Merge branch 'master' of https://github.com/Reonu/HackerSM64 into develop/merge-master-2.0.1-into-2.1.0

This commit is contained in:
Arceveti
2022-06-28 12:43:02 -07:00
89 changed files with 3205 additions and 1095 deletions

2126
.gitignore vendored

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@@ -323,11 +323,25 @@ ifeq ($(filter clean distclean print-%,$(MAKECMDGOALS)),)
ifeq ($(NOEXTRACT),0) ifeq ($(NOEXTRACT),0)
DUMMY != $(PYTHON) extract_assets.py $(VERSION) >&2 || echo FAIL DUMMY != $(PYTHON) extract_assets.py $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL) ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets) $(error Failed to extract assets from US ROM)
endif endif
DUMMY != $(PYTHON) extract_assets.py jp >&2 || echo FAIL ifneq (,$(wildcard baserom.jp.z64))
ifeq ($(DUMMY),FAIL) DUMMY != $(PYTHON) extract_assets.py jp >&2 || echo FAIL
$(error Failed to extract assets) ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from JP ROM)
endif
endif
ifneq (,$(wildcard baserom.eu.z64))
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))
DUMMY != $(PYTHON) extract_assets.py sh >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets from SH ROM)
endif
endif endif
endif endif
@@ -616,7 +630,8 @@ $(BUILD_DIR)/src/usb/usb.o: CFLAGS += -Wno-unused-variable -Wno-sign-compare -Wn
$(BUILD_DIR)/src/usb/debug.o: OPT_FLAGS := -O0 $(BUILD_DIR)/src/usb/debug.o: OPT_FLAGS := -O0
$(BUILD_DIR)/src/usb/debug.o: CFLAGS += -Wno-unused-parameter -Wno-maybe-uninitialized $(BUILD_DIR)/src/usb/debug.o: CFLAGS += -Wno-unused-parameter -Wno-maybe-uninitialized
# File specific opt flags # File specific opt flags
$(BUILD_DIR)/src/audio/*.o: OPT_FLAGS := -Os -fno-jump-tables $(BUILD_DIR)/src/audio/heap.o: OPT_FLAGS := -Os -fno-jump-tables
$(BUILD_DIR)/src/audio/synthesis.o: OPT_FLAGS := -Os -fno-jump-tables
$(BUILD_DIR)/src/engine/surface_collision.o: OPT_FLAGS := $(COLLISION_OPT_FLAGS) $(BUILD_DIR)/src/engine/surface_collision.o: OPT_FLAGS := $(COLLISION_OPT_FLAGS)
$(BUILD_DIR)/src/engine/math_util.o: OPT_FLAGS := $(MATH_UTIL_OPT_FLAGS) $(BUILD_DIR)/src/engine/math_util.o: OPT_FLAGS := $(MATH_UTIL_OPT_FLAGS)

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@@ -29,6 +29,7 @@ This is a fork of the ultrasm64 repo by CrashOveride which includes the followin
- **CrashOveride**: creating the [ultrasm64](https://github.com/CrashOveride95/ultrasm64) repo - **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
- **anonymous_moose**: porting falco's extended bounds to decomp - **anonymous_moose**: porting falco's extended bounds to decomp
- **tuxlovesyou**: `LOAD_MIO0_TEXTURE` macro and moral support
Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff Thanks to Frame#5375 and AloXado320 for also helping with silhouette stuff

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@@ -1 +1 @@
v2.0.1 v2.0.2

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@@ -10,7 +10,7 @@ ALIGNED8 static const Texture flyguy_seg8_texture_0800E088[] = {
// 0x0800F088 // 0x0800F088
ALIGNED8 static const Texture flyguy_seg8_texture_0800F088[] = { ALIGNED8 static const Texture flyguy_seg8_texture_0800F088[] = {
#include "actors/flyguy/flyguy_face.rgba16.inc.c" #include "actors/flyguy/flyguy_face.custom.rgba16.inc.c"
}; };
// 0x0800F888 // 0x0800F888

