Merge branch 'Reonu:master' into colored-text

This commit is contained in:
Gregory Heskett
2021-07-26 04:30:17 -05:00
committed by GitHub
9 changed files with 620 additions and 222 deletions

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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
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`):
**About Puppycam**
- Puppycam is available **on a dedicated branch**. If you want puppycam in your hack, clone the `puppycamera2` branch instead of `master`.
**Collision:**
- Slope fix and exposed ceilings fix
- No false ledgegrabs fix *
@@ -29,6 +32,8 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- You can increase the number of frames that you have to perform a firsty *
- Ability to set Mario's movement speed when hanging from a ceiling *
- Tighter hanging controls (mario will face the direction of the analog stick directly while hanging from a ceiling) *
- 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.
This video shows a rundown of the features: https://youtu.be/TQNkznX9Z3k
**Hacker QOL:**
- Global, non-level based, star IDs (off by default) *
@@ -46,6 +51,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- The internal ROM name is now set with a define in `config.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.
- Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) *
- You can set a test level in config.h in order to boot straight into it, so you can quickly test the level you're working on. *
**Other Bugfixes:**
- Castle music fix (Fixes the castle music sometimes triggering after getting a dialog) *

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@@ -1,183 +0,0 @@
diff --git a/src/game/camera.c b/src/game/camera.c
index 13d3fe2..be49880 100644
--- a/src/game/camera.c
+++ b/src/game/camera.c
@@ -259,6 +259,7 @@ s16 sCameraSoundFlags;
* Stores what C-Buttons are pressed this frame.
*/
u16 sCButtonsPressed;
+u16 stoppedMovingCamera;
/**
* A copy of gDialogID, the dialog displayed during the cutscene.
*/
@@ -433,6 +434,9 @@ u8 sFramesSinceCutsceneEnded = 0;
* 3 = Dialog doesn't have a response
*/
u8 sCutsceneDialogResponse = 0;
+u8 stickReset = 1;
+u8 cButtonCounter;
+u8 lastCameraMove;
struct PlayerCameraState *sMarioCamState = &gPlayerCameraState[0];
struct PlayerCameraState *sLuigiCamState = &gPlayerCameraState[1];
u32 unused8032D008 = 0;
@@ -442,6 +446,9 @@ Vec3f sUnusedModeBasePosition_3 = { 646.0f, 143.0f, -1513.0f };
Vec3f sUnusedModeBasePosition_4 = { 646.0f, 143.0f, -1513.0f };
Vec3f sUnusedModeBasePosition_5 = { 646.0f, 143.0f, -1513.0f };
+#define MOVED_LEFT 1
+#define MOVED_RIGHT 2
+
s32 update_radial_camera(struct Camera *c, Vec3f, Vec3f);
s32 update_outward_radial_camera(struct Camera *c, Vec3f, Vec3f);
s32 update_behind_mario_camera(struct Camera *c, Vec3f, Vec3f);
@@ -1176,14 +1183,39 @@ void mode_8_directions_camera(struct Camera *c) {
radial_camera_input(c, 0.f);
- if (gPlayer1Controller->buttonPressed & R_CBUTTONS) {
- s8DirModeYawOffset += DEGREES(45);
- play_sound_cbutton_side();
- }
- if (gPlayer1Controller->buttonPressed & L_CBUTTONS) {
- s8DirModeYawOffset -= DEGREES(45);
- play_sound_cbutton_side();
+ if (gPlayer1Controller->buttonDown & L_CBUTTONS) {
+ s8DirModeYawOffset -= DEGREES(4);
+ cButtonCounter++;
+ stoppedMovingCamera = 0;
+ lastCameraMove = MOVED_LEFT;
+
+ }
+ else if (gPlayer1Controller->buttonDown & R_CBUTTONS) {
+ s8DirModeYawOffset += DEGREES(4);
+ cButtonCounter++;
+ stoppedMovingCamera = 0;
+ lastCameraMove = MOVED_RIGHT;
+ }
+ else if (gPlayer2Controller->rawStickX) {
+ s8DirModeYawOffset += DEGREES(gPlayer2Controller->rawStickX * 4 / 64);
+ } else {
+ stoppedMovingCamera = 1;
+ }
+
+ if (stoppedMovingCamera == 1) {
+ if ((cButtonCounter < 5) && (cButtonCounter > 0)) {
+ if (lastCameraMove == MOVED_RIGHT) {
