Merge branch 'master' into skipintro

This commit is contained in:
IvanDSM 2020-05-14 23:05:21 -03:00 committed by GitHub
commit 86a3f84010
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32 changed files with 646 additions and 60 deletions

View file

@ -27,6 +27,8 @@ COMPILER ?= ido
# Disable better camera by default
BETTERCAMERA ?= 0
# Disable no drawing distance by default
NODRAWINGDISTANCE ?= 0
# Build for Emscripten/WebGL
TARGET_WEB ?= 0
@ -424,14 +426,15 @@ else
LD := $(CC)
endif
CPP := cpp -P
OBJDUMP := objdump
OBJCOPY := objcopy
CPP := $(CROSS)cpp -P
OBJDUMP := $(CROSS)objdump
OBJCOPY := $(CROSS)objcopy
PYTHON := python3
SDLCONFIG := $(CROSS)sdl2-config
ifeq ($(WINDOWS_BUILD),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(CROSS)sdl2-config --cflags`
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(CROSS)sdl2-config --cflags`
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags`
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags`
else ifeq ($(TARGET_WEB),1)
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2
@ -439,8 +442,8 @@ CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fn
# Linux / Other builds below
else
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(CROSS)sdl2-config --cflags`
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(CROSS)sdl2-config --cflags`
CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags`
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags`
endif
# Check for better camera option
@ -449,6 +452,12 @@ CC_CHECK += -DBETTERCAMERA
CFLAGS += -DBETTERCAMERA
endif
# Check for no drawing distance option
ifeq ($(NODRAWINGDISTANCE),1)
CC_CHECK += -DNODRAWINGDISTANCE
CFLAGS += -DNODRAWINGDISTANCE
endif
ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS)
ifeq ($(TARGET_WEB),1)
@ -456,14 +465,17 @@ LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY=20MB -g4 --source-map-base ht
else
ifeq ($(WINDOWS_BUILD),1)
LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(CROSS)sdl2-config --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static
LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(SDLCONFIG) --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static
ifeq ($(WINDOWS_CONSOLE),1)
LDFLAGS += -mconsole
endif
else
# Linux / Other builds below
ifeq ($(TARGET_RPI),1)
LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(CROSS)sdl2-config --libs` -no-pie
LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(SDLCONFIG) --libs` -no-pie
else
LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm -lGL `$(CROSS)sdl2-config --libs` -no-pie -lpthread
LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm -lGL `$(SDLCONFIG) --libs` -no-pie -lpthread
endif
endif
endif #Added for Pi ifeq

View file

@ -10,7 +10,9 @@ Run `./extract-assets.py --clean && make clean` or `make distclean` to remove RO
* Variable aspect ratio and resolution. The game can now correctly render at basically any window size.
* Native xinput controller support. On Linux, DualShock 4 has been confirmed to work plug-and-play.
* Analog camera control and mouse look. (Activate with `make BETTERCAMERA=1`.)
* Option to skip the Peach/Lakitu new file intro.
* An option to disable drawing distances. (Activate with `make NODRAWINGDISTANCE=1`.)
* In-game control binding, currently available on the `testing` branch.
* Skip introductory Peach & Lakitu cutscenes with the `--skip-intro` CLI option
## Building
For building instructions, please refer to the [wiki](https://github.com/sm64pc/sm64pc/wiki).

View file

@ -6,8 +6,8 @@
#include "pc/gfx/gfx_pc.h"
#define GFX_DIMENSIONS_FROM_LEFT_EDGE(v) (SCREEN_WIDTH / 2 - SCREEN_HEIGHT / 2 * gfx_current_dimensions.aspect_ratio + (v))
#define GFX_DIMENSIONS_FROM_RIGHT_EDGE(v) (SCREEN_WIDTH / 2 + SCREEN_HEIGHT / 2 * gfx_current_dimensions.aspect_ratio - (v))
#define GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(v) floorf(GFX_DIMENSIONS_FROM_LEFT_EDGE(v))
#define GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(v) ceilf(GFX_DIMENSIONS_FROM_RIGHT_EDGE(v))
#define GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(v) ((int)floorf(GFX_DIMENSIONS_FROM_LEFT_EDGE(v)))
#define GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(v) ((int)ceilf(GFX_DIMENSIONS_FROM_RIGHT_EDGE(v)))
#define GFX_DIMENSIONS_ASPECT_RATIO (gfx_current_dimensions.aspect_ratio)
#else
#define GFX_DIMENSIONS_FROM_LEFT_EDGE(v) (v)

