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https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Merge branch 'master' into puppycamera2
This commit is contained in:
10
Makefile
10
Makefile
@@ -20,6 +20,7 @@ USE_DEBUG := 0
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# Build for the N64 (turn this off for ports)
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TARGET_N64 ?= 1
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VC_HACKS ?= 0
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# CONSOLE - selects the console to target
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# bb - Targets the iQue Player (codenamed BB)
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@@ -36,6 +37,10 @@ else ifeq ($(CONSOLE),bb)
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DEFINES += BBPLAYER=1
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endif
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ifeq ($(VC_HACKS), 1)
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DEFINES += VC_HACKS=1
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endif
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# COMPILER - selects the C compiler to use
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# gcc - uses the GNU C Compiler
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COMPILER ?= gcc
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@@ -417,7 +422,7 @@ DEF_INC_CFLAGS := $(foreach i,$(INCLUDE_DIRS),-I$(i)) $(C_DEFINES)
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# C compiler options
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CFLAGS = -G 0 $(OPT_FLAGS) $(TARGET_CFLAGS) $(MIPSISET) $(DEF_INC_CFLAGS)
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ifeq ($(COMPILER),gcc)
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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
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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
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else
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CFLAGS += -non_shared -Wab,-r4300_mul -Xcpluscomm -Xfullwarn -signed -32
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endif
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@@ -492,6 +497,9 @@ all: $(ROM)
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ifeq ($(COMPARE),1)
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@$(PRINT) "$(GREEN)Checking if ROM matches.. $(NO_COL)\n"
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@$(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.' $(NO_COL)\n" && false)
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else
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@$(SHA1SUM) $(ROM)
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@$(PRINT) "${GREEN}Build succeeded.\n"
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endif
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clean:
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@@ -52,6 +52,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
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- There is a `gIsConsole` variable that is 1 when running on console and 0 when running on emulator. This way you can wrap your code in a console check.
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- Expanded audio heap allows for a larger concurrent note count and the importing of more m64 sequences and sound banks (By ArcticJaguar725) *
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- You can set a test level in config.h in order to boot straight into it, so you can quickly test the level you're working on. *
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- 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. *
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- Colored ia4 text support. Format: `"@XXXXXXXX[YOUR TEXT]@--------"` (By ArcticJaguar725)
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- Example Text: `"@FF0000FFRED @00FF00FFGREEN @0000FFFFBLUE @FFFFFF00INVISIBLE @--------NORMAL"`
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- 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 @@
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#define MODEL_ID_COUNT 256
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// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions)
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#define EXPAND_AUDIO_HEAP
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// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
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#define ALL_SURFACES_HAVE_FORCE
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// BUG/GAME QOL FIXES
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// Fix instant warp offset not working when warping across different areas
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@@ -1,6 +1,8 @@
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#ifndef SURFACE_TERRAINS_H
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#define SURFACE_TERRAINS_H
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#include "config.h"
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// Surface Types
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#define SURFACE_DEFAULT 0x0000 // Environment default
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#define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
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@@ -202,7 +204,11 @@
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#define COL_TRI_INIT(surfType, triNum) surfType, triNum
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// Collision Tri
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#ifdef ALL_SURFACES_HAVE_FORCE
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#define COL_TRI(v1, v2, v3) v1, v2, v3, 0
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#else
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#define COL_TRI(v1, v2, v3) v1, v2, v3
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#endif
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// Collision Tri With Special Params
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#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) {
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* Waits until a specified number of audio frames have been created
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*/
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void wait_for_audio_frames(s32 frames) {
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#ifdef VC_HACKS
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// VC emulator stubs this function because busy loops are not supported
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// Technically we can put infinite loop that _looks_ like -O0 for emu but this is cleaner
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return;
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#endif
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gAudioFrameCount = 0;
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// Sound thread will update gAudioFrameCount
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while (gAudioFrameCount < frames) {
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@@ -15,6 +15,8 @@
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#include "game/object_list_processor.h"
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#include "surface_load.h"
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#include "config.h"
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s32 unused8038BE90;
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/**
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@@ -389,6 +391,7 @@ static struct Surface *read_surface_data(s16 *vertexData, s16 **vertexIndices) {
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return surface;
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}
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#ifndef ALL_SURFACES_HAVE_FORCE
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/**
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* Returns whether a surface has exertion/moves Mario
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* based on the surface type.