+ s8DirModeYawOffset += DEGREES(45);
+ cButtonCounter = 0;
+ } else {
+ s8DirModeYawOffset -= DEGREES(45);
+ cButtonCounter = 0;
+ }
+ } else {
+ cButtonCounter = 0;
+ }
}
+
lakitu_zoom(400.f, 0x900);
c->nextYaw = update_8_directions_camera(c, c->focus, pos);
@@ -2760,7 +2792,7 @@ s32 mode_c_up_camera(struct Camera *c) {
sPanDistance = 0.f;
// Exit C-Up mode
- if (gPlayer1Controller->buttonPressed & (A_BUTTON | B_BUTTON | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS)) {
+ if ((gPlayer1Controller->buttonPressed & (A_BUTTON | B_BUTTON | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS)) || (gPlayer2Controller->rawStickY < -10)) {
exit_c_up(c);
}
return 0;
@@ -3015,14 +3047,11 @@ void update_camera(struct Camera *c) {
// Only process R_TRIG if 'fixed' is not selected in the menu
if (cam_select_alt_mode(0) == CAM_SELECTION_MARIO) {
if (gPlayer1Controller->buttonPressed & R_TRIG) {
- if (set_cam_angle(0) == CAM_ANGLE_LAKITU) {
- set_cam_angle(CAM_ANGLE_MARIO);
- } else {
- set_cam_angle(CAM_ANGLE_LAKITU);
- }
+ s8DirModeYawOffset = gMarioState->faceAngle[1]-0x8000;
+ play_sound_rbutton_changed();
}
}
- play_sound_if_cam_switched_to_lakitu_or_mario();
+ //play_sound_if_cam_switched_to_lakitu_or_mario();
}
// Initialize the camera
@@ -3865,7 +3894,7 @@ s32 find_c_buttons_pressed(u16 currentState, u16 buttonsPressed, u16 buttonsDown
currentState &= ~R_CBUTTONS;
}
- if (buttonsPressed & U_CBUTTONS) {
+ if ((buttonsPressed & U_CBUTTONS)) {
currentState |= U_CBUTTONS;
currentState &= ~D_CBUTTONS;
}
@@ -4816,19 +4845,19 @@ void play_camera_buzz_if_c_sideways(void) {
}
void play_sound_cbutton_up(void) {
- play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gGlobalSoundSource);
+ //play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gGlobalSoundSource);
}
void play_sound_cbutton_down(void) {
- play_sound(SOUND_MENU_CAMERA_ZOOM_OUT, gGlobalSoundSource);
+ //play_sound(SOUND_MENU_CAMERA_ZOOM_OUT, gGlobalSoundSource);
}
void play_sound_cbutton_side(void) {
- play_sound(SOUND_MENU_CAMERA_TURN, gGlobalSoundSource);
+ //play_sound(SOUND_MENU_CAMERA_TURN, gGlobalSoundSource);
}
void play_sound_button_change_blocked(void) {
- play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource);
+ //play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource);
}
void play_sound_rbutton_changed(void) {
@@ -4925,7 +4954,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
}
// Zoom in / enter C-Up
- if (gPlayer1Controller->buttonPressed & U_CBUTTONS) {
+ if (((gPlayer1Controller->buttonPressed & U_CBUTTONS) || (gPlayer2Controller->rawStickY > 40)) && (stickReset)) {
if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
gCameraMovementFlags &= ~CAM_MOVE_ZOOMED_OUT;
play_sound_cbutton_up();
@@ -4935,7 +4964,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
}
// Zoom out
- if (gPlayer1Controller->buttonPressed & D_CBUTTONS) {
+ if ((gPlayer1Controller->buttonPressed & D_CBUTTONS) || (gPlayer2Controller->rawStickY < -40)) {
if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
gCameraMovementFlags |= CAM_MOVE_ALREADY_ZOOMED_OUT;
#ifndef VERSION_JP
@@ -4946,7 +4975,11 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
play_sound_cbutton_down();
}
}
-
+ if ((gPlayer2Controller->rawStickY > 40) || (gPlayer2Controller->rawStickY < -40)) {
+ stickReset = 0;
+ } else {
+ stickReset = 1;
+ }
//! returning uninitialized variable
return dummy;
}
diff --git a/src/game/hud.c b/src/game/hud.c
index f11b626..003a634 100644
--- a/src/game/hud.c
+++ b/src/game/hud.c
@@ -506,7 +506,7 @@ void render_hud(void) {
if (hudDisplayFlags & HUD_DISPLAY_FLAG_CAMERA_AND_POWER) {
render_hud_power_meter();
- render_hud_camera_status();
+ //render_hud_camera_status();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_TIMER) {

