickly test the level you're working on. *
- Allow 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. *
@@ -105,7 +106,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
**Neat Misc. Changes:**
- Instant Input patch by Wiseguy (Removes all input lag caused by plugins supporting framebuffer)
- This means that you'll have to do your framebuffer effects on buffer 0 for emulator, but NOT for console. You can use the `gIsConsole` variable to check for console when doing your framebuffer effects.
- This means that you'll have to do your framebuffer effects on buffer 0 for emulator, but NOT for console. You can use the `gEmulator` variable to check for console when doing your framebuffer effects.
- Widescreen (16:9) support toggleable by pressing `L` in the pause menu. *
- S2DEX engine by someone2639! To use it, compile with `make TEXT_ENGINE=s2dex_text_engine` or just set `TEXT_ENGINE` to `s2dex_text_engine` in the makefile.
- ia8 (64x64) coins, the vanilla coin texture is upgraded to accomodate. *
@@ -121,7 +122,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- Use `render_multi_image` to draw large texture rectangles consisting of multiple images on the screen.
- More info in `puppyprint.c`
- Wiseguy's Farcall TLB mapping allows to store executable code inside uncompressed segments, that can be loaded and ran as needed, instead of it having to be loaded at all times. See `farcall.h` in the include folder for instructions and details.
- Red Coin Stars now support up to 99 red coins! In addition, multi-area red coin missions can now be created by setting the 2nd behavior paramater of the red coin star to the number of reds required for the star to spawn.
# UltraSM64
- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
@@ -135,7 +136,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
- It has been patched with someone2639's shiftable segments patch
- Wiseguy's instant input patch has been added to allow for less input lag on emulation (Does not affect console)
This does mean that any framebuffer effects will have to be done on buffer 0 if targeting emulators
- Automatic console and emulator detection: Use the `gIsConsole` variable to wrap your code in an emulator check.
- Automatic console and emulator detection: Use the `gEmulator` variable to wrap your code in an emulator check.
- Separate defines for emulator and console black border height.
- Getting HVQM FMV support to work with the game is WIP.

View File

@@ -1 +1 @@
v2.0.9
v2.1.0

View File

@@ -1,22 +1,10 @@
// Birds
// 0x05000000
static const Lights1 birds_seg5_lights_05000000 = gdSPDefLights1(
0x07, 0x24, 0x2c,
0x1d, 0x91, 0xb0, 0x28, 0x28, 0x28
);
// 0x05000018
static const Lights1 birds_seg5_lights_05000018 = gdSPDefLights1(
0x33, 0x27, 0x0d,
0xce, 0x9d, 0x34, 0x28, 0x28, 0x28
);
// 0x05000030
static const Lights1 birds_seg5_lights_05000030 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05000048
static const Vtx birds_seg5_vertex_05000048[] = {
@@ -138,8 +126,8 @@ static const Vtx birds_seg5_vertex_050004C8[] = {
// 0x05000528 - 0x05000598
const Gfx birds_seg5_dl_05000528[] = {
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_05000048, 9, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 3, 0, 0x0),
gsSP2Triangles( 4, 3, 2, 0x0, 5, 3, 6, 0x0),
@@ -151,16 +139,16 @@ const Gfx birds_seg5_dl_05000528[] = {
// 0x05000598 - 0x05000600
const Gfx birds_seg5_dl_05000598[] = {
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_050000D8, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_05000108, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_05000138, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
@@ -168,8 +156,8 @@ const Gfx birds_seg5_dl_05000598[] = {
// 0x05000600 - 0x05000670
const Gfx birds_seg5_dl_05000600[] = {
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_05000168, 9, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 3, 0, 0x0),
gsSP2Triangles( 0, 3, 4, 0x0, 5, 3, 6, 0x0),
@@ -181,8 +169,8 @@ const Gfx birds_seg5_dl_05000600[] = {
// 0x05000670 - 0x050007E0
const Gfx birds_seg5_dl_05000670[] = {
gsSPLight(&birds_seg5_lights_05000000.l, 1),
gsSPLight(&birds_seg5_lights_05000000.a, 2),
gsSPLightColor(LIGHT_1, 0x1d91b0ff),
gsSPLightColor(LIGHT_2, 0x7242cff),
gsSPVertex(birds_seg5_vertex_050001F8, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 1, 9, 10, 0x0),
@@ -198,16 +186,16 @@ const Gfx birds_seg5_dl_05000670[] = {
gsSP1Triangle( 7, 6, 15, 0x0),
gsSPVertex(birds_seg5_vertex_050003F8, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPLight(&birds_seg5_lights_05000030.l, 1),
gsSPLight(&birds_seg5_lights_05000030.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(birds_seg5_vertex_05000428, 10, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 0, 7, 0x0, 7, 8, 6, 0x0),
gsSP2Triangles( 9, 7, 2, 0x0, 2, 7, 0, 0x0),
gsSP2Triangles( 2, 3, 9, 0x0, 7, 9, 8, 0x0),
gsSP1Triangle( 5, 4, 1, 0x0),
gsSPLight(&birds_seg5_lights_05000018.l, 1),
gsSPLight(&birds_seg5_lights_05000018.a, 2),
gsSPLightColor(LIGHT_1, 0xce9d34ff),
gsSPLightColor(LIGHT_2, 0x33270dff),
gsSPVertex(birds_seg5_vertex_050004C8, 6, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
gsSP1Triangle( 1, 3, 5, 0x0),

