Mario's room sometimes is not reset when warping between different areas, generally when warping from one area with rooms to another without them. This can cause things like doors to not render properly.
The name of the compiler that CROSS is set to varies from system to
system. (gcc-mips-linux-gnu on Debian) This was not handled in
s2d_engine and calc_bss.sh
* Combined ENABLE_LIVES and DEFAULT_NUM_LIVES, and removed SAVE_NUM_LIVES
* removed commented out lines
* numLives no longer modified by default when lives are disabled
This allows for the variable to be repurposed more easily
* Remove SAVE_NUM_LIVES define
* Remove SAVE_NUM_LIVES and DISABLE_LIVES define (Take 2)
* Apply MAX_NUM_LIVES and MAX_NUM_COINS to update_hud_values()
Co-authored-by: gheskett <gheskett@gmail.com>
* Implemented native Gamecube controller support and corresponding emulator hint in ROM header
* Added X and Y buttons to VALID_BUTTONS in sm64.h
* Added workaround in controller type detection for mupen bug
* read GC controllers from port 2
* L to Z logic for GC controller uses a threshold
* Changed threshold for L trig to around 33%
Changed threshold based on feedback
* Added gGamecubeControllerPort
* fixed wrong check
Co-authored-by: Reonu <danileon95@gmail.com>
* add error macro that will always fire
* add an aggress macro
like an assert macro but more aggressive and independent of DEBUG being defined (gives us 3 crash reporting options)
Co-authored-by: someone2639 <someone2639@gmail.com>
May be worth revisiting in the future to address the fact the exit course warp node will always trigger this sound effect, even when shared with other warps. Would potentially also be nice to add an option for using this sound effect with 0xF3 floor warps.