* Proof of concept for loading rom assets at runtime
* Added skybox textures
* Adjusted format
* Load all texture assets from rom
* Adjusted rom asset loading
* Load all Vtx lists from rom
* clean up toad, wario and his cap conflicts
* Load sound samples from rom
* fix toad sounds
* Loaded sequences from rom
* Load collisions from rom
* Object animations are now loaded from the rom
* Load player animations from rom
* Load goddard anims from rom
* whoops
* fix some compile errors
* drag and drop rom checker, everything works now.
* fix errors due to merge conflicts
* fix compile errors on windows, switch to md5
* fix vertex colors during load
Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com>
* Load dialogs from rom
* Loaded course/act names from rom
* Loaded ingame text from rom
* rerun autogen & blacklist smlua_text_utils_init
* fix ttc_seg7_vertex_0700B238 colors
---------
Co-authored-by: MysterD <myster@d>
Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
Added CAP color part; Player's cap no longer uses the SHIRT color
Added METAL color as an alias of CAP color; Metal characters now uses the CAP color to tint the metal texture (was SHIRT color)
Fixed the cap inside color (was HAIR color)
Fixed the near/far warning
* Support for more granular player colors
You can now configure RGB values for shirt, pants, gloves, and shoes.
Due to some limitations, configuring shoes does nothing at the moment.
* Remove paletteIndex and friends
Restructured and filled in some remaining code to account for that.
* Add Edit Palette panel to Player panel
* Change PlayerPalette contents to an enum-indexed array, remove shoes
This gets rid of all the hokey code doing switch cases on the
different parts.
* Fix goof with player model selection box
Should actually have affect now even if a custom palette is being used.
* Fix gap in player color display list commands
The extra space was leftover from when I was trying to get shoes
working. Forgot to clean it up.
* Standardize PlayerParts enum, including for lua constants autogen
* djui_panel_player.c: Properly hook sending palette changes on unpause
Editing the palette and then unpausing should send out the packet to
everyone with the new palette changes (and update the palette preset
selection box), but since we weren't hooking that situation before, it
would stay changed only for you. You would have had to press the Back
button for it to work right.
* Allow Lua mods to continue using `paletteIndex`, `overridePaletteIndex`
This lets mod code like this still work unchanged:
if s.team == 2 then
np.overridePaletteIndex = 7
elseif s.team == 1 then
np.overridePaletteIndex = 15
else
np.overridePaletteIndex = np.paletteIndex
end
It's essentially faked, and would work strangely if the value of either
variable was inspected more closely directly. This should at least
handle the typical use case, though.
Every frame, `overridePaletteIndex` is checked to see if it was modified
from its previous value. If so, `overridePalette` is set to the preset
corresponding to the index. `paletteIndex` contains a special value that
when used to assign to `overridePaletteIndex`, it copies `palette` into
`overridePalette` to restore the real colors, which of course may not
follow the presets at all.
* characters.h: Pack `PlayerPalette` to eliminate size differences between computers
* mario_misc.c: Remove remaining "TODO GAG"