mirror of
https://github.com/Llennpie/Saturn.git
synced 2025-01-22 07:32:02 -05:00
actually revert the bup update (fr this time)
This commit is contained in:
parent
8049de17df
commit
a5a6e6a5d5
35 changed files with 313565 additions and 153878 deletions
14
.github/workflows/compile.yml
vendored
14
.github/workflows/compile.yml
vendored
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@ -1,6 +1,8 @@
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name: Compile
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on: workflow_dispatch
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on:
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push:
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branches: [ "legacy" ]
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jobs:
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windows:
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@ -18,7 +20,7 @@ jobs:
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run: pacman -S --noconfirm unzip make git mingw-w64-i686-gcc mingw-w64-x86_64-gcc mingw-w64-i686-glew mingw-w64-x86_64-glew mingw-w64-i686-SDL2 mingw-w64-i686-SDL mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL python3 mingw-w64-x86_64-curl mingw-w64-x86_64-jsoncpp
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- name: Build
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run: |
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make -j$(nproc)
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make
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cd build/us_pc
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rm -rf textures text src sound lib levels include data bin assets actors res
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rm -f level_rules.mk
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@ -37,12 +39,10 @@ jobs:
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steps:
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- uses: actions/checkout@v3
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- name: Fetch Dependencies
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run: |
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sudo apt-get update
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sudo apt install -y build-essential git python3 libglew-dev libsdl2-dev curl libcurl4-gnutls-dev libjsoncpp-dev
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run: sudo apt install -y build-essential git python3 libglew-dev libsdl2-dev curl libcurl4-gnutls-dev libjsoncpp-dev
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- name: Build
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run: |
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make -j$(nproc)
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make
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cd build/us_pc
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rm -rf textures text src sound lib levels include data bin assets actors res
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rm -f level_rules.mk
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@ -51,4 +51,4 @@ jobs:
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uses: actions/upload-artifact@v4
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with:
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name: saturn-${{ github.run_number }}-${{ github.job }}
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path: /home/runner/work/Saturn/Saturn/build/us_pc
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path: /home/runner/work/Saturn/Saturn/build/us_pc
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@ -342,6 +342,4 @@ extern const Gfx white_particle_small_dl_end[];
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extern const Gfx white_particle_small_dl[];
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extern const Gfx white_particle_small_unused_dl[];
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#include "mario/geo_header.h"
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#endif
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File diff suppressed because it is too large
Load diff
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@ -1,257 +0,0 @@
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt1[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt2[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt3[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt4[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt5[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt6[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt1_switch_face_opt7[];
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extern const GeoLayout mario_armature_002_switch_option_002[];
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extern const GeoLayout mario_right_hand_open_armature[];
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extern const GeoLayout mario_left_hand_open_armature[];
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extern const GeoLayout mario_left_hand_peace_armature[];
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extern const GeoLayout mario_left_hand_cap_armature[];
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extern const GeoLayout mario_left_hand_wing_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt1[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt2[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt3[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt4[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt5[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt6[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt1_switch_face_opt7[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_armature_002_switch_option_002[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_right_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_left_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_left_hand_peace_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_left_hand_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_jump_mario_left_hand_wing_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt1[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt2[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt3[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt4[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt5[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt6[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1_000_switch_opt0_000_switch_001_opt7[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt1[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_armature_002_switch_option_002[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_right_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_left_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_left_hand_peace_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_left_hand_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2_jump_mario_left_hand_wing_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt2[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_armature_002_switch_option_002[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_right_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_left_hand_open_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_left_hand_peace_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_left_hand_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3_jump_mario_left_hand_wing_cap_armature[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt3[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt1[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt2[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt3[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt4[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt5[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt6[];