View File

@@ -1,34 +1,14 @@
// Blargg (Unused)
// Unreferenced light group
UNUSED static const Lights1 blargg_lights_unused = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05004740
static const Lights1 blargg_seg5_lights_05004740 = gdSPDefLights1(
0x3f, 0x0d, 0x05,
0xff, 0x36, 0x16, 0x28, 0x28, 0x28
);
// 0x05004758
static const Lights1 blargg_seg5_lights_05004758 = gdSPDefLights1(
0x2c, 0x2c, 0x2c,
0xb2, 0xb2, 0xb2, 0x28, 0x28, 0x28
);
// 0x05004770
static const Lights1 blargg_seg5_lights_05004770 = gdSPDefLights1(
0x3f, 0x0a, 0x06,
0xff, 0x2a, 0x1a, 0x28, 0x28, 0x28
);
// 0x05004788
static const Lights1 blargg_seg5_lights_05004788 = gdSPDefLights1(
0x3f, 0x0b, 0x07,
0xff, 0x2e, 0x1f, 0x28, 0x28, 0x28
);
// 0x050047A0
static const Vtx blargg_seg5_vertex_050047A0[] = {
@@ -383,8 +363,8 @@ static const Vtx blargg_seg5_vertex_050057E0[] = {
// 0x050058D0 - 0x05005A60
const Gfx blargg_seg5_dl_050058D0[] = {
gsSPLight(&blargg_seg5_lights_05004758.l, 1),
gsSPLight(&blargg_seg5_lights_05004758.a, 2),
gsSPLightColor(LIGHT_1, 0xb2b2b2ff),
gsSPLightColor(LIGHT_2, 0x2c2c2cff),
gsSPVertex(blargg_seg5_vertex_050047A0, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
@@ -398,8 +378,8 @@ const Gfx blargg_seg5_dl_050058D0[] = {
gsSPVertex(blargg_seg5_vertex_050049A0, 8, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSPLight(&blargg_seg5_lights_05004740.l, 1),
gsSPLight(&blargg_seg5_lights_05004740.a, 2),
gsSPLightColor(LIGHT_1, 0xff3616ff),
gsSPLightColor(LIGHT_2, 0x3f0d05ff),
gsSPVertex(blargg_seg5_vertex_05004A20, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
@@ -418,8 +398,8 @@ const Gfx blargg_seg5_dl_050058D0[] = {
// 0x05005A60 - 0x05005D00
const Gfx blargg_seg5_dl_05005A60[] = {
gsSPLight(&blargg_seg5_lights_05004758.l, 1),
gsSPLight(&blargg_seg5_lights_05004758.a, 2),
gsSPLightColor(LIGHT_1, 0xb2b2b2ff),
gsSPLightColor(LIGHT_2, 0x2c2c2cff),
gsSPVertex(blargg_seg5_vertex_05004BE0, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
@@ -433,8 +413,8 @@ const Gfx blargg_seg5_dl_05005A60[] = {
gsSPVertex(blargg_seg5_vertex_05004DE0, 8, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSPLight(&blargg_seg5_lights_05004770.l, 1),
gsSPLight(&blargg_seg5_lights_05004770.a, 2),
gsSPLightColor(LIGHT_1, 0xff2a1aff),
gsSPLightColor(LIGHT_2, 0x3f0a06ff),
gsSPVertex(blargg_seg5_vertex_05004E60, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 2, 6, 7, 0x0, 2, 7, 8, 0x0),
@@ -472,8 +452,8 @@ const Gfx blargg_seg5_dl_05005A60[] = {
// 0x05005D00 - 0x05005EB8
const Gfx blargg_seg5_dl_05005D00[] = {
gsSPLight(&blargg_seg5_lights_05004788.l, 1),
gsSPLight(&blargg_seg5_lights_05004788.a, 2),
gsSPLightColor(LIGHT_1, 0xff2e1fff),
gsSPLightColor(LIGHT_2, 0x3f0b07ff),
gsSPVertex(blargg_seg5_vertex_050053E0, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),