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@@ -96,7 +96,7 @@ static const Vtx warp_pipe_seg3_vertex_03007DC0[] = {
// 0x03007E40 // 0x03007E40
ALIGNED8 static const Texture warp_pipe_seg3_texture_03007E40[] = { ALIGNED8 static const Texture warp_pipe_seg3_texture_03007E40[] = {
#include "actors/warp_pipe/warp_pipe_side.rgba16.inc.c" #include "actors/warp_pipe/warp_pipe_side.custom.rgba16.inc.c"
}; };
// 0x03008E40 - 0x03008F98 // 0x03008E40 - 0x03008F98

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@@ -791,6 +791,7 @@ const BehaviorScript bhvWfBreakableWallLeft[] = {
// WF breakable walls - common: // WF breakable walls - common:
OR_INT(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), OR_INT(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
SET_HITBOX(/*Radius*/ 300, /*Height*/ 400), SET_HITBOX(/*Radius*/ 300, /*Height*/ 400),
SET_FLOAT(oDrawingDistance, 4500),
SET_INT(oIntangibleTimer, 0), SET_INT(oIntangibleTimer, 0),
BEGIN_LOOP(), BEGIN_LOOP(),
CALL_NATIVE(bhv_wf_breakable_wall_loop), CALL_NATIVE(bhv_wf_breakable_wall_loop),

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@@ -4,19 +4,13 @@
* AUDIO SETTINGS * * AUDIO SETTINGS *
******************/ ******************/
/** // Fixes the castle music sometimes triggering after getting a dialog.
* Fixes the castle music sometimes triggering after getting a dialog.
*/
#define CASTLE_MUSIC_FIX #define CASTLE_MUSIC_FIX
/** // Do not restart the music on cap grabs.
* Do not restart the music on cap grabs
*/
#define PERSISTENT_CAP_MUSIC #define PERSISTENT_CAP_MUSIC
/** // Increases the audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
* Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
*/
#define EXPAND_AUDIO_HEAP #define EXPAND_AUDIO_HEAP
/** /**
@@ -28,8 +22,6 @@
#define MAX_SIMULTANEOUS_NOTES_EMULATOR 40 #define MAX_SIMULTANEOUS_NOTES_EMULATOR 40
#define MAX_SIMULTANEOUS_NOTES_CONSOLE 24 #define MAX_SIMULTANEOUS_NOTES_CONSOLE 24
/** // Uses a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
* Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general. // Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
* Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
*/
// #define BETTER_REVERB // #define BETTER_REVERB

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@@ -3,11 +3,11 @@
/********************** /**********************
* BENCHMARK SETTINGS * * BENCHMARK SETTINGS *
**********************/ **********************/
/**
* Enabling this will enable a set of defines in order to run a benchmark on the game
* Currently this just starts the credits, and enables puppyprint debug
*/
/**
* Enabling this will enable a set of defines in order to run a benchmark on the game.
* Currently this just starts the credits, and enables PUPPYPRINT_DEBUG.
*/
// #define ENABLE_CREDITS_BENCHMARK // #define ENABLE_CREDITS_BENCHMARK
#ifdef ENABLE_CREDITS_BENCHMARK #ifdef ENABLE_CREDITS_BENCHMARK

