Commit graph

160 commits

Author SHA1 Message Date
Prince Frizzy
40e1fa9e58
Added a full new custom behavior system (#124) 2022-06-02 12:19:54 -07:00
MysterD
7e7833f676 Unhardcoded more values ; generated more tex files ; special set home function ; fixed lua bhv bugs
Unhardcoded KingBobomb values, Mips values, star dialog values
Generated tex files when they're of the form levels/XXX/NUMBER
Now lua behaviors can call cur_obj_set_home_once() to set home correctly
Lua behaviors are now overridden correctly when created through spawn infos
Behavior checks now translate to the overridden behavior before checking
2022-06-01 23:04:21 -07:00
MysterD
23d7c83267 Fix mac compile 2022-05-28 21:09:27 -07:00
MysterD
867cc65605 Allow set_mario_colors on any layer, add recursive descent to geo parsing, fix color flashing in Arena 2022-05-28 01:26:40 -07:00
PeachyPeach
4fbafc2708
Fixed various audio bugs; DynOS can now detect texture duplicates to decrease generated bin files size (#110)
Fixed the following audio bugs:
    Bug: Rom-hacks sequences don't seem to be affected by volume scaling and
         muting
    Fix: Force the BGM sequences to follow the vanilla behavior:
        Volume can't go higher than default volume
        Volume is reduced to 31% when the game is paused
        Audio is stopped when the game is paused outside the Castle levels
    Bug: (Pointed out by Draco) Mario's voice clips are not replaced by the
         player's character's in the following instances: fall to death
         barrier, "here we go" in the ending cutscene, "let's a go"
         after selecting a star, "okey dokey" after starting the game.
    Fix: The first two ones now call
         play_character_sound(m, CHAR_SOUND_...) instead of
         play_sound(SOUND_MARIO_..., pos). The last two ones couldn't be
         fixed the same way for two reasons: First, the corresponding sounds
         were not referenced in the sound table, second, the sound played is
         always cut-off after a few frames (due to how sm64 resets the sound
         banks after loading a level).

Added SOUND_*_LETS_A_GO and SOUND_*_OKEY_DOKEY sounds for each playable
    character as Bass samples.
    Character Bass sounds work the same way as vanilla sounds (i.e. can be
    played with play_character_sound), but they cannot be prematurely stopped
    by sm64 sound banks shenanigans.
    This fixes the cut-off for both the star select and the castle grounds
    entry, plays the sound corresponding to the player's character, and doesn't
    need to extend or edit the sound table.

DynOS can detect texture duplicates when generating a bin or lvl file.
    When a duplicate is detected, the name of the original texture node is
    written instead of the whole PNG data, decreasing significantly the
    resulting file size.
2022-05-19 16:40:45 -07:00
PeachyPeach
27db236b5d
Various bug fixes + Added is_game_paused() and more background music functions to lua (#93)
Bug: DynOS models with animations cannot swap animations if they are
     loaded via lua (smlua_model_util_get_id and
     obj_set_model_extended).
Fix: DynOS_Actor_GetActorGfx takes a graph node instead of a georef,
     and checks for DynosValidActors graph nodes if georef is NULL.

Bug: The game can crash when calling obj_set_model_extended inside a
     HOOK_ON_OBJECT_RENDER hook.
Fix: The crash happens in smlua_model_util_load_with_pool_and_cache_id
     due to pool being NULL. If the game can't allocate an
     AllocOnlyPool object, use DynOS to generate the graph node.

Bug: warp_to_level and similar functions don't trigger HOOK_ON_WARP.
Fix: Call HOOK_ON_WARP hooks in DynOS_Warp_UpdateWarp and
     DynOS_Warp_UpdateExit after level and mario initialization.

Bug: The game sometimes calls HOOK_ON_OBJECT_RENDER hooks for
     unintended objects.
Fix: Initialize hookRender field to 0 when creating an object.

