Commit graph

63 commits

Author SHA1 Message Date
Sunk
ffc06db874
Unhardcoded floor and ceiling limits (#179)
* 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
2022-09-12 19:58:01 -07:00
Agent X
215a8402bf
Add character head glyphs to gTextures (#167) 2022-08-25 17:38:34 -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
b3923f0b5f Re-ran autogen 2022-08-07 15:26:32 -07:00
TheGag96
dc3ca7c76d
Arbitrary shirt, pants, glove colors + settings menu (#145)
* 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"
2022-08-07 15:13:19 -07:00
MysterD
c214acb33f Change fixCollisionBugs from server setting to mod setting 2022-06-25 01:26:53 -07:00
MysterD
946f16329c Added ability to have completely custom levels that don't override anything 2022-06-05 21:55:31 -07:00
MysterD
5424b1bb69 Close modfile at the correct time when downloading 2022-06-04 17:58:36 -07:00
MysterD
a8c11109ad Unhardcode castle cannon grate star requirement 2022-06-02 21:19:53 -07:00
MysterD
8c92885a7b Whoops, forgot to save 2022-06-02 19:50:41 -07:00
MysterD
e40fe57860 Unhardcoded more bowling ball values 2022-06-02 19:45:01 -07:00
MysterD
091437c430 More custom bhv cleanup 2022-06-02 19:33:28 -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
59a36149fe Update autogen 2022-06-01 01:00:21 -07:00
MysterD
9fd309de56 Added server setting toggle for 'surface cucking' and 'exposed ceilings' vanilla bugs 2022-05-31 01:29:48 -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
MysterD
c7cfa1be54 Merge branch 'audio' into unstable 2022-05-08 16:41:05 -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
725e26fe83 Make bass sound interface easier to handle 2022-05-08 04:04:14 -07:00
PeachyPeach
68e1b72b99
3-digits orange numbers; Fixed red coins and secrets bugs; Correct red coins display during pause (#82)
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.
2022-05-07 19:09:37 -07:00
PeachyPeach
6726a6280a
Changes in level_info; play_transition; dev-only warp command; bug fix for moving sounds played via lua (#69)
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.
2022-04-26 13:48:50 -07:00
MysterD
71105833c5 Made specialTripleJump a field of MarioState instead of a global 2022-04-23 00:35:49 -07:00
MysterD
5cfef9abb3 Added gActiveMods global to lua 2022-04-22 18:44:59 -07:00
MysterD
4b63a16056 Added passes_pvp_interaction_checks() 2022-04-20 18:27:34 -07:00
MysterD
18d7140954 Add headPos to marioBodyState 2022-04-20 18:21:36 -07:00
MysterD
2347ab61c1 Added HOOK_ON_OBJECT_RENDER 2022-04-19 22:36:47 -07:00
MysterD
fbce5f23c6 Added ability to set a level to skip credits, fixed SM74 bugs 2022-04-15 18:33:10 -07:00
MysterD
958b04378c Add exit castle warp params to Lua 2022-04-10 02:29:44 -07:00
MysterD
c75e71f24e Unhardcoded all behavior dialogs, allowed replacement of dialogs 2022-04-09 19:50:50 -07:00
MysterD
defb7dc830 Made trajectories overridable from Lua 2022-04-08 23:01:41 -07:00
MysterD
ef63435bc1 Un-hardcoded vanilla trajectories 2022-04-08 21:01:17 -07:00
MysterD
72584d5552 Refactored StarPositions 2022-04-08 19:46:01 -07:00
MysterD
37367a9756 Made the entry level configurable by Lua 2022-04-08 19:39:22 -07:00
MysterD
6a7712b1c8 Allow Lua to adjust default star spawn positions 2022-04-08 00:37:20 -07:00
MysterD
2115e4358d Fix compile errors / run autogen 2022-03-29 21:12:42 -07:00
MysterD
de048928ce Added ability for Lua mods to adjust gServerSettings 2022-03-26 01:08:15 -07:00
MysterD
033b11ac22 Make new timers immutable 2022-03-25 21:39:03 -07:00
Prince Frizzy
a89aa6ced8
A load of fixes and cleanup.. (#39)
Red Coins will now properly play the cutscene for who collected the last red coin.
Secrets will now properly play the cutscene for who collected the last secret.
Treasure Chests will now only play the star cutscene for the person who opened the last chest.
Properly named some unknown Treasure Chest fields.
The Chain Chomp Chain should now properly be despawned for late joiners.
Improved the Big Boo's Haunt Merry-Go-Round checks for Mario.
2022-03-22 19:50:13 -07:00
Prince Frizzy
84aa5ad890
Fixes for multiple players getting a star cutscene, Even if they didn't spawn it. (#22)
* Fix up star cutscene issues.
2022-03-13 00:22:48 -08:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD
08d4818ba7 Added Lua definitions for autocomplete in visual studio code 2022-03-12 21:28:57 -08:00
MysterD
497a250476 Allowed Lua mods to override player models and palettes 2022-03-10 18:23:25 -08:00
MysterD
4638ff6f22 Added the ability to set surface collisions on custom behaviors 2022-03-09 23:02:20 -08:00
MysterD
d03aacc144 Added ability for Lua to spawn non-synchronized objects 2022-03-09 21:25:34 -08:00
MysterD
1b99e22848 Added the ability to spawn particles from Lua
Added particles to football
Increased the object cap for particles
2022-03-09 21:25:07 -08:00
MysterD
c2177b4eec Add collision_find_surface_on_ray() 2022-03-05 14:24:58 -08:00
MysterD
e4f72105a3 Update Lua documentation autogeneration 2022-03-04 22:22:31 -08:00
MysterD
a87116a632 Add networking for custom behaviors 2022-03-04 20:03:00 -08:00
MysterD
3bc80ad7be Add object animations to Lua, add CPointer allowlist 2022-03-03 18:31:45 -08:00
MysterD
3ad6c721dc Initial custom behavior commit 2022-03-03 01:04:15 -08:00