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extern const GeoLayout mario_002_switch_opt0_001_switch_opt0_000_switch_opt0_000_switch_001_opt7[];
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extern const GeoLayout mario_geo[];
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extern Lights1 mario_overalls_lights;
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extern Lights1 mario_buttons_lights;
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extern Lights1 mario_cap_lights;
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extern Lights1 mario_hair_lights;
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extern Lights1 mario_f3dlite_material_007_lights;
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extern Lights1 mario_skin_lights;
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extern Lights1 mario_eyes_open_lights;
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extern Lights1 mario_eyes_half_lights;
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extern Lights1 mario_eyes_closed_lights;
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extern Lights1 mario_eyes_custom_lights;
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extern Lights1 mario_eyes_dead_lights;
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extern Lights1 mario_wing_back_002_lights;
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extern Lights1 mario_wing_front_002_lights;
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extern Lights1 mario_gloves_lights;
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extern Lights1 mario_wing_front_001_lights;
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extern Lights1 mario_wing_back_001_lights;
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extern Lights1 mario_shoes_lights;
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extern u8 mario_metal_rgba16[];
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extern u8 mario_saturn_button_mawio_rgba16[];
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extern u8 mario_saturn_emblem_mawio_rgba16[];
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extern u8 mario_saturn_eye_mawio_rgba16[];
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extern u8 mario_saturn_eye_spark_rgba16[];
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extern u8 mario_eye_dead_rgba16[];
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extern u8 mario_mario_wing_tip_rgba16_png_003_rgba16[];
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extern u8 mario_mario_wing_rgba16_png_003_rgba16[];
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extern u8 mario_mario_wing_rgba16_png_002_rgba16[];
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extern u8 mario_mario_wing_tip_rgba16_png_002_rgba16[];
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extern Vtx mario_000_offset_mesh_layer_1_vtx_0[247];
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extern Gfx mario_000_offset_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_001_mesh_layer_1_vtx_0[28];
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extern Gfx mario_000_offset_001_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_001_mesh_layer_1_vtx_1[233];
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extern Gfx mario_000_offset_001_mesh_layer_1_tri_1[];
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extern Vtx mario_000_offset_001_mesh_layer_1_vtx_2[69];
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extern Gfx mario_000_offset_001_mesh_layer_1_tri_2[];
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extern Vtx mario_000_displaylist_mesh_layer_1_vtx_0[367];
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extern Gfx mario_000_displaylist_mesh_layer_1_tri_0[];
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extern Vtx mario_000_displaylist_mesh_layer_1_vtx_1[6];
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extern Gfx mario_000_displaylist_mesh_layer_1_tri_1[];
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extern Vtx mario_000_displaylist_mesh_layer_1_vtx_2[155];
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extern Gfx mario_000_displaylist_mesh_layer_1_tri_2[];
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extern Vtx mario_000_displaylist_mesh_layer_1_vtx_3[165];
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extern Gfx mario_000_displaylist_mesh_layer_1_tri_3[];
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extern Vtx mario_000_displaylist_mesh_layer_1_vtx_4[36];
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extern Gfx mario_000_displaylist_mesh_layer_1_tri_4[];
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extern Vtx mario_002_switch_option_head__no_cap__mesh_layer_1_vtx_0[213];
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extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_tri_0[];
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extern Vtx mario_002_switch_option_head__no_cap__mesh_layer_1_vtx_1[7];
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extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_tri_1[];
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extern Vtx mario_002_switch_option_head__no_cap__mesh_layer_1_vtx_2[61];
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extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_tri_2[];
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extern Vtx mario_002_switch_option_head__no_cap__mesh_layer_1_vtx_3[15];
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extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_tri_3[];
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extern Vtx mario_000_displaylist_001_mesh_layer_4_vtx_0[4];
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extern Gfx mario_000_displaylist_001_mesh_layer_4_tri_0[];
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extern Vtx mario_000_displaylist_001_mesh_layer_4_vtx_1[4];
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extern Gfx mario_000_displaylist_001_mesh_layer_4_tri_1[];
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extern Vtx mario_000_displaylist_002_mesh_layer_4_vtx_0[4];
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extern Gfx mario_000_displaylist_002_mesh_layer_4_tri_0[];
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extern Vtx mario_000_displaylist_002_mesh_layer_4_vtx_1[4];
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extern Gfx mario_000_displaylist_002_mesh_layer_4_tri_1[];
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extern Vtx mario_000_offset_003_mesh_layer_1_vtx_0[105];
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extern Gfx mario_000_offset_003_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_004_mesh_layer_1_vtx_0[83];
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extern Gfx mario_000_offset_004_mesh_layer_1_tri_0[];
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extern Vtx mario_000_displaylist_003_mesh_layer_1_vtx_0[135];
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extern Gfx mario_000_displaylist_003_mesh_layer_1_tri_0[];
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extern Vtx mario_002_switch_option_right_hand_open_mesh_layer_1_vtx_0[185];
