- 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
* A bunch of LUA autogen additions.
- Add support for Vec4f, Vec4s and Mat4 in the autogen.
- Improve error messages for improper argument counts
- Added support for more pointer types in the autogen.
* Fix offsets in sMat4Fields.
* autogen: Rework this at the request of DJ.
In the vanilla game, vanish does only work with walls specifically, and not floors and ceilings. This is because the check for vanish surfaces was only implemented with the walls. So I simply pasted the same code but with the floors and the ceilings.
includes the message string and the mario state of the player
return false to prevent the message from showing (might be possible to make a chat flter with this?)
* Fixed naming from ceil to cell
* Added HOOK_ON_QUICKSAND
* Modified hook and removed weird newlines
* Renamed hook and increased usage
HOOK_ALLOW_QUICKSAND -> HOOK_ALLOW_HAZARD_SURFACE
Now also works on lavaboost.
Suggestion by Agent X. May add this hook to the death barrier check.
* Autogen
* Fixed downwarping to quicksand upon popping
As a side effect though, Mario will no longer snap to the floor upon being popped.
* Unhardcoded ceiling and floor limits
* Revert "Unhardcoded ceiling and floor limits"
* Revert "Revert "Unhardcoded ceiling and floor limits""
This reverts commit 71b2da4c4b898cda73f211620d138b346370d2ce.
* Let's try that again
* 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>
* 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"
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
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.
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.
Modified number_geo to allow it to display orange numbers from 0 to 999.
Edited red coins/secrets code:
Added two fields in the Area struct: numRedCoins and numSecrets
The number of red coins/secrets in every area is computed during level script processing
Removed the useless global gRedCoinsCollected
These changes fix the following bugs:
Wrong sound effect played and incorrect number displayed when there is more than 8 red coins/5 secrets
Desynced red coins/secrets counter when going from an area to another
Remotely spawning red coins/secrets stars in other areas without collecting all red coins/secrets
Pausing the game now shows the correct number of collected red coins / the total number of red coins in the current area.
Improved level_info.c and added functions to LUA:
const char *get_level_name_ascii(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an ascii string. If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_level_name_sm64(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_level_name(s16 courseNum, s16 levelNum, s16 areaIndex):
Shortcut for get_level_name_ascii(courseNum, levelNum, areaIndex, -1).
const char *get_star_name_ascii(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an ascii string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_star_name_sm64(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_star_name(s16 courseNum, s16 starNum):
Shortcut for get_star_name_ascii(courseNum, starNum, -1).
Added play_transition function to LUA.
I chose to copy the function declaration to smlua_misc_utils.h instead of adding area.h
to the autogen tool, as most structures, variables and functions in area.h aren't meant
to be used by LUA scripts.
Added a dev-only warp chat command.
This command signature is /warp [LEVEL] [AREA] [ACT]. Level can be either a number
or a shorthand name (bob, wf, ccm...). Area and Act are numbers.
This command is available only when building the game with DEBUG and DEVELOPMENT.
This command cannot be used if hosting through Discord.
Fixed a bug with moving sounds when they are played via a lua script.
Bug: Moving sounds (including terrain sounds, flying sound, quicksand sound)
are not played correctly when a lua script play them via a call of
play_sound or play_sound_with_freq_scale. This is due to how the moving
sounds are handled internally. They use the f32 pointer provided to the
play_sound functions to decide if the sound must be kept playing,
stopped or restarted. Most of the time, the pointer provided is the
cameraToObject field of Mario's object graph node. Since smlua uses a
circular buffer for Vec3f conversion, this pointer is lost, and the
sound engine can't decide what to do with the sound, resulting in a
weird and incorrect sound effect.
Fix: play_sound and play_sound_with_freq_scale now calls
smlua_get_vec3f_for_play_sound before filling the sound request queue,
to retrieve the correct pointer from the Vec3f provided by smlua.