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@@ -412,6 +415,7 @@ static s32 surface_has_force(s16 surfaceType) {
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}
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return hasForce;
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}
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#endif
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/**
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* Returns whether a surface should have the
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@@ -444,7 +448,9 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
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s32 numSurfaces;
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struct Surface *surface;
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s8 room = 0;
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#ifndef ALL_SURFACES_HAVE_FORCE
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s16 hasForce = surface_has_force(surfaceType);
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#endif
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s16 flags = surf_has_no_cam_collision(surfaceType);
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numSurfaces = *(*data);
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@@ -462,19 +468,27 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
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surface->type = surfaceType;
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surface->flags = (s8) flags;
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#ifdef ALL_SURFACES_HAVE_FORCE
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surface->force = *(*data + 3);
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#else
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if (hasForce) {
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surface->force = *(*data + 3);
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} else {
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surface->force = 0;
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}
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#endif
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add_surface(surface, FALSE);
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}
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#ifdef ALL_SURFACES_HAVE_FORCE
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*data += 4;
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#else
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*data += 3;
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if (hasForce) {
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*data += 1;
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}
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#endif
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}
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}
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@@ -549,7 +563,9 @@ u32 get_area_terrain_size(s16 *data) {
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s32 numVertices;
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s32 numRegions;
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s32 numSurfaces;
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#ifndef ALL_SURFACES_HAVE_FORCE
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s16 hasForce;
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#endif
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while (!end) {
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terrainLoadType = *data++;
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@@ -578,8 +594,12 @@ u32 get_area_terrain_size(s16 *data) {
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default:
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numSurfaces = *data++;
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#ifdef ALL_SURFACES_HAVE_FORCE
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data += 4 * numSurfaces;
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#else
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hasForce = surface_has_force(terrainLoadType);
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data += (3 + hasForce) * numSurfaces;
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#endif
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break;
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}
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}
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@@ -709,7 +729,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
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s32 surfaceType;
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s32 i;
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s32 numSurfaces;
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#ifndef ALL_SURFACES_HAVE_FORCE
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s16 hasForce;
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#endif
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s16 flags;
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s16 room;
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@@ -719,7 +741,9 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
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numSurfaces = *(*data);
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(*data)++;
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#ifndef ALL_SURFACES_HAVE_FORCE
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hasForce = surface_has_force(surfaceType);
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#endif
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flags = surf_has_no_cam_collision(surfaceType);
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flags |= SURFACE_FLAG_DYNAMIC;
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@@ -739,22 +763,30 @@ void load_object_surfaces(s16 **data, s16 *vertexData) {
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surface->object = gCurrentObject;
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surface->type = surfaceType;
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#ifdef ALL_SURFACES_HAVE_FORCE
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surface->force = *(*data + 3);
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#else
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if (hasForce) {
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surface->force = *(*data + 3);
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} else {
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surface->force = 0;
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}
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#endif
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surface->flags |= flags;
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surface->room = (s8) room;
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add_surface(surface, TRUE);
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}
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#ifdef ALL_SURFACES_HAVE_FORCE
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*data += 4;
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#else
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if (hasForce) {
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*data += 4;
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} else {
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*data += 3;
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}
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#endif
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}
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}
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@@ -385,9 +385,14 @@ void render_init(void) {
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exec_display_list(&gGfxPool->spTask);
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// Skip incrementing the initial framebuffer index on emulators so that they display immediately as the Gfx task finishes
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if ((*(volatile u32 *)0xA4100010) != 0) { // Read RDP Clock Register, has a value of zero on emulators
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// VC probably emulates osViSwapBuffer accurately so instant patch breaks VC compatibility
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#ifndef VC_HACKS
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if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators
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#endif
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sRenderingFrameBuffer++;
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#ifndef VC_HACKS
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}
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#endif
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gGlobalTimer++;
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}
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@@ -423,14 +428,18 @@ void display_and_vsync(void) {
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profiler_log_thread5_time(THREAD5_END);
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osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
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// Skip swapping buffers on emulator so that they display immediately as the Gfx task finishes
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if ((*(volatile u32 *)0xA4100010) != 0) { // Read RDP Clock Register, has a value of zero on emulators
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#ifndef VC_HACKS
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if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators
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#endif
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if (++sRenderedFramebuffer == 3) {
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sRenderedFramebuffer = 0;
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}
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if (++sRenderingFrameBuffer == 3) {
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sRenderingFrameBuffer = 0;
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}
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#ifndef VC_HACKS
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}
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#endif
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gGlobalTimer++;
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}
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