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extern Gfx mario_002_switch_option_right_hand_open_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_006_mesh_layer_1_vtx_0[104];
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extern Gfx mario_000_offset_006_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_007_mesh_layer_1_vtx_0[81];
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extern Gfx mario_000_offset_007_mesh_layer_1_tri_0[];
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extern Vtx mario_000_displaylist_004_mesh_layer_1_vtx_0[136];
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extern Gfx mario_000_displaylist_004_mesh_layer_1_tri_0[];
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extern Vtx mario_002_switch_option_left_hand_open_mesh_layer_1_vtx_0[185];
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extern Gfx mario_002_switch_option_left_hand_open_mesh_layer_1_tri_0[];
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extern Vtx mario_004_switch_option_left_hand_peace_mesh_layer_1_vtx_0[218];
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extern Gfx mario_004_switch_option_left_hand_peace_mesh_layer_1_tri_0[];
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extern Vtx mario_005_switch_option_left_hand_cap_mesh_layer_1_vtx_0[128];
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extern Gfx mario_005_switch_option_left_hand_cap_mesh_layer_1_tri_0[];
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extern Vtx mario_005_switch_option_left_hand_cap_mesh_layer_1_vtx_1[24];
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extern Gfx mario_005_switch_option_left_hand_cap_mesh_layer_1_tri_1[];
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extern Vtx mario_005_switch_option_left_hand_cap_mesh_layer_1_vtx_2[137];
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extern Gfx mario_005_switch_option_left_hand_cap_mesh_layer_1_tri_2[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4_vtx_0[12];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4_tri_0[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4_vtx_1[12];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4_tri_1[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_vtx_0[9];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_tri_0[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_vtx_1[120];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_tri_1[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_vtx_2[23];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_tri_2[];
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extern Vtx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_vtx_3[134];
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extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_tri_3[];
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extern Vtx mario_000_displaylist_006_mesh_layer_1_vtx_0[28];
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extern Gfx mario_000_displaylist_006_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_009_mesh_layer_1_vtx_0[87];
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extern Gfx mario_000_offset_009_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_010_mesh_layer_1_vtx_0[44];
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extern Gfx mario_000_offset_010_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_010_mesh_layer_1_vtx_1[90];
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extern Gfx mario_000_offset_010_mesh_layer_1_tri_1[];
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extern Vtx mario_000_offset_010_mesh_layer_1_vtx_2[43];
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extern Gfx mario_000_offset_010_mesh_layer_1_tri_2[];
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extern Vtx mario_000_offset_011_mesh_layer_1_vtx_0[78];
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extern Gfx mario_000_offset_011_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_012_mesh_layer_1_vtx_0[86];
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extern Gfx mario_000_offset_012_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_013_mesh_layer_1_vtx_0[44];
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extern Gfx mario_000_offset_013_mesh_layer_1_tri_0[];
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extern Vtx mario_000_offset_013_mesh_layer_1_vtx_1[89];
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extern Gfx mario_000_offset_013_mesh_layer_1_tri_1[];
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extern Vtx mario_000_offset_013_mesh_layer_1_vtx_2[44];
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extern Gfx mario_000_offset_013_mesh_layer_1_tri_2[];
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extern Vtx mario_000_displaylist_005_mesh_layer_1_vtx_0[78];
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extern Gfx mario_000_displaylist_005_mesh_layer_1_tri_0[];
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extern Gfx mat_mario_overalls[];
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extern Gfx mat_mario_metal_v3_001[];
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extern Gfx mat_revert_mario_metal_v3_001[];
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extern Gfx mat_mario_buttons[];
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extern Gfx mat_mario_cap[];
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extern Gfx mat_mario_hair[];
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extern Gfx mat_mario_f3dlite_material_007[];
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extern Gfx mat_mario_skin[];
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extern Gfx mat_mario_eyes_open[];
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extern Gfx mat_mario_eyes_half[];
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extern Gfx mat_mario_eyes_closed[];
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extern Gfx mat_mario_eyes_custom[];
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extern Gfx mat_mario_eyes_dead[];
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extern Gfx mat_mario_wing_back_002[];
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extern Gfx mat_revert_mario_wing_back_002[];
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extern Gfx mat_mario_wing_front_002[];
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extern Gfx mat_revert_mario_wing_front_002[];
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extern Gfx mat_mario_gloves[];
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extern Gfx mat_mario_wing_front_001[];
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extern Gfx mat_revert_mario_wing_front_001[];
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extern Gfx mat_mario_wing_back_001[];
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extern Gfx mat_revert_mario_wing_back_001[];
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extern Gfx mat_mario_shoes[];
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extern Gfx mario_000_offset_mesh_layer_1[];
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extern Gfx mario_000_offset_mesh_layer_1_mat_override_metal_v3_001_0[];
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extern Gfx mario_000_offset_001_mesh_layer_1[];
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extern Gfx mario_000_offset_001_mesh_layer_1_mat_override_metal_v3_001_0[];
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extern Gfx mario_000_displaylist_mesh_layer_1[];
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extern Gfx mario_000_displaylist_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_mesh_layer_1_mat_override_eyes_half_1[];