File diff suppressed because it is too large Load Diff

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@@ -54,6 +54,12 @@
// -- ultrasm64-extbounds specific settings --
// TEST LEVEL
// Uncomment this define and set a test level in order to boot straight into said level.
// This allows you to quickly test the level you're working on.
// If you want the game to boot normally, just comment out the define again.
//#define TEST_LEVEL LEVEL_BOB
// COMMON HACK CHANGES
// 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.
// The end quote should be here: "
@@ -79,7 +85,7 @@
// 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.
#define X_COIN_STAR 100
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Breaks treadmills.
#define PLATFORM_DISPLACEMENT_2
//#define PLATFORM_DISPLACEMENT_2
// Stars don't kick you out of the level
// #define NON_STOP_STARS
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
@@ -88,25 +94,15 @@
//#define SKIP_TITLE_SCREEN
// Uncomment this if you want to keep the mario head and not skip it
//#define KEEP_MARIO_HEAD
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
#define PARALLEL_LAKITU_CAM
// Allows Mario to ledgegrab sloped floors
#define NO_FALSE_LEDGEGRABS
// HACKER QOL
// Enable widescreen (16:9) support
#define WIDE
// When this option is enabled, LODs will ONLY work on console.
// When this option is disabled, LODs will work regardless of whether console or emulator is used.
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
#define AUTO_LOD
// Increase the maximum pole length (it will treat bparam1 and bparam2 as a single value)
#define LONGER_POLES
// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
#define DISABLE_AA
// Allows Mario to ledgegrab sloped floors
#define NO_FALSE_LEDGEGRABS
// Number of possible unique model ID's (keep it higher than 256)
#define MODEL_ID_COUNT 256
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions)
@@ -141,10 +137,20 @@
#define EXIT_COURSE_NODE 0x1F
// OTHER ENHANCEMENTS
// Enable widescreen (16:9) support
#define WIDE
// 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.
// 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).
// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define in src/game/game_init.h)
#define SKYBOX_SIZE 1
// When this option is enabled, LODs will ONLY work on console.
// When this option is disabled, LODs will work regardless of whether console or emulator is used.
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
#define AUTO_LOD
// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
#define DISABLE_AA
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS
// 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 @@
#include "make_const_nonconst.h"
#include "config.h"
extern const LevelScript level_main_scripts_entry[];
const LevelScript level_script_entry[] = {
INIT_LEVEL(),
SLEEP(/*frames*/ 2),
BLACKOUT(/*active*/ FALSE),
SET_REG(/*value*/ 0),
#ifdef TEST_LEVEL
SET_REG(TEST_LEVEL),
EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
#else
SET_REG(0),
EXECUTE(/*seg*/ 0x14, /*script*/ _introSegmentRomStart, /*scriptEnd*/ _introSegmentRomEnd, /*entry*/ level_intro_splash_screen),
#endif
JUMP(/*target*/ level_script_entry),
};
};

