Commit Graph

820 Commits

Author SHA1 Message Date
Gregory Heskett
6a3e7e7a87 Bugfix: Missed purging of debug box flags that no longer exist in Puppycam (#804) 2024-07-01 21:47:38 -04:00
Gregory Heskett
9adb8c6de8 EASIER_LONG_JUMPS: only long jump with A+Z while running (#801)
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
2024-07-01 21:47:15 -04:00
Gregory Heskett
03ba81b5e3 Improve DEATH_ON_EXIT_COURSE define (#808) 2024-07-01 21:46:46 -04:00
Gregory Heskett
98b6231216 Pressing L in debug fly mode heals Mario (#809) 2024-07-01 21:46:12 -04:00
1ted59
0221d4ddf0 Fix spawned coins not being collectible until after the peak of their arc (#806)
If a spawned coin lands on the same frame it hits the peak of its arc, it will never have vertical speed < 0, so it will never be collectible.

Making this also set the coin to tangible if it has 0 speed fixes this issue.
2024-06-14 16:16:10 -04:00
Gregory Heskett
dcd58b2aad Restart music upon set_background_music() call if BETTER_REVERB preset changes (#797) 2024-06-01 10:55:58 -04:00
Gregory Heskett
520a6f3aed Bugfix: Blue coin duplication (#787)
Blue coins can be collected more than once if collected on the final frame of the switch timer when BLUE_COIN_SWITCH_RETRY is enabled. Fixing this on its own isn't enough though, as the blue coin switch also doesn't check for whether that coin was collected when it resets.
2024-05-03 01:54:43 -04:00
Gregory Heskett
aedae64e8b Remove destination warp node requirement (#788)
Also add assertions for common warp crashes and remove the hardcoded get_mario_spawn_type table size
2024-04-30 23:10:58 -04:00
arthurtilly
0005bbbd6a Save up to 130KB of RAM at literally zero cost (#786) 2024-04-21 20:40:47 -04:00
arthurtilly
f852ff4359 Platform Displacement 2.1 (#776) 2024-04-22 09:14:12 +12:00
Reonu
ca937d23ee Label unlabelled audio func (func_80321080 to stop_secondary_music) (#782) 2024-04-15 01:59:54 +01:00
Gregory Heskett
197d8074e3 Vanilla bugfix: obj_init_animation referencing o instead of obj 2024-03-01 17:47:05 -05:00
Gregory Heskett
8257f77c57 A few various Puppyprint bugfixes (#770) 2024-03-01 17:00:46 -05:00
arthurtilly
c96118bcd8 Fix objects using throwmatrix having incorrect rotation when paused (#769)
* throwmatrix fix

* ok fixed it and removed some cringe matching

* happy bitch
2024-02-29 19:03:08 -05:00
arthurtilly
d07e6383f6 Fixed bugs relating to objects dying in lava (#766)
• Changed the generic object death function to now also check that an object has landed and is over lava before killing it. Previously it would die instantly if it was above lava which resulted in objects randomly dying above lava

• Also changed the same function to kill a non-buoyant and killable object (e.g. goombas) right when it touches water. Previously it would slowly sink to the bottom and then instantly die upon touching the floor underwater which is strange.

• Changed where lava checks are done so they are done in the same place as other object flag checks. This avoids bugs where e.g. objects die when touching the edge of a platform that is over lava, because the ground flags are updated, then the object's floor is updated to be over the lava, and then the lava move flags are updated causing the object to think it is over lava and touching ground at the same time (making it die)

• Fixed the coin flicker define for regular non-bully coins because apparently it just never worked and no-one noticed? Only the coins that come from bullies worked with this define and I guess people only ever tested coins in lava with bullies. I rewrote the coin behavior to be a little closer to the bully one. I think in the future the two types of moving coins could easily be merged into one object, they don't act visibly different at all.

Tested the PR with a lot of goombas being dropped into lava/water and also this stuff is in Mario Builder so I've been testing it there too. Feel free to test more.
2024-02-09 21:07:31 -05:00
Gregory Heskett
1de4b9144b Fix floating point crash with pitch bend table + various audio optimizations (#746)
* Move audio TTLs to improve dcache

Saves over 100us even when audio is idle

* Improve additional audio runtime by reducing some unnecessary float math

* Pause channel/layer processing on sfx channels when idle

* Fix possible floating point UB/crash with gPitchBendFrequencyScale
2024-02-04 02:29:38 -05:00
YoshiMilkman
88c2cdb0a0 Fix wall sidling with negative speed (#762) 2024-02-02 22:52:10 -05:00
Gregory Heskett
b9ba17a4d6 Add libpl submodule (#753)
* Add libpl submodule

* Clone libpl submodule automatically while building (if enabled)
2024-02-02 22:08:34 -05:00
Gregory Heskett
5064fcfb69 Merge pull request #757 from HackerN64/master
Merge HackerSM64 2.1.3 release into 2.2.0
2024-01-31 01:23:18 -05:00
Gregory Heskett
325ee7c5ec Fix rumble Issues (#756)
* Missed important use of thread6 stack define

* Fix build issues with rumble
2024-01-27 12:39:03 -05:00
DNVIC
bf924a8ec3 Added a define for slope fix (#749)
* implemented a form of slope fix

* fixed the slope fix to not allow for hyper cheese

* implemented gheskett's suggestions

* Added space between comment and define

Co-authored-by: Gregory Heskett <gheskett@gmail.com>

---------

Co-authored-by: dnvic <business@dnvic.com>
Co-authored-by: Gregory Heskett <gheskett@gmail.com>
2024-01-21 14:11:32 -05:00
arthurtilly
5ba00edf20 Add assert for beginning geo layout command (#738)
* geo layout assert

* new idea

* Change assert message, add crash screen newline support, and change debug safeguards

---------

Co-authored-by: Gregory Heskett <gheskett@gmail.com>
2024-01-21 13:38:00 -05:00
1ted59
15a81037ef Fix Boo's Accelerating Upwards During Textbox (Vanilla Bug) (#742)
If a `Go On A Ghost Hunt` Boo is killed while it has a gravity of -1 (at the bottom of its oscillation), and does not hit a wall, it will keep the same negative gravity and continue moving until the textbox is closed. Boo Y speed isn't capped in this scenario, so the constant -1 gravity leads to the boo moving upwards at an increasing rate.

This leads to issues in `boo_act_4`. The distance eventually increases to a point where the boo object is too far to be returned in `cur_obj_nearest_object_with_behavior`. 

This can have 2 buggy effects:

- the wrong dialog box being brought up if the textbox is delayed (easiest to do by hanging on a ledge).
- the puzzle solved jingle being played incorrectly if you wait in the textbox long enough

This doesn't actually cause issues with King Boo, it just brings up the wrong text box. King Boo spawning is unaffected by this bug.

The fix is to stop the boo after the death animation has finished playing, stopping the boo from accelerating upwards. I don't believe this to cause any other issues (the boo is already dead after all!)

Thanks to Kyman for finding this bug.
2024-01-20 13:07:45 -05:00
Arceveti
b2707990f2 Fix silhouette occlusion layers rendering twice (#748) 2024-01-01 18:44:41 -05:00
Gregory Heskett
1d7a690361 Optimize BETTER_REVERB lightweight by an additional ~20% CPU, while also cutting memory requirements for it by ~30% (#744) 2023-12-30 23:22:05 -05:00