|
||||
extern Gfx mario_000_displaylist_mesh_layer_1_mat_override_eyes_closed_2[];
|
||||
extern Gfx mario_000_displaylist_mesh_layer_1_mat_override_eyes_custom_3[];
|
||||
extern Gfx mario_000_displaylist_mesh_layer_1_mat_override_eyes_dead_4[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_mat_override_eyes_half_1[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_mat_override_eyes_closed_2[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_mat_override_eyes_custom_3[];
|
||||
extern Gfx mario_002_switch_option_head__no_cap__mesh_layer_1_mat_override_eyes_dead_4[];
|
||||
extern Gfx mario_000_displaylist_001_mesh_layer_4[];
|
||||
extern Gfx mario_000_displaylist_001_mesh_layer_4_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_002_mesh_layer_4[];
|
||||
extern Gfx mario_000_displaylist_002_mesh_layer_4_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_003_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_003_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_004_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_004_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_003_mesh_layer_1[];
|
||||
extern Gfx mario_000_displaylist_003_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_002_switch_option_right_hand_open_mesh_layer_1[];
|
||||
extern Gfx mario_002_switch_option_right_hand_open_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_006_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_006_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_007_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_007_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_004_mesh_layer_1[];
|
||||
extern Gfx mario_000_displaylist_004_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_002_switch_option_left_hand_open_mesh_layer_1[];
|
||||
extern Gfx mario_002_switch_option_left_hand_open_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_004_switch_option_left_hand_peace_mesh_layer_1[];
|
||||
extern Gfx mario_004_switch_option_left_hand_peace_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_005_switch_option_left_hand_cap_mesh_layer_1[];
|
||||
extern Gfx mario_005_switch_option_left_hand_cap_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4[];
|
||||
extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_4_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1[];
|
||||
extern Gfx mario_006_switch_option_left_hand_wing_cap_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_006_mesh_layer_1[];
|
||||
extern Gfx mario_000_displaylist_006_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_009_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_009_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_010_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_010_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_011_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_011_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_012_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_012_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_offset_013_mesh_layer_1[];
|
||||
extern Gfx mario_000_offset_013_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_000_displaylist_005_mesh_layer_1[];
|
||||
extern Gfx mario_000_displaylist_005_mesh_layer_1_mat_override_metal_v3_001_0[];
|
||||
extern Gfx mario_material_revert_render_settings[];
|
17821
actors/mario/model.inc.c
17821
actors/mario/model.inc.c
File diff suppressed because it is too large
Load diff
|
@ -271,25 +271,28 @@ const GeoLayout castle_geo_001400[] = {
|
|||
GEO_OPEN_NODE(),
|
||||
GEO_CAMERA(13, 0, 2000, 6000, 0, 0, 0, geo_camera_main),
|
||||
GEO_OPEN_NODE(),
|
||||
GEO_BRANCH(1, castle_geo_000F30), // 0x0E000F30
|
||||
GEO_BRANCH(1, castle_geo_000F70), // 0x0E000F70
|
||||
GEO_BRANCH(1, castle_geo_000F88), // 0x0E000F88
|
||||
GEO_BRANCH(1, castle_geo_000FA8), // 0x0E000FA8
|
||||
GEO_BRANCH(1, castle_geo_000FD0), // 0x0E000FD0
|
||||
GEO_BRANCH(1, castle_geo_001000), // 0x0E001000
|
||||
GEO_BRANCH(1, castle_geo_001038), // 0x0E001038
|
||||
GEO_BRANCH(1, castle_geo_001088), // 0x0E001088
|
||||
GEO_BRANCH(1, castle_geo_0010C8), // 0x0E0010C8
|
||||
GEO_BRANCH(1, castle_geo_001110), // 0x0E001110
|
||||
GEO_BRANCH(1, castle_geo_001158), // 0x0E001158
|
||||
GEO_BRANCH(1, castle_geo_0011A8), // 0x0E0011A8
|
||||
GEO_BRANCH(1, castle_geo_001200), // 0x0E001200
|
||||
GEO_BRANCH(1, castle_geo_001260), // 0x0E001260
|
||||
GEO_BRANCH(1, castle_geo_0012C8), // 0x0E0012C8
|
||||
GEO_BRANCH(1, castle_geo_001348), // 0x0E001348
|
||||
GEO_BRANCH(1, castle_geo_0013B8), // 0x0E0013B8
|
||||
GEO_RENDER_OBJ(),
|
||||
GEO_ASM(0, geo_envfx_main),
|
||||
GEO_SWITCH_CASE(17, geo_switch_area),
|
||||
GEO_OPEN_NODE(),
|
||||
GEO_BRANCH(1, castle_geo_000F30), // 0x0E000F30
|
||||
GEO_BRANCH(1, castle_geo_000F70), // 0x0E000F70
|
||||
GEO_BRANCH(1, castle_geo_000F88), // 0x0E000F88
|
||||
GEO_BRANCH(1, castle_geo_000FA8), // 0x0E000FA8
|
||||
GEO_BRANCH(1, castle_geo_000FD0), // 0x0E000FD0
|
||||
GEO_BRANCH(1, castle_geo_001000), // 0x0E001000
|
||||
GEO_BRANCH(1, castle_geo_001038), // 0x0E001038
|
||||
GEO_BRANCH(1, castle_geo_001088), // 0x0E001088
|
||||
GEO_BRANCH(1, castle_geo_0010C8), // 0x0E0010C8
|
||||
GEO_BRANCH(1, castle_geo_001110), // 0x0E001110
|
||||
GEO_BRANCH(1, castle_geo_001158), // 0x0E001158
|
||||
GEO_BRANCH(1, castle_geo_0011A8), // 0x0E0011A8
|
||||
GEO_BRANCH(1, castle_geo_001200), // 0x0E001200
|
||||
GEO_BRANCH(1, castle_geo_001260), // 0x0E001260
|
||||
GEO_BRANCH(1, castle_geo_0012C8), // 0x0E0012C8
|
||||
GEO_BRANCH(1, castle_geo_001348), // 0x0E001348
|
||||
GEO_BRANCH(1, castle_geo_0013B8), // 0x0E0013B8
|
||||
GEO_CLOSE_NODE(),
|
||||
GEO_RENDER_OBJ(),
|
||||
GEO_ASM(0, geo_envfx_main),
|
||||
GEO_CLOSE_NODE(),
|
||||
GEO_CLOSE_NODE(),
|
||||
GEO_CLOSE_NODE(),
|
||||
|
|
|
@ -53,7 +53,7 @@ const LevelScript level_main_menu_entry_1[] = {
|
|||
//SLEEP(/*frames*/ 16),
|
||||
//CLEAR_LEVEL(),
|
||||
//SLEEP_BEFORE_EXIT(/*frames*/ 1),
|
||||
SET_REG(LEVEL_CASTLE_GROUNDS),
|
||||
SET_REG(LEVEL_SA),
|
||||
EXIT_AND_EXECUTE(/*seg*/ 0x15, _scriptsSegmentRomStart, _scriptsSegmentRomEnd, level_main_scripts_entry),
|
||||
};
|
||||
|
||||
|
|
|
@ -112,7 +112,6 @@ const LevelScript level_main_scripts_entry[] = {
|
|||
LOAD_MODEL_FROM_GEO(MODEL_EXPLOSION, explosion_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_DIRT_ANIMATION, dirt_animation_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_CARTOON_STAR, cartoon_star_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_TOAD, toad_geo),
|
||||
FREE_LEVEL_POOL(),
|
||||
CALL(/*arg*/ 0, /*func*/ lvl_init_from_save_file),
|
||||
LOOP_BEGIN(),
|
||||
|
@ -330,6 +329,7 @@ const LevelScript script_func_global_16[] = {
|
|||
LOAD_MODEL_FROM_GEO(MODEL_MIPS, mips_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_BOO_CASTLE, boo_castle_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_LAKITU, lakitu_geo),
|
||||
LOAD_MODEL_FROM_GEO(MODEL_TOAD, toad_geo),
|
||||
RETURN(),
|
||||
};
|
||||
|
||||
|
|
|
@ -787,6 +787,8 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
|
|||
void play_sound(s32 soundBits, f32 *pos) {
|
||||
u8 bank;
|
||||
bank = (soundBits & SOUNDARGS_MASK_BANK) >> SOUNDARGS_SHIFT_BANK;
|
||||
if (bank == 2 && !configVoicesEnabled)
|
||||
return;
|
||||
|
||||
if (bank == 10) return;
|
||||
|
||||
|
|
|
@ -939,8 +939,6 @@ void cur_obj_update(void) {
|
|||
gCurrentObject->oPrevAction = gCurrentObject->oAction);
|
||||
}
|
||||
|
||||
gCurrentObject->oOpacity = 255;
|
||||
|
||||
// Execute the behavior script.