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@@ -1498,6 +1498,10 @@ void render_widescreen_setting(void) {
print_generic_string(10, 200, textWideInfo2);
}
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
if (gPlayer1Controller->buttonPressed & L_TRIG){
gWidescreen ^= 1;
save_file_set_widescreen_mode(gWidescreen);
}
}
#endif
@@ -1854,10 +1858,6 @@ s16 render_pause_courses_and_castle(void) {
}
#ifdef WIDE
render_widescreen_setting();
if (gPlayer1Controller->buttonPressed & L_TRIG){
gWidescreen ^= 1;
save_file_set_widescreen_mode(gWidescreen);
}
#endif
if (gDialogTextAlpha < 250) {
gDialogTextAlpha += 25;

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@@ -15,8 +15,6 @@
#include "config.h"
#define WIDESCREEN
/**
* This file contains the code that processes the scene graph for rendering.
* The scene graph is responsible for drawing everything except the HUD / text boxes.
@@ -297,14 +295,9 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
u16 perspNorm;
Mtx *mtx = alloc_display_list(sizeof(*mtx));
#ifdef WIDE
if (gWidescreen){
if (gCurrLevelNum == 0x01) {
aspect = 1.33333f;
} else {
aspect = 1.775f;
}
}
else{
if (gWidescreen && (gCurrLevelNum != 0x01)){
aspect = 1.775f;
} else {
aspect = 1.33333f;
}
#else
@@ -836,11 +829,10 @@ static s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) {
// the amount of units between the center of the screen and the horizontal edge
// given the distance from the object to the camera.
#ifdef WIDESCREEN
// This multiplication should really be performed on 4:3 as well,
// but the issue will be more apparent on widescreen.
// 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)
hScreenEdge *= GFX_DIMENSIONS_ASPECT_RATIO;
#endif
if (geo != NULL && geo->type == GRAPH_NODE_TYPE_CULLING_RADIUS) {
cullingRadius =

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@@ -64,7 +64,7 @@ struct MainMenuSaveData
#endif
#ifdef VERSION_EU
u16 language;
u8 language: 2;
#define SUBTRAHEND 8
#else
#define SUBTRAHEND 6

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@@ -53,8 +53,7 @@ static s8 sSelectableStarIndex = 0;
// Act Selector menu timer that keeps counting until you choose an act.
static s32 sActSelectorMenuTimer = 0;
#ifdef WIDE
#endif
/**
* Act Selector Star Type Loop Action
* Defines a select type for a star in the act selector.
@@ -95,11 +94,10 @@ void render_100_coin_star(u8 stars) {
if (stars & (1 << 6)) {
// If the 100 coin star has been collected, create a new star selector next to the coin score.
#ifdef WIDE
if (gWidescreen){
if (gWidescreen) {
sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
bhvActSelectorStarType, ((370*4.0f)/3), 24, -300, 0, 0, 0);
}
else{
} else {
sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
bhvActSelectorStarType, 370, 24, -300, 0, 0, 0);
}
@@ -169,8 +167,7 @@ void bhv_act_selector_init(void) {
(((75 + sVisibleStars * -75 + i * 152)*4.0f)/3), 248, -300, 0, 0, 0);
sStarSelectorModels[i]->oStarSelectorSize = 1.0f;
}
}
else {
} else {
for (i = 0; i < sVisibleStars; i++) {
sStarSelectorModels[i] =
spawn_object_abs_with_rot(gCurrentObject, 0, selectorModelIDs[i], bhvActSelectorStarType,