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@@ -4,37 +4,37 @@
* CAMERA SETTINGS * * CAMERA SETTINGS *
*******************/ *******************/
// Force the camera mode to your choice (except when swimming or flying) // Forces the camera mode to your choice (except when swimming or flying).
// It does this by setting the area's camera->defMode to this mode, and also // It does this by setting the area's camera->defMode to this mode, and also
// changes hardcoded modes to use c->defMode // changes hardcoded modes to use c->defMode.
// Note: removes door cutscenes due to the way they're designed to work with specific modes // Note: removes door cutscenes due to the way they're designed to work with specific modes.
// Search for FORCED_CAMERA_MODE in camera.c for more information // Search for FORCED_CAMERA_MODE in camera.c for more information.
#define FORCED_CAMERA_MODE CAMERA_MODE_8_DIRECTIONS #define FORCED_CAMERA_MODE CAMERA_MODE_8_DIRECTIONS
// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode) // Changes hardcoded camera mode reverting to instead use the area's default mode (defMode).
// If you're using a FORCED_CAMERA_MODE, this must be on for it to work // If you're using a FORCED_CAMERA_MODE, this must be on for it to work.
#define USE_COURSE_DEFAULT_MODE #define USE_COURSE_DEFAULT_MODE
/***** Movement specific camera modes: *****/ /***** Movement specific camera modes: *****/
// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE) // Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE).
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE #define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO) // Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO).
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO #define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO) // Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO #define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
/*******************************************/ /*******************************************/
// Makes the camera approach Mario's height much more quickly // Makes the camera approach Mario's height much more quickly.
#define FAST_VERTICAL_CAMERA_MOVEMENT #define FAST_VERTICAL_CAMERA_MOVEMENT
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad // Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the D-pad.
#define PARALLEL_LAKITU_CAM #define PARALLEL_LAKITU_CAM
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified. // Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
// #define PUPPYCAM // #define PUPPYCAM
// Note: Reonucam is available, but because we had no time to test it properly, it's included as a patch rather than being in the code by default. // Note: Reonucam is available, but because we had no time to test it properly, it's included as a patch rather than being in the code by default.
// Run this command to apply the patch if you want to use it: // Run this command to apply the patch if you want to use it:
// tools/apply_patch.sh enhancements/reonucam.patch // tools/apply_patch.sh enhancements/reonucam.patch
// Consider it a beta, but it should work fine. Please report any bugs with it. Applying the patch will simply add a define here, so you can still turn it off even after patching. // Consider it a beta, but it should work fine. Please report any bugs with it. Applying the patch will simply add a define here, so you can still turn it off even after patching.
@@ -42,13 +42,13 @@
/***** Vanilla config options *****/ /***** Vanilla config options *****/
/**********************************/ /**********************************/
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define // Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
#include "config_game.h" #include "config_game.h"
// Allow course specific camera processing // Allow course specific camera processing.
// You will likely want this disabled in non-vanilla hacks // You will likely want this disabled in non-vanilla hacks.
// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled, // This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
// but feel free to override it if you really want to for some reason // but feel free to override it if you really want to for some reason/
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS #ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
#define ENABLE_VANILLA_CAM_PROCESSING #define ENABLE_VANILLA_CAM_PROCESSING
#endif #endif

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@@ -8,10 +8,10 @@
// The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds. // The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
#define FAST_FLOOR_ALIGN 10 #define FAST_FLOOR_ALIGN 10
// Automatically calculate the optimal collision distance for an object based on its vertices. // Automatically calculates the optimal collision distance for an object based on its vertices.
#define AUTO_COLLISION_DISTANCE #define AUTO_COLLISION_DISTANCE
// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional). // Allows all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
#define ALL_SURFACES_HAVE_FORCE #define ALL_SURFACES_HAVE_FORCE
// Number of walls that can push Mario at once. Vanilla is 4. // Number of walls that can push Mario at once. Vanilla is 4.

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@@ -6,8 +6,8 @@
// -- CUTSCENE SKIPS -- // -- CUTSCENE SKIPS --
// Skip peach letter cutscene // Skips the peach letter cutscene.
#define PEACH_SKIP #define PEACH_SKIP
// Uncomment this if you want to skip the title screen (Super Mario 64 logo) // Skips the title/splash screen (Super Mario 64 logo).
//#define SKIP_TITLE_SCREEN // #define SKIP_TITLE_SCREEN