View File

@@ -1,10 +1,6 @@
// Blue Coin Switch
// 0x08000000
static const Lights1 blue_coin_switch_seg8_lights_08000000 = gdSPDefLights1(
0x7f, 0x7f, 0x7f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x08000018
ALIGNED8 static const Texture blue_coin_switch_seg8_texture_08000018[] = {
@@ -49,8 +45,8 @@ const Gfx blue_coin_switch_seg8_dl_08000D58[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, blue_coin_switch_seg8_texture_08000018),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&blue_coin_switch_seg8_lights_08000000.l, 1),
gsSPLight(&blue_coin_switch_seg8_lights_08000000.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPVertex(blue_coin_switch_seg8_vertex_08000C18, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 7, 5, 0x0),

View File

@@ -1,10 +1,6 @@
// Blue Fish
// 0x0301B5C8
static const Lights1 blue_fish_seg3_lights_0301B5C8 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0301B5E0
ALIGNED8 static const Texture blue_fish_seg3_texture_0301B5E0[] = {
@@ -34,8 +30,8 @@ const Gfx blue_fish_seg3_dl_0301BEC0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, blue_fish_seg3_texture_0301B5E0),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&blue_fish_seg3_lights_0301B5C8.l, 1),
gsSPLight(&blue_fish_seg3_lights_0301B5C8.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(blue_fish_seg3_vertex_0301BDE0, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
gsSP2Triangles( 5, 0, 3, 0x0, 2, 6, 0, 0x0),
@@ -86,8 +82,8 @@ const Gfx blue_fish_seg3_dl_0301C0A8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, blue_fish_seg3_texture_0301B5E0),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&blue_fish_seg3_lights_0301B5C8.l, 1),
gsSPLight(&blue_fish_seg3_lights_0301B5C8.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(blue_fish_seg3_vertex_0301C018, 9, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 3, 4, 0x0),
gsSP2Triangles( 4, 5, 2, 0x0, 2, 5, 6, 0x0),