|
||||
gCurBhvCommand = gCurrentObject->curBhvCommand;
|
||||
|
||||
|
@ -993,8 +991,6 @@ void cur_obj_update(void) {
|
|||
obj_update_gfx_pos_and_angle(gCurrentObject);
|
||||
}
|
||||
|
||||
cur_obj_set_model(MODEL_TOAD);
|
||||
|
||||
// Handle visibility of object
|
||||
if (gCurrentObject->oRoom != -1) {
|
||||
// If the object is in a room, only show it when Mario is in the room.
|
||||
|
|
|
@ -266,12 +266,6 @@ void geo_layout_cmd_node_perspective(void) {
|
|||
s16 near = cur_geo_cmd_s16(0x04);
|
||||
s16 far = cur_geo_cmd_s16(0x06);
|
||||
|
||||
// Near clipping
|
||||
// This is a double edged sword:
|
||||
// It allows Mario to get super close to the camera, but messes with the fog
|
||||
if (configEditorNearClipping || gCurrLevelNum == LEVEL_SA)
|
||||
near = 1;
|
||||
|
||||
if (cur_geo_cmd_u8(0x01) != 0) {
|
||||
// optional asm function
|
||||
frustumFunc = (GraphNodeFunc) cur_geo_cmd_ptr(0x08);
|
||||
|
|
|
@ -3198,7 +3198,6 @@ void update_camera(struct Camera *c) {
|
|||
is_camera_moving = false;
|
||||
|
||||
if (machinimaMode) {
|
||||
gLakituState.roll = 16384;
|
||||
if (!machinimaKeyframing && !machinimaCopying) {
|
||||
if (configMCameraMode == 0) {
|
||||
// Better Keyboard Controls
|
||||
|
@ -3411,6 +3410,9 @@ void update_camera(struct Camera *c) {
|
|||
}
|
||||
}
|
||||
}
|
||||
if (cameraRollLeft) gLakituState.roll += camVelRSpeed * 512;
|
||||
if (cameraRollRight) gLakituState.roll -= camVelRSpeed * 512;
|
||||
if (cameraRollLeft || cameraRollRight) is_camera_moving = true;
|
||||
|
||||
c->pos[1] += camVelY;
|
||||
c->focus[1] += camVelY;
|
||||
|
@ -3493,7 +3495,6 @@ void update_camera(struct Camera *c) {
|
|||
mode_mario_camera(c);
|
||||
}
|
||||
} else {
|
||||
gLakituState.roll = 0;
|
||||
if (gMarioState->action == ACT_DEBUG_FREE_MOVE) mode_custom_fly(c);
|
||||
else if (gCurrAreaIndex == 3 && gCurrLevelNum == LEVEL_SA) mode_8_directions_camera(c);
|
||||
else {
|
||||
|
@ -10036,7 +10037,7 @@ BAD_RETURN(s32) cutscene_intro_peach_handheld_shake_off(UNUSED struct Camera *c)
|
|||
}
|
||||
|
||||
BAD_RETURN(s32) intro_pipe_exit_text(UNUSED struct Camera *c) {
|
||||
//create_dialog_box(DIALOG_033);
|
||||
create_dialog_box(DIALOG_033);
|
||||
}
|
||||
|
||||
#ifndef VERSION_JP
|
||||
|
|
|
@ -584,7 +584,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
|
|||
|
||||
if (terrainIndex == 2) {
|
||||
if (m->forwardVel < 28.0f) {
|
||||
mario_set_forward_vel(m, 1000.0f);
|
||||
mario_set_forward_vel(m, 28.0f);
|
||||
}
|
||||
|
||||
if (m->pos[1] >= m->interactObj->oPosY) {
|
||||
|
@ -598,7 +598,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
|
|||
}
|
||||
} else {
|
||||
if (m->forwardVel < 16.0f) {
|
||||
mario_set_forward_vel(m, 1000.0f);
|
||||
mario_set_forward_vel(m, 16.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1222,12 +1222,12 @@ s32 init_level(void) {
|
|||
set_mario_action(gMarioState, ACT_IDLE, 0);
|
||||
} else if (gDebugLevelSelect == 0) {
|
||||
if (gMarioState->action != ACT_UNINITIALIZED) {
|
||||
/*if (save_file_exists(gCurrSaveFileNum - 1)) {
|
||||
if (save_file_exists(gCurrSaveFileNum - 1)) {
|
||||
set_mario_action(gMarioState, ACT_IDLE, 0);
|
||||
} else if (gCLIOpts.SkipIntro == 0 && configSkipIntro == 0) {*/
|
||||
} else if (gCLIOpts.SkipIntro == 0 && configSkipIntro == 0) {
|
||||
set_mario_action(gMarioState, ACT_INTRO_CUTSCENE, 0);
|
||||
val4 = 1;