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@@ -7,46 +7,50 @@
// Enables most debug options, including PUPPYPRINT_DEBUG. // Enables most debug options, including PUPPYPRINT_DEBUG.
// #define DEBUG_ALL // #define DEBUG_ALL
// Disables all debug options (except PUPPYPRINT) // Disables all debug options (except PUPPYPRINT).
#define DISABLE_ALL #define DISABLE_ALL
// Enables a comprehensive standalone profiler. Automatically enabled by PUPPYPRINT_DEBUG.
// If not using PUPPYPRINT_DEBUG, press L to toggle the profiler.
// #define USE_PROFILER
// TEST LEVEL // TEST LEVEL
// Uncomment this define and set a test level in order to boot straight into said 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. // 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. // If you want the game to boot normally, just comment out the define again.
// #define TEST_LEVEL LEVEL_BOB // #define TEST_LEVEL LEVEL_BOB
// Enable debug level select. Hold L while the game boots to turn it on. // Enables debug level select. Hold L while the game boots to turn it on.
#define DEBUG_LEVEL_SELECT #define DEBUG_LEVEL_SELECT
// Enable debug free move (DPad up to enter, A to exit). // Enables debug free move (D-pad up to enter, A to exit).
#define ENABLE_DEBUG_FREE_MOVE #define ENABLE_DEBUG_FREE_MOVE
// Include a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards). // Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
// #define PUPPYPRINT_DEBUG 1 // #define PUPPYPRINT_DEBUG 1
// Use cycles instead of microseconds in Puppyprint debug output. // Uses cycles instead of microseconds in Puppyprint debug output.
// #define PUPPYPRINT_DEBUG_CYCLES // #define PUPPYPRINT_DEBUG_CYCLES
// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG. // A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
// Press DPAD left to show the debug UI. // Press D-pad left to show the debug UI.
// #define VANILLA_STYLE_CUSTOM_DEBUG // #define VANILLA_STYLE_CUSTOM_DEBUG
// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither. // Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
// If puppyprint is enabled, then this can be cycled only while the screen is active. // If puppyprint is enabled, then this can be cycled only while the screen is active.
// #define VISUAL_DEBUG // #define VISUAL_DEBUG
// Open all courses and doors. Used for debugging purposes to unlock all content. // Opens all courses and doors. Used for debugging purposes to unlock all content.
#define UNLOCK_ALL #define UNLOCK_ALL
// Same as above, but also reads all save file flags as complete. // Same as above, but also reads all save file flags as complete.
// This will not overwrite existing save file data unless you save over it. // This will not overwrite existing save file data unless you save over it.
// #define COMPLETE_SAVE_FILE // #define COMPLETE_SAVE_FILE
// Removes the limit on FPS // Removes the limit on FPS.
// #define UNLOCK_FPS // #define UNLOCK_FPS
// Include vanilla debug functionality. // Includes vanilla debug functionality.
// #define VANILLA_DEBUG // #define VANILLA_DEBUG
// Forces a crash when the game starts. Useful for debugging the crash screen. // Forces a crash when the game starts. Useful for debugging the crash screen.

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@@ -4,65 +4,62 @@
* GAME SETTINGS * * GAME SETTINGS *
*****************/ *****************/
/** /**
* Enables some mechanics that change behavior depending on hardcoded level numbers. * Enables some mechanics that change behavior depending on hardcoded level numbers.
* You may also need to change sLevelsWithRooms in object_helpers.c * You may also need to change sLevelsWithRooms in object_helpers.c.
* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic * TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic.
*/ */
// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS // #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
