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Merge branch 'develop/2.1.0' of https://github.com/HackerN64/HackerSM64 into develop/2.1.0-four-controllers-base
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11
README.md
11
README.md
@@ -27,9 +27,10 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- **Kaze**: Graph node optimisations, automatic optimal collision distance
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- **Pyro Jay**: Texture improvements, repo banner art, some QoL stuff
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- **CrashOveride**: creating the [ultrasm64](https://github.com/CrashOveride95/ultrasm64) repo
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- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds
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- **falcobuster**: Original coordinate overflow fix (world scale), ASM version of extended bounds, emulator detector
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- **anonymous_moose**: porting falco's extended bounds to decomp
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- **tuxlovesyou**: `LOAD_MIO0_TEXTURE` macro and moral support
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- **devwizard**: the PJ64 pre-v3.0 detection part of the emulator detector
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Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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@@ -82,7 +83,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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- 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)
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- Included `actors/group0.c` in `behavior_data.c`
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- The internal ROM name is now set with a define in `config/config_rom.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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- There is a `gEmulator` variable to detect console or specific emulators and emulator versions
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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/config_debug.h` in order to boot straight into it, so you can quickly test the level you're working on. *
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- 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. *
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@@ -105,7 +106,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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**Neat Misc. Changes:**
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- Instant Input patch by Wiseguy (Removes all input lag caused by plugins supporting framebuffer)
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- 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.
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- 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.
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- Widescreen (16:9) support toggleable by pressing `L` in the pause menu. *
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- 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.
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- ia8 (64x64) coins, the vanilla coin texture is upgraded to accomodate. *
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@@ -121,7 +122,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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- Use `render_multi_image` to draw large texture rectangles consisting of multiple images on the screen.
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- More info in `puppyprint.c`
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- 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.
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- 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.
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# UltraSM64
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- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
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@@ -135,7 +136,7 @@ Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff
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- It has been patched with someone2639's shiftable segments patch
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- Wiseguy's instant input patch has been added to allow for less input lag on emulation (Does not affect console)
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This does mean that any framebuffer effects will have to be done on buffer 0 if targeting emulators
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- Automatic console and emulator detection: Use the `gIsConsole` variable to wrap your code in an emulator check.
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- Automatic console and emulator detection: Use the `gEmulator` variable to wrap your code in an emulator check.
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- Separate defines for emulator and console black border height.
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- Getting HVQM FMV support to work with the game is WIP.
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