View file

@ -105,6 +105,7 @@
#define TEXT_COURSE _("コース")
#define TEXT_MYSCORE _("マイスコア")
#define TEXT_CONTINUE _("つづけて マリオする?")
#define TEXT_EXIT_GAME _("ゲームをしゅうりょうする?")
#define TEXT_EXIT_COURSE _("コースからでる?")
#define TEXT_CAMERA_ANGLE_R _("Rボタンのカメラきりかえ")
@ -122,6 +123,7 @@
// Save Options
#define TEXT_SAVE_AND_CONTINUE _("セーブしてつづける?")
#define TEXT_SAVE_AND_QUIT _("セーブしておわる?")
#define TEXT_SAVE_EXIT_GAME _("ゲームをやめる?")
#define TEXT_CONTINUE_WITHOUT_SAVING _("セーブしないでつづける?")
/**
@ -204,6 +206,7 @@
#define TEXT_MYSCORE _("MYSCORE")
#define TEXT_CONTINUE _("CONTINUE")
#define TEXT_EXIT_COURSE _("EXIT COURSE")
#define TEXT_EXIT_GAME _("EXIT GAME")
#ifndef VERSION_EU // "R" text is different in EU
#define TEXT_CAMERA_ANGLE_R _("SET CAMERA ANGLE WITH R")
#endif
@ -222,6 +225,7 @@
// Save Options
#define TEXT_SAVE_AND_CONTINUE _("SAVE & CONTINUE")
#define TEXT_SAVE_AND_QUIT _("SAVE & QUIT")
#define TEXT_SAVE_EXIT_GAME _("SAVE & EXIT GAME")
#define TEXT_CONTINUE_WITHOUT_SAVING _("CONTINUE, DON'T SAVE")
/**
@ -348,12 +352,14 @@
#define TEXT_MY_SCORE_FR _("MON SCORE")
#define TEXT_CONTINUE_FR _("CONTINUER")
#define TEXT_EXIT_COURSE_FR _("QUITTER NIVEAU")
#define TEXT_EXIT_GAME_FR _("QUITTER JEU")
#define TEXT_CAMERA_ANGLE_R_FR _("RÉGLAGE CAMÉRA AVEC [R]")
// German
#define TEXT_COURSE_DE _("KURS")
#define TEXT_MY_SCORE_DE _("LEISTUNG")
#define TEXT_CONTINUE_DE _("WEITER")
#define TEXT_EXIT_COURSE_DE _("KURS VERLASSEN")
#define TEXT_EXIT_GAME_DE _("SPIEL VERLASSEN")
#define TEXT_CAMERA_ANGLE_R_DE _("KAMERA MIT [R] VERSTELLEN")
// Camera Options
@ -376,10 +382,12 @@
// French
#define TEXT_SAVE_AND_CONTINUE_FR _("SAUVEGARDER & CONTINUER")
#define TEXT_SAVE_AND_QUIT_FR _("SAUVEGARDER & QUITTER")
#define TEXT_SAVE_EXIT_GAME_FR _("SAUVEGARDER & QUITTER JEU")
#define TEXT_CONTINUE_WITHOUT_SAVING_FR _("CONTINUER SANS SAUVEGARDER")
// German
#define TEXT_SAVE_AND_CONTINUE_DE _("SPEICHERN & WEITER")
#define TEXT_SAVE_AND_QUIT_DE _("SPEICHERN & ENDE")
#define TEXT_SAVE_EXIT_GAME_DE _("SPEICHERN & SPIEL VERLASSEN")
#define TEXT_CONTINUE_WITHOUT_SAVING_DE _("WEITER OHNE ZU SPEICHERN")
/**