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -820,102 +820,104 @@ static u32 set_mario_action_airborne(struct MarioState *m, u32 action, u32 actio
|
|||
|
||||
switch (action) {
|
||||
case ACT_DOUBLE_JUMP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 400.0f, 0.25f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 52.0f, 0.25f);
|
||||
m->forwardVel *= 0.8f;
|
||||
break;
|
||||
|
||||
case ACT_BACKFLIP:
|
||||
m->marioObj->header.gfx.unk38.animID = -1;
|
||||
m->forwardVel = -16.0f;
|
||||
set_mario_y_vel_based_on_fspeed(m, 400.0f, 0.0f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
|
||||
break;
|
||||
|
||||
case ACT_TRIPLE_JUMP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 400.0f, 0.0f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 69.0f, 0.0f);
|
||||
m->forwardVel *= 0.8f;
|
||||
break;
|
||||
|
||||
case ACT_FLYING_TRIPLE_JUMP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 500.0f, 0.0f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 82.0f, 0.0f);
|
||||
break;
|
||||
|
||||
case ACT_WATER_JUMP:
|
||||
case ACT_HOLD_WATER_JUMP:
|
||||
if (actionArg == 0) {
|
||||
set_mario_y_vel_based_on_fspeed(m, 300.0f, 0.0f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.0f);
|
||||
}
|
||||
break;
|
||||
|
||||
case ACT_BURNING_JUMP:
|
||||
m->vel[1] = 1000.0f;
|
||||
m->forwardVel = 100.0f;
|
||||
m->vel[1] = 31.5f;
|
||||
m->forwardVel = 8.0f;
|
||||
break;
|
||||
|
||||
case ACT_RIDING_SHELL_JUMP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 300.0f, 0.25f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
|
||||
break;
|
||||
|
||||
case ACT_JUMP:
|
||||
case ACT_HOLD_JUMP:
|
||||
m->marioObj->header.gfx.unk38.animID = -1;
|
||||
set_mario_y_vel_based_on_fspeed(m, 300.0f, 0.25f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
|
||||
m->forwardVel *= 0.8f;
|
||||
break;
|
||||
|
||||
case ACT_WALL_KICK_AIR:
|
||||
case ACT_TOP_OF_POLE_JUMP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 300.0f, 0.0f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
|
||||
if (m->forwardVel < 24.0f) {
|
||||
m->forwardVel = 1000.0f;
|
||||
m->forwardVel = 24.0f;
|
||||
}
|
||||
m->wallKickTimer = 0;
|
||||
break;
|
||||
|
||||
case ACT_SIDE_FLIP:
|
||||
set_mario_y_vel_based_on_fspeed(m, 300.0f, 0.0f);
|
||||
m->forwardVel = 500.0f;
|
||||
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
|
||||
m->forwardVel = 8.0f;
|
||||
m->faceAngle[1] = m->intendedYaw;
|
||||
break;
|
||||
|
||||
case ACT_STEEP_JUMP:
|
||||
m->marioObj->header.gfx.unk38.animID = -1;
|
||||
set_mario_y_vel_based_on_fspeed(m, 200.0f, 0.25f);
|
||||
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
|
||||
m->faceAngle[0] = -0x2000;
|
||||
break;
|
||||
|
||||
case ACT_LAVA_BOOST:
|
||||
m->vel[1] = 1000.0f;
|
||||
m->vel[1] = 84.0f;
|
||||
if (actionArg == 0) {
|
||||
m->forwardVel = 0.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
case ACT_DIVE:
|
||||
fowardVel = 500.0f;
|
||||
if ((fowardVel = m->forwardVel + 15.0f) > 48.0f) {
|
||||
fowardVel = 48.0f;
|
||||
}
|
||||
mario_set_forward_vel(m, fowardVel);
|
||||
break;
|
||||
|
||||
case ACT_LONG_JUMP:
|
||||
m->marioObj->header.gfx.unk38.animID = -1;
|
||||
m->vel[1] = 100.0f;
|
||||
set_mario_y_vel_based_on_fspeed(m, 30.0f, 0.0f);
|
||||
m->marioObj->oMarioLongJumpIsSlow = m->forwardVel > 16.0f ? FALSE : TRUE;
|
||||
|
||||
//! (BLJ's) This properly handles long jumps from getting forward speed with
|
||||
// too much velocity, but misses backwards longs allowing high negative speeds.