// Disable lives and hide the lives counter // Disables lives and hides the lives counter.
#define DISABLE_LIVES #define DISABLE_LIVES
// Save number of lives to the save file (Does nothing if DISABLE_LIVES is enabled) // Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
#define SAVE_NUM_LIVES #define SAVE_NUM_LIVES
// The number of lives Mario starts with after a game over or starting the game for the first time (must be lower than 127) // This is the number of lives Mario starts with after a game over or starting the game for the first time (must be lower than 127).
#define DEFAULT_NUM_LIVES 4 #define DEFAULT_NUM_LIVES 4
// This can be 0..127 // This can be 0..127.
#define MAX_NUM_LIVES 100 #define MAX_NUM_LIVES 100
// This can be 0..32767 // This can be 0..32767.
#define MAX_NUM_COINS 999 #define MAX_NUM_COINS 999
// Air/Breath meter is separate from health meter when underwater // Air/breath meter is separate from health meter when underwater.
// #define BREATH_METER // #define BREATH_METER
// 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. // 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 #define X_COIN_STAR 100
/* // Stars don't kick you out of the level (does not play nicely with vanilla).
* Stars don't kick you out of the level (does not play nicely with vanilla)
* In v2.0 there are numerous issues with this define that can be seen here https://github.com/Reonu/HackerSM64/issues/258
* Use at your own risk.
*/
// #define NON_STOP_STARS // #define NON_STOP_STARS
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC) // Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
// #define KEYS_EXIT_LEVEL
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC).
// #define GLOBAL_STAR_IDS // #define GLOBAL_STAR_IDS
// Number of possible unique model ID's (keep it higher than 256) // Number of possible unique model ID's (keep it higher than 256).
#define MODEL_ID_COUNT 256 #define MODEL_ID_COUNT 256
// Number of supported areas per level. // Number of supported areas per level.
#define AREA_COUNT 8 #define AREA_COUNT 8
// Makes signs and NPCs easier to talk to. // Makes signs and NPCs easier to talk to.
// NOTE: Currently has issues with talking to Bowser post-fight,
// https://github.com/Reonu/HackerSM64/issues/273
// #define EASIER_DIALOG_TRIGGER // #define EASIER_DIALOG_TRIGGER
// Show an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER] // Shows an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER].
// #define DIALOG_INDICATOR // #define DIALOG_INDICATOR
// Include the English characters that were missing from US segment2 // Include the English characters that were missing from US segment2
// J, Q, V, X, Z, ¨, !, !!, ?, &, %, ., and the beta key. // J, Q, V, X, Z, ¨, !, !!, ?, &, %, ., and the beta key.
// [MAKE SURE TO ALSO BUILD FROM JP/SH AND EU TO OBTAIN THE ASSETS] // [MAKE SURE TO INCLUDE EU AND JP/SH BASEROMS IN THE REPO TO OBTAIN THE ASSETS]
// If this is disabled, backup assets will be used. // If this is disabled, backup assets will be used.
// #define COMPLETE_EN_US_SEGMENT2 // #define COMPLETE_EN_US_SEGMENT2
/// Removes multi-language cake screen // Removes multi-language cake screen.
#define EU_CUSTOM_CAKE_FIX #define EU_CUSTOM_CAKE_FIX
// Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU. // Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
@@ -71,5 +68,6 @@
// Prevents infinite death loops by always restoring Mario's health when he's warped to any kind of warp while dead. // Prevents infinite death loops by always restoring Mario's health when he's warped to any kind of warp while dead.
#define PREVENT_DEATH_LOOP #define PREVENT_DEATH_LOOP
// The level that the game starts in after file select. The levelscript needs to have a MARIO_POS command for this to work. // The level that the game starts with immediately after file select.
// The levelscript needs to have a MARIO_POS command for this to work.
#define START_LEVEL LEVEL_CASTLE_GROUNDS #define START_LEVEL LEVEL_CASTLE_GROUNDS