409
pisetup.sh Executable file
View file

@ -0,0 +1,409 @@
#!/bin/bash
# Super Mario 64 PC on Raspberry Pi
# Find latest updates and code on https://www.github.com/sm64pc/sm64pc
# ToDo: Test on more Pi models with fresh Raspbian and allow existing src folders to be updated.
#
clear
echo "This script will assist with compiling Super Mario 64 on Raspbian 10"
echo "Note that accelerated OpenGL (vc4_drm) is required for maximum performance"
echo "Checking Raspberry Pi model..."
lowmem=0
pi=0
pimodel=$(uname -m 2>/dev/null || echo unknown)
pitype=$(tr -d '\0' < /sys/firmware/devicetree/base/model)
if [[ $pimodel =~ "armv6" ]]
then
echo ""
echo "Raspberry Pi Model 1/0(W) detected (LOWMEM)"
echo "Warning: Additional steps may be required to safely compile and maximize performance"
pi=1;
lowmem=1;
exp=1;
fi
if [[ $pimodel =~ "armv7" ]]
then
echo
echo "Raspberry Pi Model 2/3 detected (32bit)"
pi=2;
lowmem=0;
fi
if [[ $pimodel =~ "aarch64" && $pitype =~ "4" ]]
then
echo
echo "Raspberry Pi Model 4 detected"
echo "Audio errors reported"
echo "Fixing audio config, reboot after compilation completes to activate"
sudo sed -i 's/load-module module-udev-detect/load-module module-udev-detect tsched=0/' /etc/pulse/default.pa
#load-module module-udev-detect tsched=0
pi=4;
lowmem=0;
exp=1;
fi
if [[ $exp == 1 ]]
then
echo ""
echo "Notice: Due to detected Pi version, compilation and execution of Super Mario 64 (RPi) is experimental."
echo "Further steps may be required and software / driver compatibility is not guaranteed."
read -p "Continue setup & compilation (Y/N): " exp
if [[ $exp =~ "Y" ]]
then
echo ""
else
exit
fi
echo "Please report any problems encountered to https://github.com/sm64pc/sm64pc issue tracker."
echo ""
sleep 7
fi
#//////////////////////////////////////////////////////////////////////////////////////////////////////////
#//////////////////////////////////////////////////////////////////////////////////////////////////////////
clear
echo "Super Mario 64 RPi Initial Setup"
if [[ $pi != 4 ]]
then #Dumb idea, but quick hack.
#We CANNOT enable VC4 for Pi4 as it uses VC6
inxinf=$(inxi -Gx)
echo "Checking for pre-enabled VC4 acceleration (inxi -Gx)"
if [[ $inxinf =~ "not found" ]]
then
echo "Error: inxi not installed. Installing..."
sudo apt-get update
sudo apt-get install inxi
inxi=$(inxi -Gx)
if [[ $inxinf =~ "not found" ]]
then
echo "Warning: Setup will not continue unless inxi is installed"
echo "Please ensure your Pi is in a state to download and install packages"
sleep 3
exit
fi
fi
if [[ $inxinf =~ "vc4_drm" ]]
then
echo "Success: VC4 OpenGL acceleration found!"
echo ""
sleep 4
else
echo ""
echo "OpenGL driver not found. opening Raspi-Config..."
echo "Please enable raspi-config -> ADV Opt -> OpenGL -> Enable FullKMS Renderer"
echo ""
sleep 5
sudo raspi-config
vc4add=$(cat /boot/config.txt | grep -e "dtoverlay=vc4-kms-v3d")
if [[ $vc4add =~ "vc4" ]]
then
echo "OGL driver now enabled on reboot"
fi
fi
if [[ $lowmem == 1 ]]
then
fixmem=$(cat /boot/cmdline.txt | grep cma=128M)
if [[ $fixmem =~ "cma=128M" ]]
then
echo ""
echo "Notice: Low-RAM RasPi model detected, BUT fixes already applied."
echo "Continuing setup."
else
echo ""
echo "Warning: VC4 enabled, but your RasPi has 512MB or less RAM"
echo "To ensure VC4_DRM and game compilation is succesful, video memory will be reduced"
echo "gpu_mem=48M (config.txt) | cma=128M (cmdline.txt) will be written to /boot "
echo ""
read -p "Fix mem? (Y/N): " fixmem
if [[ $fixmem =~ "Y" ]]
then
sudo sh -c "echo 'gpu_mem=48' >> /boot/config.txt"
sudo sh -c "echo 'cma=128M' >> /boot/cmdline.txt"
sync
echo "Wrote configuration changes to SD card."
sleep 2
else
echo ""
echo "Warning: Compilation freezes & errors are likely to occur on your Pi"
echo ""
sleep 3
fi
fi
fi
if [[ $fixmem =~ "Y" || $vc4add =~ "vc4" ]]
then
clear
echo "System configuration has changed!"
read -p "Reboot to enable changes? (Y/N): " fixstart
if [[ $fixstart =~ "Y" ]]
then
echo ""
echo "Rebooting RasPi in 4 seconds! Press Control-C to cancel."
sleep 4
sudo reboot
fi
fi
fi # "Should never run on a Pi 4" part ends here
#--------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
clear
echo "Beginning installation"
echo ""
echo "Step 1. Installing latest dependencies"
echo "Allow installation & checking of Super Mario 64 compile dependencies?"
read -p "Install? (Y/N): " instdep
if [[ $instdep =~ "Y" ]]
then
echo ""
sudo apt-get update
sudo apt install build-essential git python3 libaudiofile-dev libglew-dev libsdl2-dev
sync
else
echo ""
echo "Super Mario 64 dependencies not installed."
echo "Please manually install if Raspbian is modified from stock"
echo ""
sleep 3
fi
#--------------------------------------------------------------------------------------
#-------------------------------------------------------------------------------------
clear
echo "Optional: Compile SDL2 with 'KMSDRM' for enhanced performance?"
echo "KMSDRM allows Super Mario 64 to be run without GUI/Desktop (Xorg) enabled on boot"
echo ""
echo "Warning: Compile could take up to an hour on older Raspberry Pi models"
read -p "Proceed? (Y/N): " sdlcomp
if [[ $sdlcomp =~ "Y" ]]
then
echo ""
echo "Installing dependencies for SDL2 compilation"
sudo sed -i '/^#\sdeb-src /s/^#//' "/etc/apt/sources.list"
sudo apt build-dep libsdl2
sudo apt install libdrm-dev libgbm-dev
sync
echo ""
echo "Creating folder src in HOME directory for compile"
echo ""
mkdir $HOME/src
cd $HOME/src
mkdir $HOME/src/sdl2
cd $HOME/src/sdl2
sleep 2
echo "Downloading SDL2 from libsdl.org and unzipping to HOME/src/sdl2/SDL2"
wget https://www.libsdl.org/release/SDL2-2.0.10.tar.gz
sync
tar xzf ./SDL2*.gz
sync
cd ./SDL2*
echo "Configuring SDL2 library to enable KMSDRM (Xorg free rendering)"
./configure --enable-video-kmsdrm
echo "Compiling modified SDL2 and installing."
make
sudo make install
fi
#----------------------------------------------------------------------
#---------------------------------------------------------------------
sleep 2
clear
echo "Super Mario 64 RPi preparation & downloader"
echo ""
echo "Checking in current directory and"
echo "checking in "$HOME"/src/sm64pi/sm64pc/ for existing Super Mario 64 PC files"
echo ""
sm64dircur=$(ls ./Makefile)
sm64dir=$(ls $HOME/src/sm64pi/sm64pc/Makefile)
if [[ $sm64dircur =~ "Makefile" ]] #If current directory has a makefile
then
sm64dir=$sm64dircur
curdir=1; #If current directory has a Makefile or is git zip
fi
if [[ $sm64dir =~ "Makefile" ]];
then
echo "Existing Super Mario 64 PC port files found!"
echo "Redownload files (fresh compile)?"
read -p "Redownload? (Y/N): " sm64git
if [[ $sm64git =~ "N" ]] # Do NOT redownload, USE current directory for compile
then
sm64dir=1; # Don't redownload files , use current directory (has sm64 files)
curdir=1
fi
else #Do a fresh compile in HOME/src/sm64pi/sm64pc/
sm64dir=0;
curdir=0;
fi
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
if [[ $sm64git =~ "Y" || $sm64dir == 0 || $curdir == 0 ]] #If user wants to redownload or NOT git-zip execution
then
echo "Step 2. Super Mario 64 PC-Port will now be downloaded from github"
echo "Current folder will NOT be compiled."
read -p "Proceed? (Y/N): " gitins
if [[ $gitins =~ "Y" ]]
then
echo ""
echo "Creating directory "$HOME"/src/sm64pi"
mkdir $HOME/src/
cd $HOME/src/
mkdir $HOME/src/sm64pi
cd $HOME/src/sm64pi
echo ""
echo "Downloading latest Super Mario 64 PC-port code"
git clone https://github.com/sm64pc/sm64pc
cd $HOME/src/sm64pi/sm64pc/
echo "Download complete"
echo ""
sleep 2
fi #End of downloader
fi
sleep 2
#-------------------------------------------------------------------
#------------------------------------------------------------------
clear
echo "Super Mario 64 RPi compilation"
echo ""
echo "Step 3. Compiling Super Mario 64 for the Raspberry Pi"
echo ""
echo "Warning: Super Mario 64 assets are required in order to compile"
if [[ $curdir ==1 ]]
then
echo "Assets will be extracted from "$PWD" "
else
echo "Assets will be extracted from $HOME/src/sm64pi/sm64pc/baserom.(us/eu/jp).z64 "
fi
if [[ $curdir == 1 ]]
then
sm64z64=$(find ./* | grep baserom) #See if current directory is prepped
else
sm64z64=$(find $HOME/src/sm64pi/sm64pc/* | grep baserom) #see if fresh compile directory is prepped
fi
if [[ $sm64z64 =~ "baserom" ]]
then
echo ""
echo "Super Mario 64 assets found in compilation directory"
echo "Continuing with compilation"
else
echo ""
echo "Please satisfy this requirement before continuing."
echo "Exiting Super Mario 64 RasPi setup and compilation script."
echo ""
echo "Note: Re-run script once baserom(s) are inserted into"
if [[ $curdir == 1 ]]
then
echo $PWD
echo ""
else
echo ""
echo $HOME/src/sm64pi/sm64pc/
fi
sleep 5
exit
fi
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
sleep 3
clear
echo ""
if [[ $curdir != 1 ]] # If we're not compiling from a git zip / random directory
then
cd $HOME/src/sm64pi/sm64pc/
fi
echo "Beginning Super Mario 64 RasPi compilation!"
echo ""
echo "Warning: Compilation may take up to an hour on weaker hardware"
echo "At least 300MB of free storage AND RAM is recommended"
echo ""
make clean
sync
make TARGET_RPI=1
sync
#---------------------------------------------------------------------------
#--------------------------------------------------------------------------
if [[ $curdir == 1 ]]
then
sm64done=$(find ./build/*/* | grep .arm)
else
sm64done=$(find $HOME/src/sm64pi/sm64pc/build/*/* | grep .arm)
fi
echo ""
if [[ $sm64done =~ ".arm" ]]
then
echo "Super Mario 64 RasPi compilation successful!"
echo "You may find it in"
if [[ $curdir == 1 ]]
then
$sm64loc=$(ls ./build/*pc/*.arm)
else
$sm64loc=$(ls $HOME/src/sm64pi/sm64pc/build/*pc/*.arm)
fi
echo $sm64loc
echo ""
echo "Execute compiled Super Mario 64 RasPi?"
read -p "Run game (Y/N): " sm64run
if [[ $sm64run =~ "Y" ]]
then
cd
chmod +x $sm64loc
bash $sm64loc
sleep 1
fi
else
echo "Cannot find compiled sm64*.arm binary..."
echo "Please note of any errors during compilation process and report them to"
echo "https://github.com/sm64pc/sm64pc"
sleep 5
fi
exit

