mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
4fbafc2708
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. |
||
---|---|---|
.github/ISSUE_TEMPLATE | ||
actors | ||
assets | ||
autogen | ||
bin | ||
data | ||
developer | ||
docs/lua | ||
doxygen | ||
include | ||
levels | ||
lib | ||
misc | ||
mods | ||
res | ||
sound | ||
src | ||
text | ||
textures | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
asmdiff.jp.sh | ||
assets.json | ||
c2obj.py | ||
CHANGES | ||
charmap.txt | ||
charmap_menu.txt | ||
credits.txt | ||
diff.py | ||
diff_settings.py | ||
Dockerfile | ||
Doxyfile | ||
dynos.mk | ||
extract_assets.py | ||
first-diff.py | ||
format.sh | ||
Jenkinsfile | ||
Makefile | ||
Makefile.split | ||
obj2c.py | ||
pisetup.sh | ||
README.md | ||
README_es_ES.md | ||
README_pt_BR.md | ||
README_zh_CN.md | ||
rename_sym.sh | ||
SAVE_FORMAT.MD | ||
sm64.eu.sha1 | ||
sm64.jp.sha1 | ||
sm64.ld | ||
sm64.sh.sha1 | ||
sm64.us.sha1 | ||
undefined_syms.txt | ||
util.mk |
sm64ex-coop
Online multiplayer mod for SM64 that synchronizes all entities and every level for multiple players. Fork of sm64pc/sm64ex.
Feel free to report bugs and contribute, but remember, there must be no upload of any copyrighted asset.
Run ./extract_assets.py --clean && make clean
or make distclean
to remove ROM-originated content.
How to Play
Instructions on how to play are available on the wiki.
- The easiest way is to download coop-compiler
Goal (accomplished)
Create a mod for the PC port where multiple people can play online together.
Unlike previous online attempts, this one synchronized enemies and events. This allows player to be interacting with the same world at the same time.