View File

@@ -168,22 +168,10 @@ const Gfx bobomb_seg8_dl_08022D78[] = {
};
// 0x08022DE8
static const Lights1 bobomb_seg8_lights_08022DE8 = gdSPDefLights1(
0x3f, 0x26, 0x04,
0xff, 0x99, 0x12, 0x28, 0x28, 0x28
);
// 0x08022E00
static const Lights1 bobomb_seg8_lights_08022E00 = gdSPDefLights1(
0x2c, 0x2c, 0x2c,
0xb2, 0xb2, 0xb2, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bobomb_lights_unused = gdSPDefLights1(
0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x28, 0x28, 0x28
);
// 0x08022E30
static const Vtx bobomb_seg8_vertex_08022E30[] = {
@@ -279,8 +267,8 @@ static const Vtx bobomb_seg8_vertex_08023190[] = {
// 0x08023270 - 0x08023378
const Gfx bobomb_seg8_dl_08023270[] = {
gsSPLight(&bobomb_seg8_lights_08022DE8.l, 1),
gsSPLight(&bobomb_seg8_lights_08022DE8.a, 2),
gsSPLightColor(LIGHT_1, 0xff9912ff),
gsSPLightColor(LIGHT_2, 0x3f2604ff),
gsSPVertex(bobomb_seg8_vertex_08022E30, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
@@ -302,8 +290,8 @@ const Gfx bobomb_seg8_dl_08023270[] = {
// 0x08023378 - 0x08023480
const Gfx bobomb_seg8_dl_08023378[] = {
gsSPLight(&bobomb_seg8_lights_08022DE8.l, 1),
gsSPLight(&bobomb_seg8_lights_08022DE8.a, 2),
gsSPLightColor(LIGHT_1, 0xff9912ff),
gsSPLightColor(LIGHT_2, 0x3f2604ff),
gsSPVertex(bobomb_seg8_vertex_08022F70, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
@@ -325,8 +313,8 @@ const Gfx bobomb_seg8_dl_08023378[] = {
// 0x08023480 - 0x08023528
const Gfx bobomb_seg8_dl_08023480[] = {
gsSPLight(&bobomb_seg8_lights_08022E00.l, 1),
gsSPLight(&bobomb_seg8_lights_08022E00.a, 2),
gsSPLightColor(LIGHT_1, 0xb2b2b2ff),
gsSPLightColor(LIGHT_2, 0x2c2c2cff),
gsSPVertex(bobomb_seg8_vertex_080230B0, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 0, 3, 0x0, 4, 3, 5, 0x0),

View File

@@ -1,10 +1,6 @@
// Bomb
// 0x06057AA8
static const Lights1 bomb_seg6_lights_06057AA8 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x06057AC0
ALIGNED8 static const Texture bomb_seg6_texture_06057AC0[] = {
@@ -173,8 +169,8 @@ const Gfx bomb_seg6_dl_0605A8A8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bomb_seg6_texture_06059AC0),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bomb_seg6_lights_06057AA8.l, 1),
gsSPLight(&bomb_seg6_lights_06057AA8.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bomb_seg6_vertex_0605A340, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),

View File

@@ -1,10 +1,6 @@
// Boo
// 0x05009B28
static const Lights1 boo_seg5_lights_05009B28 = gdSPDefLights1(
0x97, 0x9a, 0xff,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05009B40
ALIGNED8 static const Texture boo_seg5_texture_05009B40[] = {
@@ -261,8 +257,8 @@ const Gfx boo_seg5_dl_0500BEE0[] = {
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&boo_seg5_lights_05009B28.l, 1),
gsSPLight(&boo_seg5_lights_05009B28.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x979affff),
gsSPVertex(boo_seg5_vertex_0500B340, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),

View File

@@ -1,10 +1,6 @@
// Boo (Castle)
// 0x06015658
static const Lights1 boo_castle_seg6_lights_06015658 = gdSPDefLights1(
0x97, 0x9a, 0xff,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x06015670
ALIGNED8 static const Texture boo_castle_seg6_texture_06015670[] = {
@@ -261,8 +257,8 @@ const Gfx boo_castle_seg6_dl_06017A10[] = {
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&boo_castle_seg6_lights_06015658.l, 1),
gsSPLight(&boo_castle_seg6_lights_06015658.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x979affff),
gsSPVertex(boo_castle_seg6_vertex_06016E70, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),