View file

@ -987,11 +987,15 @@ void cur_obj_update(void) {
} else if ((objFlags & OBJ_FLAG_COMPUTE_DIST_TO_MARIO) && gCurrentObject->collisionData == NULL) {
if (!(objFlags & OBJ_FLAG_ACTIVE_FROM_AFAR)) {
// If the object has a render distance, check if it should be shown.
#ifndef NODRAWINGDISTANCE
if (distanceFromMario > gCurrentObject->oDrawingDistance) {
// Out of render distance, hide the object.
gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
gCurrentObject->activeFlags |= ACTIVE_FLAG_FAR_AWAY;
} else if (gCurrentObject->oHeldState == HELD_FREE) {
#else
if (distanceFromMario <= gCurrentObject->oDrawingDistance && gCurrentObject->oHeldState == HELD_FREE) {
#endif
// In render distance (and not being held), show the object.
gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
gCurrentObject->activeFlags &= ~ACTIVE_FLAG_FAR_AWAY;

View file

@ -789,9 +789,13 @@ void load_object_collision_model(void) {
}
}
#ifndef NODRAWINGDISTANCE
if (marioDist < gCurrentObject->oDrawingDistance) {
#endif
gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
#ifndef NODRAWINGDISTANCE
} else {
gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
}
#endif
}

View file

@ -8,11 +8,15 @@
void bub_spawner_act_0(void) {
s32 i;
s32 sp18 = o->oBirdChirpChirpUnkF4;
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 1500.0f) {
#endif
for (i = 0; i < sp18; i++)
spawn_object(o, MODEL_BUB, bhvBub);
o->oAction = 1;
#ifndef NODRAWINGDISTANCE
}
#endif
}
void bub_spawner_act_1(void) {

View file

@ -53,7 +53,9 @@ static void chain_chomp_act_uninitialized(void) {
struct ChainSegment *segments;
s32 i;
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 3000.0f) {
#endif
segments = mem_pool_alloc(gObjectMemoryPool, 5 * sizeof(struct ChainSegment));
if (segments != NULL) {
// Each segment represents the offset of a chain part to the pivot.
@ -81,7 +83,9 @@ static void chain_chomp_act_uninitialized(void) {
cur_obj_unhide();
}
}
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**
@ -359,10 +363,12 @@ static void chain_chomp_act_move(void) {
f32 maxDistToPivot;
// Unload chain if mario is far enough
#ifndef NODRAWINGDISTANCE
if (o->oChainChompReleaseStatus == CHAIN_CHOMP_NOT_RELEASED && o->oDistanceToMario > 4000.0f) {
o->oAction = CHAIN_CHOMP_ACT_UNLOAD_CHAIN;
o->oForwardVel = o->oVelY = 0.0f;
} else {
#endif
cur_obj_update_floor_and_walls();
switch (o->oChainChompReleaseStatus) {
@ -446,7 +452,9 @@ static void chain_chomp_act_move(void) {
o->oGravity = -4.0f;
o->oChainChompTargetPitch = -0x3000;
}
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**

