Commit graph

191 commits

Author SHA1 Message Date
Prince Frizzy
756719bb81
Hopefully fix GCC error. (#294) 2023-02-22 20:27:28 -05:00
Prince Frizzy
5e95fb14f1
Sanity checks for the .bhv system (#293)
* Barebones fix.

* Sanity checks for the .bhv system.

* Two more sanity checks.
2023-02-22 15:12:09 -05:00
Sonicxryan
f6fcf65ed2
Updated Waluigi Model (#261)
* Updated Waluigi Model

Waluigi model

* Add files via upload

* Few Waluigi Animations

* Revert "Few Waluigi Animations"

This reverts commit ba0a554290a021d8ee5b694cc52ff1b2cd94e9c9.
2023-02-21 01:43:52 -05:00
Agent X
35f7caecc1
Improvements and optional tweaks (#263)
- Added visibleToEnemies to invisible fields
- Added cur_obj_set_billboard_if_vanilla_cam() which makes trees only billboard if free camera is off
- Added RespawnShellBoxes to gBehaviorValues
- Added pauseExitAnywhere to gLevelValues
- Disabled the power meter chime playing on the main menu whenever disconnecting from a server with low health
2023-02-08 10:51:07 -05:00
Agent X
aa56972a8d
Add more 2 cycle symbols (#255) 2023-01-31 07:33:09 -05:00
Isaac0-dev
0b6f0dcf0e
Give Lua mods access to a form of level script preprocessing (#258)
* Give Lua mods access to a form of level script preprocessing

* Disable acts setting
2023-01-31 07:24:56 -05:00
Agent X
85afeb6402
Expose title screen geo functions to DynOS (#246)
* Expose title screen level/geo stuff

* Move builtin defines
2022-12-17 19:28:19 +01:00
PeachyPeach
c2d1c85299
Fix capital letters not properly replaced by Dynos texture packs (#234) 2022-11-14 17:26:45 -05:00
PeachyPeach
a8e397047a
CAP color; near/far warning fix (#214)
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
2022-10-30 17:30:40 -07:00
Agent X
9ca16d9b44
Add gsSPCullDisplayList to DynOS (#208)
Another quirky Fast64 thing that is literally never used anywhere else
2022-10-18 15:35:11 -07:00
Agent X
8c23221187
Touch up (#205) 2022-10-01 01:51:00 -04:00
wRadion
e4e9c02d51
Added warp_to_warpnode function (#157)
* Added warp to warp node function

* Added generated docs

* Restored Makefile (will put in other branch)
2022-09-30 20:02:34 -07:00
Agent X
567e702e98
Update dynos_bin_read.cpp (#198)
Added an extra ".inc" to the room.inc.c check so things like "mushroom" don't get flagged as rooms
2022-09-19 19:36:10 -07:00
PeachyPeach
6449b7d578
Complete color palettes; gfx macros (#191) 2022-09-18 17:30:13 -07:00
wRadion
94d5dfcf10
Scrolling textures (continued) (#175)
* Handle scroll targets as dynamic array + some error handling

* Remove the need to call init (clean automatically scroll targets)

* Free iteratively instead of recursive

* Added comments + handled some potential errors

* Completed comments

* Remove debug print
2022-09-12 19:57:28 -07:00
Agent X
a1953afd1c
SURFACE_RAYCAST (#177)
* SURFACE_RAYCAST

* Exclude from camera collision
2022-09-12 19:56:24 -07:00
wRadion
44bbd23f83
Handle RM_Scroll_Texture and editor_Scroll_Texture behaviors from RM2C hacks (#173) 2022-08-25 17:46:33 -07:00
Emerald Lockdown
748b7e9134
Added warp_to_start_level function (#154)
* Added `warp_to_start_level` function

* Fix include things
2022-08-25 17:27:05 -07:00
Agent X
9d0a61450b
gsDPSetTextureFilter, refactoring and o.header.gfx.skipInViewCheck (#147)
* Add gsDPSetTextureFilter to DynOS symbols

* Refactor code and fix 2 year oversight

Refactored the main menu background code, now uses vec3f_set instead of manually setting every vector

Also finally fixed the bug where you load in with only 3 lives, this has been in coop for 2 years now and was likely made as a test for syncing live count and was never reversed.

* add skipInViewCheck to GraphNodeObject

* Remove idle set

Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
2022-08-11 01:23:54 -07:00
MysterD
165a7dd68a Fix up includes for clang 2022-08-05 20:55:31 -07:00
MysterD
0fba458465 Enforce type lengths for bin compression 2022-08-05 19:12:57 -07:00
MysterD
4794c2e130 added more info to uncompress error 2022-08-05 18:43:45 -07:00
MysterD
5d1aa7ea6d Display uncompress error 2022-08-05 18:04:33 -07:00
MysterD
9fab95a6e5 Prevent double free in DynOS compression code 2022-08-05 15:10:00 -07:00
PeachyPeach
f0c6668423
DynOS Bin Compression (#131) 2022-06-25 00:52:53 -07:00
MysterD
3b626845e1 Refactor sync objects, move syncIds to u32 2022-06-06 19:13:04 -07:00
MysterD
946f16329c Added ability to have completely custom levels that don't override anything 2022-06-05 21:55:31 -07:00
Isaac0-dev
a40c3cf121
Raspberry Pi Support (#117) 2022-06-05 19:40:21 -07:00
MysterD
c95de7fe87 Allowed LEVEL_ENDING to be overridden by DynOS 2022-06-02 22:06:33 -07:00
MysterD
091437c430 More custom bhv cleanup 2022-06-02 19:33:28 -07:00
MysterD
b2bdf8859c Cleanup ; recursive descent fixes ; fixed behavior override comparisons
Moved dynos parsing for bhvs and models to a common file
Fixed recursive descent to correctly parse the entire expression
Adjusted bhv generation to use recursive descent
Switched all known behavior comparisons to the overridden versions
Fixed issue with Chain Chomp in star road
2022-06-02 19:07:43 -07:00
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