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@@ -4,11 +4,11 @@
* GODDARD SETTINGS * * GODDARD SETTINGS *
********************/ ********************/
// Uncomment this if you want to keep the mario head and not skip it // Enables Goddard (the Mario head).
// #define KEEP_MARIO_HEAD // #define KEEP_MARIO_HEAD
// Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled) // Enables the Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled).
#define GODDARD_EASTER_EGG #define GODDARD_EASTER_EGG
// Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled) // Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled).
#define DISABLE_DEMO #define DISABLE_DEMO

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@@ -4,21 +4,21 @@
* GRAPHICS SETTINGS * * GRAPHICS SETTINGS *
*********************/ *********************/
// Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla // The size of the master display list (gDisplayListHead). 6400 is vanilla.
#define GFX_POOL_SIZE 10000 #define GFX_POOL_SIZE 10000
// Show a watermark in the title screen that reads "Made with HackerSM64", instead of the copyright message // Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
#define INTRO_CREDIT #define INTRO_CREDIT
// Spawn floombas in the title screen // Spawns floombas on the title screen.
#define INTRO_FLOOMBAS #define INTRO_FLOOMBAS
// Enable widescreen (16:9) support // Enables widescreen (16:9) support.
#define WIDE #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. // 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). // 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 above) // When increasing this, you should probably also increase the GFX pool size (the GFX_POOL_SIZE define above).
#define SKYBOX_SIZE 1 #define SKYBOX_SIZE 1
// When this option is enabled, LODs will ONLY work on console. // When this option is enabled, LODs will ONLY work on console.
@@ -26,17 +26,17 @@
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check. // 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 #define AUTO_LOD
// Include Puppyprint, a display library for text and large images. // Enables Puppyprint, a display library for text and large images.
// Automatically included when PUPPYPRINT_DEBUG is enabled // Automatically enabled when PUPPYPRINT_DEBUG is enabled.
// #define PUPPYPRINT // #define PUPPYPRINT
// Disable AA (Improves console performance but causes visible seams between unconnected geometry). // Disables AA (Improves console performance but causes visible seams between unconnected geometry).
// #define DISABLE_AA // #define DISABLE_AA
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better. // Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS #define IA8_COINS
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti) // Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
#define IA8_30FPS_COINS #define IA8_30FPS_COINS
// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined). // Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
@@ -45,7 +45,7 @@
// #define OBJECTS_REJ // #define OBJECTS_REJ
/** /**
* Mario's silhouette when behind solid objects/surfaces * Mario's silhouette when behind solid objects/surfaces.
* Also enables new render layers, such as LAYER_ALPHA_DECAL. * Also enables new render layers, such as LAYER_ALPHA_DECAL.
* The number is the intensity of the silhouette, from 0-255. * The number is the intensity of the silhouette, from 0-255.
* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins. * NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
@@ -63,24 +63,28 @@
// Fixes the game reading the ia8 burn smoke texture as an rgba16. // Fixes the game reading the ia8 burn smoke texture as an rgba16.
#define BURN_SMOKE_FIX #define BURN_SMOKE_FIX
// Disable the fix to Koopa's unshelled model. // Disables the fix to Koopa's unshelled model.
#define KOOPA_KEEP_PINK_SHORTS #define KOOPA_KEEP_PINK_SHORTS
// Uses the star object's model in the star dance cutscene.
// This has a side effect of making the star dance star also transparent when Mario collects a transparent star.
// #define STAR_DANCE_USES_STARS_MODEL
// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects. // Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1. // NOTE: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
// #define PUPPYLIGHTS // #define PUPPYLIGHTS
// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub. // Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, they will appear as sideways in-game if this is enabled. // It is sideways in vanilla, and since vanilla's environment map textures are sideways too, those will appear as sideways in-game if this is enabled.
// Make sure your custom environment map textures are the correct orientation. // Make sure your custom environment map textures are the correct orientation.
// #define FIX_REFLECT_MTX // #define FIX_REFLECT_MTX
// This improves performance a bit, and does not seem to break anything. // This improves performance a bit, and does not seem to break anything.
#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL #define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
// Disables object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack. // Disables all object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
// #define DISABLE_SHADOWS // #define DISABLE_SHADOWS
// Use old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines. // Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
// NOTE: When this is enabled, The 49th hardcoded rectangle shadow will act as a regular circular shadow, due to Mario's shadow ID being 99 in vanilla. // NOTE: When this is enabled, The 49th hardcoded rectangle shadow will act as a regular circular shadow, due to Mario's shadow ID being 99 in vanilla.
#define LEGACY_SHADOW_IDS #define LEGACY_SHADOW_IDS

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@@ -6,10 +6,9 @@
// Various interaction related settings, bug fixes or QoL changes // Various interaction related settings, bug fixes or QoL changes
/** /**
* This bug allows mario to move when initiating a dialog, * This fixes a bug which allows mario to move when initiating
* just as long as mario doesn't enter an action that can * a dialog. just as long as mario doesn't enter an action that
* be interrupted with text * can be interrupted with text.
* Uncomment this to fix this bug, and frustrate speedrunners
*/ */
// #define BUGFIX_DIALOG_TIME_STOP // #define BUGFIX_DIALOG_TIME_STOP

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@@ -6,13 +6,13 @@
// -- EXIT COURSE SETTINGS -- // -- EXIT COURSE SETTINGS --
// Disable exit course // Disables Exit Course.
//#define DISABLE_EXIT_COURSE // #define DISABLE_EXIT_COURSE
// Decides whether you can exit course while moving (has no effect if you disable exit course) // Decides whether you can exit course while moving (has no effect if you disable Exit Course).
#define EXIT_COURSE_WHILE_MOVING #define EXIT_COURSE_WHILE_MOVING
// Decides which level, area and warp ID the "exit course" option takes you to (has no effect if you disable exit course) // Decides which level, area and warp ID the "Exit Course" option takes you to (has no effect if you disable Exit Course).
// Ensure that the warp exists, or else the game will crash. // Ensure that the warp exists, or else the game will crash.
#define EXIT_COURSE_LEVEL LEVEL_CASTLE #define EXIT_COURSE_LEVEL LEVEL_CASTLE
#define EXIT_COURSE_AREA 0x01 #define EXIT_COURSE_AREA 0x01

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