View File

@@ -3,10 +3,6 @@
// This actor file requires including actor bookend because of bookend_seg5_texture_05000C60
// 0x05002558
static const Lights1 book_seg5_lights_05002558 = gdSPDefLights1(
0x7f, 0x7f, 0x7f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05002570
ALIGNED8 static const Texture book_seg5_texture_05002570[] = {
@@ -50,8 +46,8 @@ const Gfx book_seg5_dl_05002EF0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000C60),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&book_seg5_lights_05002558.l, 1),
gsSPLight(&book_seg5_lights_05002558.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x7f7f7fff),
gsSPVertex(book_seg5_vertex_05002D70, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),

View File

@@ -1,28 +1,12 @@
// Bookend
// Unreferenced light group
UNUSED static const Lights1 bookend_lights_unused1 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bookend_lights_unused2 = gdSPDefLights1(
0x03, 0x19, 0x09,
0x0c, 0x66, 0x26, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bookend_lights_unused3 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bookend_lights_unused4 = gdSPDefLights1(
0x3f, 0x00, 0x00,
0xff, 0x00, 0x00, 0x28, 0x28, 0x28
);
// 0x05000060
ALIGNED8 static const Texture bookend_seg5_texture_05000060[] = {
@@ -50,10 +34,6 @@ ALIGNED8 static const Texture bookend_seg5_texture_05001060[] = {
};
// 0x05001860
static const Lights1 bookend_seg5_lights_05001860 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05001878
static const Vtx bookend_seg5_vertex_05001878[] = {
@@ -76,8 +56,8 @@ const Gfx bookend_seg5_dl_050018F8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000060),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_05001860.l, 1),
gsSPLight(&bookend_seg5_lights_05001860.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_05001878, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSPEndDisplayList(),
@@ -116,10 +96,6 @@ const Gfx bookend_seg5_dl_05001978[] = {
};
// 0x05001A08
static const Lights1 bookend_seg5_lights_05001A08 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05001A20
static const Vtx bookend_seg5_vertex_05001A20[] = {
@@ -142,8 +118,8 @@ const Gfx bookend_seg5_dl_05001AA0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000060),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_05001A08.l, 1),
gsSPLight(&bookend_seg5_lights_05001A08.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_05001A20, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPEndDisplayList(),
@@ -182,10 +158,6 @@ const Gfx bookend_seg5_dl_05001B20[] = {
};
// 0x05001BB0
static const Lights1 bookend_seg5_lights_05001BB0 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05001BC8
static const Vtx bookend_seg5_vertex_05001BC8[] = {
@@ -216,8 +188,8 @@ const Gfx bookend_seg5_dl_05001CC8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000860),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_05001BB0.l, 1),
gsSPLight(&bookend_seg5_lights_05001BB0.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_05001BC8, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSPEndDisplayList(),
@@ -255,10 +227,6 @@ const Gfx bookend_seg5_dl_05001D68[] = {
};
// 0x05001DE0
static const Lights1 bookend_seg5_lights_05001DE0 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05001DF8
static const Vtx bookend_seg5_vertex_05001DF8[] = {
@@ -289,8 +257,8 @@ const Gfx bookend_seg5_dl_05001EF8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000860),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_05001DE0.l, 1),
gsSPLight(&bookend_seg5_lights_05001DE0.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_05001DF8, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSPEndDisplayList(),
@@ -328,10 +296,6 @@ const Gfx bookend_seg5_dl_05001F98[] = {
};
// 0x05002010
static const Lights1 bookend_seg5_lights_05002010 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x05002028
static const Vtx bookend_seg5_vertex_05002028[] = {
@@ -354,8 +318,8 @@ const Gfx bookend_seg5_dl_050020E8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000460),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_05002010.l, 1),
gsSPLight(&bookend_seg5_lights_05002010.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_05002028, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),
@@ -381,10 +345,6 @@ const Gfx bookend_seg5_dl_05002140[] = {
};
// 0x050021B0
static const Lights1 bookend_seg5_lights_050021B0 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x050021C8
static const Vtx bookend_seg5_vertex_050021C8[] = {
@@ -407,8 +367,8 @@ const Gfx bookend_seg5_dl_05002288[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bookend_seg5_texture_05000460),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 32 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bookend_seg5_lights_050021B0.l, 1),
gsSPLight(&bookend_seg5_lights_050021B0.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x666666ff),
gsSPVertex(bookend_seg5_vertex_050021C8, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),