View file

@ -47,10 +47,14 @@ static void cloud_act_spawn_parts(void) {
* Wait for mario to approach, then unhide and enter the spawn parts action.
*/
static void cloud_act_fwoosh_hidden(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2000.0f) {
#endif
cur_obj_unhide();
o->oAction = CLOUD_ACT_SPAWN_PARTS;
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**
@ -58,9 +62,11 @@ static void cloud_act_fwoosh_hidden(void) {
* long enough, blow wind at him.
*/
static void cloud_fwoosh_update(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 2500.0f) {
o->oAction = CLOUD_ACT_UNLOAD;
} else {
#endif
if (o->oCloudBlowing) {
o->header.gfx.scale[0] += o->oCloudGrowSpeed;
@ -95,7 +101,9 @@ static void cloud_fwoosh_update(void) {
}
cur_obj_scale(o->header.gfx.scale[0]);
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**

View file

@ -184,17 +184,23 @@ void bhv_coin_formation_loop(void) {
s32 bitIndex;
switch (o->oAction) {
case 0:
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2000.0f) {
#endif
for (bitIndex = 0; bitIndex < 8; bitIndex++) {
if (!(o->oCoinUnkF4 & (1 << bitIndex)))
spawn_coin_in_formation(bitIndex, o->oBehParams2ndByte);
}
o->oAction++;
#ifndef NODRAWINGDISTANCE
}
#endif
break;
case 1:
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 2100.0f)
o->oAction++;
#endif
break;
case 2:
o->oAction = 0;

View file

@ -24,12 +24,16 @@ static struct ObjectHitbox sEnemyLakituHitbox = {
* Wait for mario to approach, then spawn the cloud and become visible.
*/
static void enemy_lakitu_act_uninitialized(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2000.0f) {
#endif
spawn_object_relative_with_scale(CLOUD_BP_LAKITU_CLOUD, 0, 0, 0, 2.0f, o, MODEL_MIST, bhvCloud);
cur_obj_unhide();
o->oAction = ENEMY_LAKITU_ACT_MAIN;
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**

View file

@ -42,7 +42,9 @@ void fish_act_spawn(void) {
* If the current level is Secret Aquarium, ignore this requirement.
* Fish moves at random with a max-range of 700.0f.
*/
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < minDistToMario || gCurrLevelNum == LEVEL_SA) {
#endif
for (i = 0; i < schoolQuantity; i++) {
fishObject = spawn_object(o, model, bhvFish);
fishObject->oBehParams2ndByte = o->oBehParams2ndByte;
@ -50,7 +52,9 @@ void fish_act_spawn(void) {
obj_translate_xyz_random(fishObject, 700.0f);
}
o->oAction = FISH_ACT_ACTIVE;
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**

View file

@ -78,7 +78,9 @@ void bhv_goomba_triplet_spawner_update(void) {
// If mario is close enough and the goombas aren't currently loaded, then
// spawn them
if (o->oAction == GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 3000.0f) {
#endif
// The spawner is capable of spawning more than 3 goombas, but this
// is not used in the game
dAngle =
@ -98,11 +100,13 @@ void bhv_goomba_triplet_spawner_update(void) {
}
o->oAction += 1;
#ifndef NODRAWINGDISTANCE
}
} else if (o->oDistanceToMario > 4000.0f) {
// If mario is too far away, enter the unloaded action. The goombas
// will detect this and unload themselves
o->oAction = GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED;
#endif
}
}

View file

@ -72,8 +72,12 @@ void heave_ho_act_3(void) {
}
void heave_ho_act_0(void) {
cur_obj_set_pos_to_home();
#ifndef NODRAWINGDISTANCE
if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY && o->oDistanceToMario < 4000.0f) {
#else
if (find_water_level(o->oPosX, o->oPosZ) < (o->oPosY - 50.0f)) {
#endif
cur_obj_set_pos_to_home();
cur_obj_become_tangible();
cur_obj_unhide();
o->oAction = 1;

View file

@ -295,10 +295,14 @@ void king_bobomb_move(void) {
cur_obj_move_using_fvel_and_gravity();
cur_obj_call_action_function(sKingBobombActions);
exec_anim_sound_state(sKingBobombSoundStates);
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 5000.0f)
#endif
cur_obj_enable_rendering();
#ifndef NODRAWINGDISTANCE
else
cur_obj_disable_rendering();
#endif
}
void bhv_king_bobomb_loop(void) {

View file

@ -14,18 +14,24 @@ void bhv_lll_floating_wood_bridge_loop(void) {
s32 i;
switch (o->oAction) {
case 0:
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2500.0f) {
#endif
for (i = 1; i < 4; i++) {
sp3C = spawn_object_relative(0, (i - 2) * 300, 0, 0, o, MODEL_LLL_WOOD_BRIDGE,
bhvLllWoodPiece);
sp3C->oLllWoodPieceUnkF4 = i * 4096;
}
o->oAction = 1;
#ifndef NODRAWINGDISTANCE
}
#endif
break;
case 1:
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 2600.0f)
o->oAction = 2;
#endif
break;
case 2:
o->oAction = 0;