Bug: Actions can't apply gfx offsets to characters that have an anim
     offset (Waluigi, Wario)
Fix: Add m->curAnimOffset to gfx.pos[1] instead of setting it to
     m->pos[1] + m->curAnimOffset, except during the jumbo star
     cutscene.
2022-05-14 14:28:25 -07:00
EmeraldLoc
2a6c0be1bd
Fixed mac compilation (#88) 2022-05-10 21:20:19 -07:00
MysterD
26cc9ee17f Attempt #3 2022-05-09 09:45:14 -07:00
MysterD
739a8c655e Actual fix for crash when disconnecting with custom models in level 2022-05-09 09:28:20 -07:00
MysterD
099a2462ed Fixed crash when disconnecting with custom models in the level 2022-05-09 08:40:18 -07:00
MysterD
d75b0e9133 Started working toward allowing disconnection 2022-05-09 07:27:47 -07:00
PeachyPeach
94c531272f
More rom-hacks globals to lua; more bug fixes (#84)
New gLevelValues exposed to lua:
        pssSlideStarTime: the time limit in frames for PSS-style levels (default: 630)
        pssSlideStarIndex: the index of the star spawned below the time limit for PSS-style levels (default: 1)
        coinsRequiredForCoinStar: number of coins required to spawn the 7th star of a main course (default: 100)
        wingCapDuration: duration in frames of the wing cap (default: 1800)
        metalCapDuration: duration in frames of the metal cap (default: 600)
        vanishCapDuration: duration in frames of the vanish cap (default: 600)
        wingCapDurationTotwc: duration in frames of the wing cap given to the player at the entrance of TOTWC (default: 1200)
        metalCapDurationCotmc: duration in frames of the metal cap given to the player at the entrance of COTMC (default: 600)
        vanishCapDurationVcutm: duration in frames of the vanish cap given to the player at the entrance of VCUTM (default: 600)
    Fixed a bug preventing the level music from restarting after defeating a Boss.
    Fixed some bugs with 3D coins or any model with the geo_rotate_coin function:
        Disable billboard and cylboard attributes.
        Set the pitch and roll to 0 for the model to rotate properly.
        The model no longer rotates every frame (even when the game is paused), but every time the object is updated.
2022-05-08 12:18:25 -07:00
MysterD
f25416d194 Only load DynOS model or texture packs once they're enabled 2022-05-07 18:20:53 -07:00
MysterD
9f410ad161 Fixed custom textures on Windows 2022-05-07 16:39:19 -07:00
MysterD
379d5df5dc Fix various checks for whether or not we should generate tex files 2022-05-07 15:54:27 -07:00
MysterD
cdcbdabb37 Allow Lua to get any vanilla texture 2022-05-07 03:05:25 -07:00
MysterD
ad6642a4bd Add support for custom HUD textures and faster texture packs w/o EXTERNAL_DATA 2022-05-06 22:03:12 -07:00
MysterD
e912636633 Automatically disable billboards on DynOS models with >6 vertices 2022-05-04 00:14:33 -07:00
PeachyPeach
92d3c19c51
[BUG FIX] DynOS Bin Vtx overflow (#79)
Vertex coords are saved as s16 instead of f32 inside DynOS .bin files,
causing unintended overflow for vertex coords outside of the range
[-32768, +32767]. The format cannot be changed without breaking all
existing DynOS models, so, when writing a .bin file, a sentinel value
is added at the top of the vertex buffer for buffers that need f32
coords. If that sentinel is detected during the reading process,
the next vertex coords will be read as f32 instead of s16.
2022-05-02 17:31:29 -07:00
MysterD
36f2b2218d Possible mac compile fix 2022-04-23 15:54:39 -07:00
MysterD
f8b8e80cf6 Revert DynOS auto-disable-billboard 2022-04-23 14:28:02 -07:00
MysterD
592df229b6 Prevent DynOS packs from being enabled then disabled on launch 2022-04-23 03:23:30 -07:00
MysterD
9e33ce39e6 Automatically disable billboards when a DynOS model uses more than 6 vertices 2022-04-23 03:05:16 -07:00
MysterD
f2ca0e18fc Fix crash when toggling dynos packs 2022-04-23 02:22:12 -07:00
MysterD
ba544d6e35 More performance improvements 2022-04-22 20:57:18 -07:00
MysterD
e7cd7ccd6d Fixed finding of renamed custom actors 2022-04-22 18:54:11 -07:00
MysterD
78bda75e45 Massive DynOS refactor for performance/organization 2022-04-19 21:06:18 -07:00
MysterD
8f773ea887 Make DynOS texture lookup use a set for performance 2022-04-19 18:24:26 -07:00
MysterD
2be9f7f0c3 Fix bug in dynos level gen of custom behaviors 2022-04-18 23:13:11 -07:00
MysterD
12ea360360 Display a message on screen when script errors are found 2022-04-16 22:47:16 -07:00
MysterD
1576d92734 Have level scripts prefer their local datanodes 2022-04-16 22:06:38 -07:00
Prince Frizzy
f51f1d6c4a
Merge in small changes. (#63) 2022-04-16 19:12:12 -07:00
MysterD
202315f260 Rewrite of hash/cache system 2022-04-16 13:05:10 -07:00
MysterD
493c5554b2 Stop music on dynos warp 2022-04-15 19:32:53 -07:00
MysterD
295183a0ff Prevent DynOS from attempting to generate lvls when they already exist 2022-04-15 18:24:17 -07:00
MysterD
93beb2001e Prevent generating extra geos for player models, allow referencing mario textures 2022-04-14 21:49:41 -07:00
MysterD
d275cbdd07 Fix buffer overrun 2022-04-13 21:24:38 -07:00
MysterD
1508f07fef Added actor textures to dynos builtin list; added shadow_spike_ext 2022-04-13 19:13:25 -07:00
MysterD
8e20697f4f Change how DynOS generates actors - generate any geolayout that isn't referenced by another 2022-04-13 18:27:21 -07:00
MysterD
2aec9f8e28 Re-fix movtexqc parsing 2022-04-11 22:56:44 -07:00
MysterD
cdb1bbe92a Fix DynOS vertex offset writing 2022-04-11 22:54:36 -07:00
MysterD
e037e3b65e Merge branch 'level-scripts' of github.com:sm64ex-coop-dev/sm64ex-coop into level-scripts 2022-04-11 22:14:20 -07:00
MysterD
a925acba6b Fix for dynos mod actors that replace other actors 2022-04-11 22:14:12 -07:00
MysterD
f2f911e5b0 Clang/mac fixes 2022-04-11 21:43:55 -07:00
Prince Frizzy
91920ea904
Smarter check for texture finding. (#61) 2022-04-11 21:24:35 -07:00
MysterD
456da82f2f Fix how DynOS loads custom actors 2022-04-11 18:15:54 -07:00
MysterD
4a89900a8b Fix error in LOAD_MODEL_FROM_GEO_EXT (level gen) 2022-04-10 16:20:02 -07:00
MysterD
87e772c8ea Fix level compiling with decimals 2022-04-10 14:51:13 -07:00
MysterD
7de32ee5bb Add SM74's geo_choose_area 2022-04-10 03:07:55 -07:00
MysterD
4f9a48620d Allow DynOS to warp to level with castle levels 2022-04-10 01:30:56 -07:00