Merge branch 'master' into puppycamera2

This commit is contained in:
Fazana
2021-08-03 13:05:34 +01:00
9 changed files with 66 additions and 3 deletions

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@@ -20,6 +20,7 @@ USE_DEBUG := 0
# Build for the N64 (turn this off for ports)
TARGET_N64 ?= 1
VC_HACKS ?= 0
# CONSOLE - selects the console to target
# bb - Targets the iQue Player (codenamed BB)
@@ -36,6 +37,10 @@ else ifeq ($(CONSOLE),bb)
DEFINES += BBPLAYER=1
endif
ifeq ($(VC_HACKS), 1)
DEFINES += VC_HACKS=1
endif
# COMPILER - selects the C compiler to use
# gcc - uses the GNU C Compiler
COMPILER ?= gcc
@@ -417,7 +422,7 @@ DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES)
# C compiler options
CFLAGS = -G 0 $(OPT_FLAGS) $(TARGET_CFLAGS) $(MIPSISET) $(DEF_INC_CFLAGS)
ifeq ($(COMPILER),gcc)
CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra -Wno-missing-braces
CFLAGS += -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra -Wno-missing-braces -fno-jump-tables
else
CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32
endif
@@ -492,6 +497,9 @@ all: $(ROM)
ifeq ($(COMPARE),1)
@$(PRINT) "$(GREEN)Checking if ROM matches.. $(NO_COL)\n"
@$(SHA1SUM) --quiet -c $(TARGET).sha1 && $(PRINT) "$(TARGET): $(GREEN)OK$(NO_COL)\n" || ($(PRINT) "$(YELLOW)Building the ROM file has succeeded, but does not match the original ROM.\nThis is expected, and not an error, if you are making modifications.\nTo silence this message, use 'make COMPARE=0.' $(NO_COL)\n" && false)
else
@$(SHA1SUM) $(ROM)
@$(PRINT) "${GREEN}Build succeeded.\n"
endif
clean:

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@@ -52,6 +52,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- There is a `gIsConsole` variable that is 1 when running on console and 0 when running on emulator. This way you can wrap your code in a console check.
- Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) *
- You can set a test level in config.h in order to boot straight into it, so you can quickly test the level you're working on. *
- Allows all surfaces in the game to have a `force` parameter. Activating this doesn't REQUIRE you to set `force` for every surface: If you don't set, it will default to 0x0000 rather than crashing. Increases RAM usage of collision. *
- Colored ia4 text support. Format: `"@XXXXXXXX[YOUR TEXT]@--------"` (By ArcticJaguar725)
- Example Text: `"@FF0000FFRED @00FF00FFGREEN @0000FFFFBLUE @FFFFFF00INVISIBLE @--------NORMAL"`
- NOTE: It is not mandatory to reset the text color with `"@--------"`, but text will need to be recolored each time it scrolls in a dialog box, or the custom color will reset.

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@@ -107,6 +107,8 @@
#define MODEL_ID_COUNT 256
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions)
#define EXPAND_AUDIO_HEAP
// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
#define ALL_SURFACES_HAVE_FORCE
// BUG/GAME QOL FIXES
// Fix instant warp offset not working when warping across different areas

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@@ -1,6 +1,8 @@
#ifndef SURFACE_TERRAINS_H
#define SURFACE_TERRAINS_H
#include "config.h"
// Surface Types
#define SURFACE_DEFAULT 0x0000 // Environment default
#define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
@@ -202,7 +204,11 @@
#define COL_TRI_INIT(surfType, triNum) surfType, triNum
// Collision Tri
#ifdef ALL_SURFACES_HAVE_FORCE
#define COL_TRI(v1, v2, v3) v1, v2, v3, 0
#else
#define COL_TRI(v1, v2, v3) v1, v2, v3
#endif
// Collision Tri With Special Params
#define COL_TRI_SPECIAL(v1, v2, v3, param) v1, v2, v3, param

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@@ -1087,6 +1087,11 @@ s32 audio_shut_down_and_reset_step(void) {
* Waits until a specified number of audio frames have been created
*/
void wait_for_audio_frames(s32 frames) {
#ifdef VC_HACKS
// VC emulator stubs this function because busy loops are not supported
// Technically we can put infinite loop that _looks_ like -O0 for emu but this is cleaner
return;
#endif
gAudioFrameCount = 0;
// Sound thread will update gAudioFrameCount
while (gAudioFrameCount < frames) {

