mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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6726a6280a
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. |
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.github/ISSUE_TEMPLATE | ||
actors | ||
assets | ||
autogen | ||
bin | ||
data | ||
developer | ||
docs/lua | ||
doxygen | ||
include | ||
levels | ||
lib | ||
misc | ||
mods | ||
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 | ||
grind.log | ||
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.