View file

@ -30,7 +30,9 @@ void fire_bar_spawn_flames(s16 a0) {
}
void fire_bar_act_0(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 3000.0f)
#endif
o->oAction = 1;
}
@ -45,8 +47,10 @@ void fire_bar_act_1(void) {
void fire_bar_act_2(void) {
o->oAngleVelYaw = -0x100;
o->oMoveAngleYaw += o->oAngleVelYaw;
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 3200.0f)
o->oAction = 3;
#endif
}
void fire_bar_act_3(void) {

View file

@ -151,7 +151,9 @@ static void pokey_act_uninitialized(void) {
s32 i;
s16 partModel;
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2000.0f) {
#endif
partModel = MODEL_POKEY_HEAD;
for (i = 0; i < 5; i++) {
@ -170,7 +172,9 @@ static void pokey_act_uninitialized(void) {
o->oPokeyNumAliveBodyParts = 5;
o->oPokeyBottomBodyPartSize = 1.0f;
o->oAction = POKEY_ACT_WANDER;
#ifndef NODRAWINGDISTANCE
}
#endif
}
/**
@ -185,9 +189,11 @@ static void pokey_act_wander(void) {
if (o->oPokeyNumAliveBodyParts == 0) {
obj_mark_for_deletion(o);
#ifndef NODRAWINGDISTANCE
} else if (o->oDistanceToMario > 2500.0f) {
o->oAction = POKEY_ACT_UNLOAD_PARTS;
o->oForwardVel = 0.0f;
#endif
} else {
treat_far_home_as_mario(1000.0f);
cur_obj_update_floor_and_walls();

View file

@ -180,7 +180,11 @@ void bhv_snufit_loop(void) {
void bhv_snufit_balls_loop(void) {
// If far from Mario or in a different room, despawn.
if ((o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)
#ifndef NODRAWINGDISTANCE
|| (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)) {
#else
|| (o->oTimer != 0)) {
#endif
obj_mark_for_deletion(o);
}

View file

@ -54,9 +54,11 @@ static void triplet_butterfly_act_init(void) {
}
static void triplet_butterfly_act_wander(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 1500.0f) {
obj_mark_for_deletion(o);
} else {
#endif
approach_f32_ptr(&o->oTripletButterflySpeed, 8.0f, 0.5f);
if (o->oTimer < 60) {
o->oTripletButterflyTargetYaw = cur_obj_angle_to_home();
@ -82,7 +84,9 @@ static void triplet_butterfly_act_wander(void) {
obj_move_pitch_approach(o->oTripletButterflyTargetPitch, 400);
cur_obj_rotate_yaw_toward(o->oTripletButterflyTargetYaw, random_linear_offset(400, 800));
#ifndef NODRAWINGDISTANCE
}
#endif
}
static void triplet_butterfly_act_activate(void) {

View file

@ -38,19 +38,27 @@ void bhv_bubble_cannon_barrel_loop(void) {
}
void water_bomb_cannon_act_0(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 2000.0f) {
#endif
spawn_object(o, MODEL_CANNON_BARREL, bhvCannonBarrelBubbles);
cur_obj_unhide();
o->oAction = 1;
o->oMoveAnglePitch = o->oWaterCannonUnkFC = 0x1C00;
#ifndef NODRAWINGDISTANCE
}
#endif
}
void water_bomb_cannon_act_1(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario > 2500.0f) {
o->oAction = 2;
} else if (o->oBehParams2ndByte == 0) {
#else
if (o->oBehParams2ndByte == 0) {
#endif
if (o->oWaterCannonUnkF4 != 0) {
o->oWaterCannonUnkF4 -= 1;
} else {

View file

@ -35,7 +35,9 @@ void whirpool_orient_graph(void) {
}
void bhv_whirlpool_loop(void) {
#ifndef NODRAWINGDISTANCE
if (o->oDistanceToMario < 5000.0f) {
#endif
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
// not sure if actually an array
@ -52,10 +54,12 @@ void bhv_whirlpool_loop(void) {
whirpool_orient_graph();
o->oFaceAngleYaw += 0x1F40;
#ifndef NODRAWINGDISTANCE
} else {
o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
gEnvFxBubbleConfig[ENVFX_STATE_PARTICLECOUNT] = 0;
}
#endif
cur_obj_play_sound_1(SOUND_ENV_WATER);

View file

@ -145,7 +145,8 @@ void newcam_init(struct Camera *c, u8 dv)
newcam_intendedmode = newcam_mode;
newcam_modeflags = newcam_mode;
}
static f32 newcam_clamp(f32 value, f32 max, f32 min)
static u8 newcam_clamp(u8 value, u8 min, u8 max)
{
if (value > max)
value = max;
@ -153,6 +154,7 @@ static f32 newcam_clamp(f32 value, f32 max, f32 min)
value = min;
return value;
}
///These are the default settings for Puppycam. You may change them to change how they'll be set for first timers.
void newcam_init_settings(void)
{
@ -702,12 +704,10 @@ void newcam_change_setting(u8 toggle)
newcam_mouse ^= 1;
break;
case 2:
if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250)
newcam_sensitivityX += toggle;
newcam_sensitivityX = newcam_clamp(newcam_sensitivityX + toggle, 10, 250);
break;
case 3:
if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250)
newcam_sensitivityY += toggle;
newcam_sensitivityY = newcam_clamp(newcam_sensitivityY + toggle, 10, 250);
break;
case 4:
newcam_invertX ^= 1;
@ -716,12 +716,10 @@ void newcam_change_setting(u8 toggle)
newcam_invertY ^= 1;
break;
case 6:
if (newcam_aggression > 0 && newcam_aggression < 100)
newcam_aggression += toggle;
newcam_aggression = newcam_clamp(newcam_aggression + toggle, 0, 100);
break;
case 7:
if (newcam_panlevel > 0 && newcam_panlevel < 100)
newcam_panlevel += toggle;
newcam_panlevel = newcam_clamp(newcam_panlevel + toggle, 0, 100);
break;
}
}
@ -824,14 +822,19 @@ void newcam_render_option_text(void)
void newcam_check_pause_buttons()
{
if (gPlayer1Controller->buttonPressed & R_TRIG)
{
if (newcam_option_open == 0)
{
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
#endif
if (newcam_option_open == 0)
newcam_option_open = 1;
}
else
{
#ifndef nosound
play_sound(SOUND_MENU_MARIO_CASTLE_WARP2, gDefaultSoundArgs);
#endif
newcam_option_open = 0;
newcam_save_settings();
}
@ -847,7 +850,7 @@ void newcam_check_pause_buttons()
switch (newcam_option_index)
{
case 0: newcam_option_index++; newcam_option_timer += 10; break;
default: newcam_option_timer += 5; break;
default: newcam_option_timer += 3; break;
}
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
@ -875,7 +878,7 @@ void newcam_check_pause_buttons()
switch (newcam_option_index)
{
case 0: newcam_option_index++; newcam_option_timer += 10; break;
default: newcam_option_timer += 5; break;
default: newcam_option_timer += 3; break;
}
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);

