This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it.
added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
* 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>
clean up custom level code
fixed a bug where custom level course numbers weren't used by dynos warps
removed a bunch of unused dynos code
fix demos triggering incorrectly
allowed the right Ctrl key to be used when opening the in game console
fixed a softlock that was possible to experience when talking to the snowman in CCM
fixed the bug where you can permanently lose your cap (bug created by my own PR from beta 32)
fix the moderator feature I made a while back; I am amazed it even worked at all before
fixed dynos warp initial actions being skipped (read ec8aabc for explanation)
completely changed the way star names and course names work
- Add NULL checks to DynOS warps
- Change checks for skipping interpolation on the original title screen for much better ones
- Interactions are no longer processed if you are on the title screen
- Re-add some of the legacy demo code for the original title screen
- Fix disconnecting on the original title screen
- Fix disconnecting on the act select screen
- Fix interpolation crash
* Bring back the demos from vanilla
the demo will activate if you are on the level that demo was meant to be from, and the default amount of time has passed
* clean up a bit and check a few things
* reset the demo input table
* config option/prevent demos playing on player menu
* update demo playing
- keep playing level music after demo finishes
- stop the demo if the player changes main menu level
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.
Added keyboard support to inputbox
Fixed how inputbox text is clipped
Added on_enter_press callback for inputbox
Added ability to set clipboard text
Adjusted how components can be focused, and when they lose focus
Erased most of the text input stuff in controller_keyboard
Disabled major parts of old chat system
Disabled major parts of old menu system
Adds button to the host menu to allow shared lives.
Resolves#37
Buttons are now resizeable. Use gButtonScale.<size> (large, medium, or small).
It could be argued that we don't need the small size. However, it may be beneficial for the future if the menu becomes more complex.
large is the normal default size. Or at least it was the size already being used by sm64ex-coop (0.11111111f)
Note: Buttons for changing menu's should be gButtonScale.large as the menu animation is made for large buttons. To keep consistency it's probably a good idea for buttons that transfer you to a new menu to always be set to large. As such, I didn't feel it necessary to extend this feature to these methods: bhv_menu_button_growing_from_custom and bhv_menu_button_shrinking_to_custom.
Resolves#60
Allows mods to register themselves so that mismatches don't occur. This
does not automagically detect when someone modified the game, so the
mods will have to insert a function like this into their patch:
static void __attribute__((constructor)) _register_this_mod() {
network_register_mod("mod name here");
}