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@@ -15,6 +15,8 @@
#include "game/object_list_processor.h"
#include "surface_load.h"
#include "config.h"
s32 unused8038BE90;
/**
@@ -389,6 +391,7 @@ static struct Surface *read_surface_data(s16 *vertexData, s16 **vertexIndices) {
return surface;
}
#ifndef ALL_SURFACES_HAVE_FORCE
/**
* Returns whether a surface has exertion/moves Mario
* based on the surface type.
@@ -412,6 +415,7 @@ static s32 surface_has_force(s16 surfaceType) {
}
return hasForce;
}
#endif
/**
* Returns whether a surface should have the
@@ -444,7 +448,9 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
s32 numSurfaces;
struct Surface *surface;
s8 room = 0;
#ifndef ALL_SURFACES_HAVE_FORCE
s16 hasForce = surface_has_force(surfaceType);
#endif
s16 flags = surf_has_no_cam_collision(surfaceType);
numSurfaces = *(*data);
@@ -462,19 +468,27 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
surface->type = surfaceType;
surface->flags = (s8) flags;
#ifdef ALL_SURFACES_HAVE_FORCE
surface->force = *(*data + 3);
#else
if (hasForce) {
surface->force = *(*data + 3);
} else {
surface->force = 0;
}
#endif
add_surface(surface, FALSE);
}
#ifdef ALL_SURFACES_HAVE_FORCE
*data += 4;
#else
*data += 3;
if (hasForce) {
*data += 1;
}
#endif
}
}
@@ -549,7 +563,9 @@ u32 get_area_terrain_size(s16 *data) {
s32 numVertices;
s32 numRegions;
s32 numSurfaces;
#ifndef ALL_SURFACES_HAVE_FORCE
s16 hasForce;
#endif
while (!end) {
terrainLoadType = *data++;
@@ -578,8 +594,12 @@ u32 get_area_terrain_size(s16 *data) {
default:
numSurfaces = *data++;
#ifdef ALL_SURFACES_HAVE_FORCE
data += 4 * numSurfaces;
#else
hasForce = surface_has_force(terrainLoadType);
data += (3 + hasForce) * numSurfaces;
#endif
break;
}
}
@@ -709,7 +729,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
s32 surfaceType;
s32 i;
s32 numSurfaces;
#ifndef ALL_SURFACES_HAVE_FORCE
s16 hasForce;
#endif
s16 flags;
s16 room;
@@ -719,7 +741,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
numSurfaces = *(*data);
(*data)++;
#ifndef ALL_SURFACES_HAVE_FORCE
hasForce = surface_has_force(surfaceType);
#endif
flags = surf_has_no_cam_collision(surfaceType);
flags |= SURFACE_FLAG_DYNAMIC;
@@ -739,22 +763,30 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
surface->object = gCurrentObject;
surface->type = surfaceType;
#ifdef ALL_SURFACES_HAVE_FORCE
surface->force = *(*data + 3);
#else
if (hasForce) {
surface->force = *(*data + 3);
} else {
surface->force = 0;
}
#endif
surface->flags |= flags;
surface->room = (s8) room;
add_surface(surface, TRUE);
}
#ifdef ALL_SURFACES_HAVE_FORCE
*data += 4;
#else
if (hasForce) {
*data += 4;
} else {
*data += 3;
}
#endif
}
}

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@@ -385,9 +385,14 @@ void render_init(void) {
exec_display_list(&gGfxPool->spTask);
// Skip incrementing the initial framebuffer index on emulators so that they display immediately as the Gfx task finishes
if ((*(volatile u32 *)0xA4100010) != 0) { // Read RDP Clock Register, has a value of zero on emulators
// VC probably emulates osViSwapBuffer accurately so instant patch breaks VC compatibility
#ifndef VC_HACKS
if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators
#endif
sRenderingFrameBuffer++;
#ifndef VC_HACKS
}
#endif
gGlobalTimer++;
}
@@ -423,14 +428,18 @@ void display_and_vsync(void) {
profiler_log_thread5_time(THREAD5_END);
osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
// Skip swapping buffers on emulator so that they display immediately as the Gfx task finishes
if ((*(volatile u32 *)0xA4100010) != 0) { // Read RDP Clock Register, has a value of zero on emulators
#ifndef VC_HACKS
if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators
#endif
if (++sRenderedFramebuffer == 3) {
sRenderedFramebuffer = 0;
}
if (++sRenderingFrameBuffer == 3) {
sRenderingFrameBuffer = 0;
}
#ifndef VC_HACKS
}
#endif
gGlobalTimer++;
}

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