View file

@ -3,7 +3,7 @@
#include "types.h"
#define GFX_POOL_SIZE 6400
#define GFX_POOL_SIZE 64000
extern u16 frameBufferIndex;
extern u32 gGlobalTimer;

View file

@ -51,7 +51,7 @@ extern struct MarioAnimation gDemo;
extern u8 gMarioAnims[];
extern u8 gDemoInputs[];
#define GFX_POOL_SIZE 6400
#define GFX_POOL_SIZE 64000
struct GfxPool {
Gfx buffer[GFX_POOL_SIZE];

View file

@ -2387,6 +2387,13 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
{ TEXT_EXIT_COURSE_FR },
{ TEXT_EXIT_COURSE_DE }
};
u8 textExitGame[][22] ={
{ TEXT_EXIT_GAME },
{ TEXT_EXIT_GAME_FR },
{ TEXT_EXIT_GAME_DE }
};
u8 textCameraAngleR[][24] = {
{ TEXT_CAMERA_ANGLE_R },
{ TEXT_CAMERA_ANGLE_R_FR },
@ -2394,23 +2401,27 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
};
#define textContinue textContinue[gInGameLanguage]
#define textExitCourse textExitCourse[gInGameLanguage]
#define textExitGame textExitGame[gInGameLanguage]
#define textCameraAngleR textCameraAngleR[gInGameLanguage]
#else
u8 textContinue[] = { TEXT_CONTINUE };
u8 textExitCourse[] = { TEXT_EXIT_COURSE };
u8 textExitGame[] = { TEXT_EXIT_GAME };
u8 textCameraAngleR[] = { TEXT_CAMERA_ANGLE_R };
#endif
handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3);
handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Index max raised to 4 from 3
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
print_generic_string(x + 10, y - 2, textContinue);
print_generic_string(x + 10, y - 17, textExitCourse);
print_generic_string(x + 10, y - 33, textExitGame);
if (index[0] != 3) {
print_generic_string(x + 10, y - 33, textCameraAngleR);
if (index[0] != 4) {
print_generic_string(x + 10, y - 48, textCameraAngleR);
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
create_dl_translation_matrix(MENU_MTX_PUSH, x - X_VAL8, (y - ((index[0] - 1) * yIndex)) - Y_VAL8, 0);
@ -2420,8 +2431,8 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) {
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
}
if (index[0] == 3) {
render_pause_camera_options(x - 42, y - 42, &gDialogCameraAngleIndex, 110);
if (index[0] == 4) {
render_pause_camera_options(x - 42, y - 57, &gDialogCameraAngleIndex, 110);
}
}
@ -2662,7 +2673,7 @@ s16 render_pause_courses_and_castle(void) {
gDialogBoxState = DIALOG_STATE_OPENING;
gMenuMode = -1;
if (gDialogLineNum == 2) {
if (gDialogLineNum == 2 || gDialogLineNum == 3) {
num = gDialogLineNum;
} else {
num = 1;
@ -2949,11 +2960,13 @@ void render_course_complete_lvl_info_and_hud_str(void) {
#if defined(VERSION_JP) || defined(VERSION_SH)
#define TXT_SAVECONT_Y 2
#define TXT_SAVEQUIT_Y 18
#define TXT_CONTNOSAVE_Y 38
#define TXT_SAVE_EXIT_GAME_Y 38
#define TXT_CONTNOSAVE_Y 54
#else
#define TXT_SAVECONT_Y 0
#define TXT_SAVEQUIT_Y 20
#define TXT_CONTNOSAVE_Y 40
#define TXT_SAVE_EXIT_GAME_Y 40
#define TXT_CONTNOSAVE_Y 60
#endif
#ifdef VERSION_EU
@ -2975,28 +2988,39 @@ void render_save_confirmation(s16 x, s16 y, s8 *index, s16 sp6e)
{ TEXT_SAVE_AND_QUIT_FR },
{ TEXT_SAVE_AND_QUIT_DE }
};
u8 textSaveExitGame[][26] = { // New function to exit game
{ TEXT_SAVE_EXIT_GAME },
{ TEXT_SAVE_EXIT_GAME_FR },
{ TEXT_SAVE_EXIT_GAME_DE }
};
u8 textContinueWithoutSaveArr[][27] = {
{ TEXT_CONTINUE_WITHOUT_SAVING },
{ TEXT_CONTINUE_WITHOUT_SAVING_FR },
{ TEXT_CONTINUE_WITHOUT_SAVING_DE }
};
#define textSaveAndContinue textSaveAndContinueArr[gInGameLanguage]
#define textSaveAndQuit textSaveAndQuitArr[gInGameLanguage]
#define textSaveExitGame textSaveExitGame[gInGameLanguage]
#define textContinueWithoutSave textContinueWithoutSaveArr[gInGameLanguage]
s16 xOffset = get_str_x_pos_from_center(160, textContinueWithoutSaveArr[gInGameLanguage], 12.0f);
#else
u8 textSaveAndContinue[] = { TEXT_SAVE_AND_CONTINUE };
u8 textSaveAndQuit[] = { TEXT_SAVE_AND_QUIT };
u8 textSaveExitGame[] = { TEXT_SAVE_EXIT_GAME };
u8 textContinueWithoutSave[] = { TEXT_CONTINUE_WITHOUT_SAVING };
#endif
handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3);
handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Increased to '4' to handle Exit Game
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
print_generic_string(TXT_SAVEOPTIONS_X, y + TXT_SAVECONT_Y, textSaveAndContinue);
print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVEQUIT_Y, textSaveAndQuit);
print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVE_EXIT_GAME_Y, textSaveExitGame);
print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_CONTNOSAVE_Y, textContinueWithoutSave);
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);