|
||||
if ((m->forwardVel *= 1.5f) > 1000.0f) {
|
||||
m->forwardVel = 1000.0f;
|
||||
if ((m->forwardVel *= 1.5f) > 48.0f) {
|
||||
m->forwardVel = 48.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
case ACT_SLIDE_KICK:
|
||||
m->vel[1] = 50.0f;
|
||||
if (m->forwardVel < 500.0f) {
|
||||
m->forwardVel = 500.0f;
|
||||
m->vel[1] = 12.0f;
|
||||
if (m->forwardVel < 32.0f) {
|
||||
m->forwardVel = 32.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
case ACT_JUMP_KICK:
|
||||
m->vel[1] = 50.0f;
|
||||
m->vel[1] = 20.0f;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1254,7 +1256,6 @@ static void cheats_play_as_set_model_and_anims(struct MarioState *m, s32 modelId
|
|||
* Applies the squish to Mario's model via scaling.
|
||||
*/
|
||||
void squish_mario_model(struct MarioState *m) {
|
||||
m->squishTimer += (m->actionTimer * 2);
|
||||
if (m->squishTimer != 0xFF) {
|
||||
// If no longer squished, scale back to default.
|
||||
// Also handles the Tiny Mario and Huge Mario cheats.
|
||||
|
@ -1313,7 +1314,7 @@ void update_mario_button_inputs(struct MarioState *m) {
|
|||
}
|
||||
|
||||
// Don't update for these buttons if squished.
|
||||
/*if (m->squishTimer == 0) {
|
||||
if (m->squishTimer == 0) {
|
||||
if (m->controller->buttonPressed & B_BUTTON) {
|
||||
m->input |= INPUT_B_PRESSED;
|
||||
}
|
||||
|
@ -1325,7 +1326,7 @@ void update_mario_button_inputs(struct MarioState *m) {
|
|||
if (m->controller->buttonPressed & Z_TRIG) {
|
||||
m->input |= INPUT_Z_PRESSED;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
if (m->input & INPUT_A_PRESSED) {
|
||||
m->framesSinceA = 0;
|
||||
|
@ -1347,11 +1348,11 @@ void update_mario_joystick_inputs(struct MarioState *m) {
|
|||
struct Controller *controller = m->controller;
|
||||
f32 mag = ((controller->stickMag / 64.0f) * (controller->stickMag / 64.0f)) * 64.0f;
|
||||
|
||||
//if (m->squishTimer == 0) {
|
||||
// m->intendedMag = mag / 2.0f;
|
||||
//} else {
|
||||
if (m->squishTimer == 0) {
|
||||
m->intendedMag = mag / 2.0f;
|
||||
} else {
|
||||
m->intendedMag = mag / 8.0f;
|
||||
//}
|
||||
}
|
||||
|
||||
if (m->intendedMag > 0.0f) {
|
||||
#ifndef BETTERCAMERA
|
||||
|
@ -1450,11 +1451,23 @@ void update_mario_inputs(struct MarioState *m) {
|
|||
|
||||
debug_print_speed_action_normal(m);
|
||||
|
||||
if (gPlayer1Controller->buttonDown & A_BUTTON && !(gPlayer1Controller->buttonDown & L_TRIG)) {
|
||||
spawn_object(m->marioObj, MODEL_EXPLOSION, bhvExplosion);
|
||||
obj_spawn_yellow_coins(m->marioObj, 100);
|
||||
obj_mark_for_deletion(m->marioObj);
|
||||
}
|
||||
/* Moonjump cheat */
|
||||
if (Cheats.MoonJump == true) {
|
||||
if (gPlayer1Controller->buttonDown & L_TRIG) {
|
||||
m->vel[1] = 40.f;
|
||||
float velFloat = m->vel[1];
|
||||
uint8_t velByte = *((uint8_t *)&velFloat + 2);
|
||||
if (velByte == 0x20) {
|
||||
m->action = ACT_JUMP;
|
||||
}
|
||||
}
|
||||
}/* else {
|
||||
if (gPlayer1Controller->buttonDown & L_TRIG) {
|
||||
spawn_object(m->marioObj, MODEL_EXPLOSION, bhvExplosion);
|
||||
obj_spawn_yellow_coins(m->marioObj, 100);
|
||||
obj_mark_for_deletion(m->marioObj);
|
||||
}
|
||||
}*/
|
||||
|
||||
if (gCameraMovementFlags & CAM_MOVE_C_UP_MODE) {
|
||||
if (m->action & ACT_FLAG_ALLOW_FIRST_PERSON) {
|
||||
|
|
|
@ -1112,7 +1112,7 @@ u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFall
|
|||
m->vel[1] = 0.0f;
|
||||
}
|
||||
|
||||
mario_set_forward_vel(m, -speed * speed);
|
||||
mario_set_forward_vel(m, -speed);
|
||||
break;
|
||||
|
||||
case AIR_STEP_HIT_LAVA_WALL:
|
||||
|
|
|
@ -230,8 +230,8 @@ s32 update_sliding(struct MarioState *m, f32 stopSpeed) {
|
|||
s32 stopped = FALSE;
|
||||
|
||||
s16 intendedDYaw = m->intendedYaw - m->slideYaw;
|
||||
f32 forward = coss(intendedDYaw) * 10;
|
||||
f32 sideward = sins(intendedDYaw) * 10;
|
||||
f32 forward = coss(intendedDYaw);
|
||||
f32 sideward = sins(intendedDYaw);
|
||||
|
||||
//! 10k glitch
|
||||
if (forward < 0.0f && m->forwardVel >= 0.0f) {
|
||||
|