View File

@@ -148,22 +148,10 @@ ALIGNED8 static const Texture bowser_seg6_texture_06037C38[] = {
};
// 0x06038C38
static const Lights1 bowser_seg6_lights_06038C38 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bowser_lights_unused1 = gdSPDefLights1(
0x33, 0x31, 0x00,
0xce, 0xc7, 0x00, 0x28, 0x28, 0x28
);
// Unreferenced light group
UNUSED static const Lights1 bowser_lights_unused2 = gdSPDefLights1(
0x34, 0x34, 0x00,
0xd2, 0xd2, 0x00, 0x28, 0x28, 0x28
);
// 0x06038C80
static const Vtx bowser_seg6_vertex_06038C80[] = {
@@ -267,8 +255,8 @@ const Gfx bowser_seg6_dl_06039110[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_06038C80, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 4, 6, 5, 0x0, 7, 8, 9, 0x0),
@@ -439,8 +427,8 @@ const Gfx bowser_seg6_dl_06039808[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06023C38),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_06039368, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 6, 4, 0x0, 7, 8, 9, 0x0),
@@ -671,8 +659,8 @@ const Gfx bowser_seg6_dl_0603A210[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_06039A60, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
gsSP2Triangles( 4, 0, 2, 0x0, 2, 1, 5, 0x0),
@@ -947,8 +935,8 @@ const Gfx bowser_seg6_dl_0603AED8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603A568, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 4, 6, 5, 0x0, 7, 5, 8, 0x0),
@@ -1132,8 +1120,8 @@ const Gfx bowser_seg6_dl_0603B718[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603B288, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
gsSP2Triangles( 1, 4, 3, 0x0, 5, 3, 4, 0x0),
@@ -1308,8 +1296,8 @@ const Gfx bowser_seg6_dl_0603BDF8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06023C38),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603B948, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 3, 5, 0x0, 7, 6, 5, 0x0),
@@ -1481,8 +1469,8 @@ const Gfx bowser_seg6_dl_0603C500[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06023C38),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603C050, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 6, 7, 0x0, 3, 7, 4, 0x0),
@@ -1716,8 +1704,8 @@ const Gfx bowser_seg6_dl_0603CF28[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603C758, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 4, 0x0),
gsSP2Triangles( 5, 0, 4, 0x0, 0, 2, 6, 0x0),
@@ -2007,8 +1995,8 @@ const Gfx bowser_seg6_dl_0603DC70[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603D280, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 4, 6, 7, 0x0, 4, 7, 8, 0x0),
@@ -2197,8 +2185,8 @@ const Gfx bowser_seg6_dl_0603E500[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603E030, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 6, 4, 0x0, 7, 8, 9, 0x0),
@@ -2676,8 +2664,8 @@ const Gfx bowser_seg6_dl_0603FBA8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06023C38),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_0603E718, 9, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
@@ -3388,8 +3376,8 @@ const Gfx bowser_seg6_dl_06041A28[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06028438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_060402D8, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),
@@ -3945,8 +3933,8 @@ const Gfx bowser_seg6_dl_06042EE0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06020C38),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_06042660, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 6, 7, 3, 0x0),
@@ -4103,8 +4091,8 @@ const Gfx bowser_seg6_dl_06043548[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_seg6_texture_06022438),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_seg6_lights_06038C38.l, 1),
gsSPLight(&bowser_seg6_lights_06038C38.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(bowser_seg6_vertex_06043278, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 0, 0x0),
gsSP2Triangles( 0, 2, 3, 0x0, 0, 5, 1, 0x0),

Some files were not shown because too many files have changed in this diff Show More