View file

@ -1,4 +1,5 @@
#include <ultra64.h>
#include <stdbool.h>
#include "sm64.h"
#include "seq_ids.h"
@ -27,6 +28,9 @@
#include "level_table.h"
#include "course_table.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
#include "pc/cliopts.h"
@ -1020,20 +1024,33 @@ s32 play_mode_paused(void) {
raise_background_noise(1);
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
set_play_mode(PLAY_MODE_NORMAL);
} else {
}
// Exit level
else if (gPauseScreenMode == 2) {
if (gDebugLevelSelect) {
fade_into_special_warp(-9, 1);
} else {
}
else {
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
gSavedCourseNum = COURSE_NONE;
}
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
} // end of gPauseScreenMode == 2 for "EXIT COURSE" option
if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
//configfile_save(CONFIG_FILE);
exit(0); // Appears to automatically save config on exit!
}
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
// }
return 0;
}

View file

@ -1,4 +1,5 @@
#include <ultra64.h>
#include <stdbool.h>
#include "prevent_bss_reordering.h"
#include "sm64.h"
#include "gfx_dimensions.h"
@ -27,9 +28,12 @@
#include "level_table.h"
#include "dialog_ids.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
// TODO: put this elsewhere
enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE };
enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
static struct Object *sIntroWarpPipeObj;
static struct Object *sEndPeachObj;
@ -254,16 +258,26 @@ void handle_save_menu(struct MarioState *m) {
// mario_finished_animation(m) ? (not my file, not my problem)
if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) {
// save and continue / save and quit
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
save_file_do_save(gCurrSaveFileNum - 1);
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
fade_into_special_warp(-2, 0); // reset game
}
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
//configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting
//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
//fade_into_special_warp(-2, 0); // do the reset game thing
exit(0); // exit after saving game
}
}
// not quitting
if (gSaveOptSelectIndex != SAVE_OPT_SAVE_AND_QUIT) {
if (gSaveOptSelectIndex != SAVE_OPT_SAVE_EXIT_GAME) {
disable_time_stop();
m->faceAngle[1] += 0x8000;
// figure out what dialog to show, if we should

View file

@ -527,11 +527,15 @@ void set_object_visibility(struct Object *obj, s32 dist) {
f32 objY = obj->oPosY;
f32 objZ = obj->oPosZ;
#ifndef NODRAWINGDISTANCE
if (is_point_within_radius_of_mario(objX, objY, objZ, dist) == TRUE) {
#endif
obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
#ifndef NODRAWINGDISTANCE
} else {
obj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
}
#endif
}
/**

View file

@ -22,6 +22,7 @@
#include "gd_math.h"
#include "shape_helper.h"
#include "config.h"
#include "gfx_dimensions.h"
#define MAX_GD_DLS 1000
@ -2326,7 +2327,7 @@ void start_view_dl(struct ObjView *view) {
uly = lry - 1.0f;
}
gDPSetScissor(next_gfx(), G_SC_NON_INTERLACE, ulx, uly, lrx, lry);
// gDPSetScissor(next_gfx(), G_SC_NON_INTERLACE, ulx, uly, lrx, lry); // N64 only
gSPClearGeometryMode(next_gfx(), 0xFFFFFFFF);
gSPSetGeometryMode(next_gfx(), G_LIGHTING | G_CULL_BACK | G_SHADING_SMOOTH | G_SHADE);
if (view->flags & VIEW_ALLOC_ZBUF) {
@ -2985,9 +2986,9 @@ void update_cursor(void) {
reset_dlnum_indices(sHandShape->gdDls[gGdFrameBuf]);
if (gGdCtrl.btnApressed) {
gd_put_sprite((u16 *) gd_texture_hand_closed, sHandView->upperLeft.x, sHandView->upperLeft.y, 0x20, 0x20);
gd_put_sprite((u16 *) gd_texture_hand_closed, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20);
} else {
gd_put_sprite((u16 *) gd_texture_hand_open, sHandView->upperLeft.x, sHandView->upperLeft.y, 0x20, 0x20);
gd_put_sprite((u16 *) gd_texture_hand_open, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20);
}
gd_enddlsplist_parent();

View file

@ -130,9 +130,11 @@ static void gfx_sdl_init(void) {
if (configFullscreen) {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
sdl_displaymode.w, sdl_displaymode.h, window_flags);
SDL_ShowCursor(SDL_DISABLE);
} else {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
SDL_ShowCursor(SDL_ENABLE);
}
SDL_GL_CreateContext(wnd);