@ -452,17 +452,17 @@ void update_walking_speed(struct MarioState *m) {
|
|||
targetSpeed *= 6.25 / m->quicksandDepth;
|
||||
}
|
||||
|
||||
targetSpeed = 1000.f;
|
||||
|
||||
if (m->forwardVel <= 0.0f) {
|
||||
m->forwardVel += 5.f;
|
||||
m->forwardVel += 1.1f;
|
||||
} else if (m->forwardVel <= targetSpeed) {
|
||||
m->forwardVel += 5.f - m->forwardVel / 43.0f;
|
||||
m->forwardVel += 1.1f - m->forwardVel / 43.0f;
|
||||
} else if (m->floor->normal.y >= 0.95f) {
|
||||
m->forwardVel -= 1.0f;
|
||||
}
|
||||
|
||||
/*if (m->forwardVel > 48.0f) {
|
||||
if (m->forwardVel > 48.0f) {
|
||||
m->forwardVel = 48.0f;
|
||||
}*/
|
||||
}
|
||||
|
||||
/* Handles the "Super responsive controls" cheat. The content of the "else" is Mario's original code for turning around.*/
|
||||
|
||||
|
@ -1623,19 +1623,19 @@ s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2
|
|||
}
|
||||
|
||||
if (m->forwardVel > 32.0f) {
|
||||
m->forwardVel = 1000.0f;
|
||||
m->forwardVel = 32.0f;
|
||||
}
|
||||
if (m->forwardVel < -32.0f) {
|
||||
m->forwardVel = -1000.0f;
|
||||
m->forwardVel = -32.0f;
|
||||
}
|
||||
|
||||
val04 = set_mario_animation(m, animation);
|
||||
if (val04 < arg2) {
|
||||
apply_landing_accel(m, 0.9f);
|
||||
} else if (m->forwardVel >= 0.0f) {
|
||||
mario_set_forward_vel(m, 100.0f);
|
||||
mario_set_forward_vel(m, 0.1f);
|
||||
} else {
|
||||
mario_set_forward_vel(m, -100.0f);
|
||||
mario_set_forward_vel(m, -0.1f);
|
||||
}
|
||||
|
||||
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
||||
|
|
|
@ -309,12 +309,17 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
|
|||
f32 aspect = (f32) gCurGraphNodeRoot->width / (f32) gCurGraphNodeRoot->height;
|
||||
#endif
|
||||
|
||||
guPerspective(mtx, &perspNorm, node->fov, aspect, node->near, node->far, 1.0f);
|
||||
// Near clipping
|
||||
s16 near = node->near;
|
||||
if (configEditorNearClipping || gCurrLevelNum == LEVEL_SA)
|
||||
near = 1;
|
||||
|
||||
guPerspective(mtx, &perspNorm, node->fov, aspect, near, node->far, 1.0f);
|
||||
|
||||
if (gGlobalTimer == node->prevTimestamp + 1 && gGlobalTimer != gLakituState.skipCameraInterpolationTimestamp) {
|
||||
|
||||
fovInterpolated = (node->prevFov + node->fov) / 2.0f;
|
||||
guPerspective(mtxInterpolated, &perspNorm, fovInterpolated, aspect, node->near, node->far, 1.0f);
|
||||
guPerspective(mtxInterpolated, &perspNorm, fovInterpolated, aspect, near, node->far, 1.0f);
|
||||
gSPPerspNormalize(gDisplayListHead++, perspNorm);
|
||||
|
||||
sPerspectivePos = gDisplayListHead;
|
||||
|
|
|
@ -381,8 +381,6 @@ Gfx *create_skybox_facing_camera(s8 player, s8 background, f32 fov,
|
|||
f32 cameraFaceZ = focZ - posZ;
|
||||
s8 colorIndex = 1;
|
||||
|
||||
return NULL;
|
||||
|
||||
if ((gCurrLevelNum == LEVEL_SA && colorIndex == 1 || autoChroma) && use_color_background) {
|
||||
sSkyboxColors[colorIndex][0] = chromaColor.red[0];
|
||||
sSkyboxColors[colorIndex][1] = chromaColor.green[0];
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
|
||||
// FS_BASEDIR is usually defined in the build script
|
||||
#ifndef FS_BASEDIR
|
||||
# define FS_BASEDIR "res_aprilfools"
|
||||
# define FS_BASEDIR "res"
|
||||
#endif
|
||||
|
||||
#ifndef FS_BASEPACK_PREFIX
|
||||
|
|
|
@ -680,7 +680,7 @@ static void gfx_opengl_start_frame(void) {
|
|||
glDisable(GL_SCISSOR_TEST);
|
||||
glDepthMask(GL_TRUE); // Must be set to clear Z-buffer
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
|
|
|
@ -247,7 +247,7 @@ void main_func(void) {
|
|||
#error No rendering API!
|
||||
#endif
|
||||
|
||||
char window_title[96] = "bup";
|
||||
char window_title[96] = "Saturn";
|
||||
|
||||
gfx_init(wm_api, rendering_api, window_title);
|
||||
wm_api->set_keyboard_callbacks(keyboard_on_key_down, keyboard_on_key_up, keyboard_on_all_keys_up);
|
||||
|
|
|
@ -118,7 +118,7 @@ const char *sys_user_path(void) {
|
|||
static char path[SYS_MAX_PATH] = { 0 };
|
||||
|
||||
// get the new pref path from SDL
|
||||
char *sdlpath = SDL_GetPrefPath("", "saturn bup edition");
|
||||
char *sdlpath = SDL_GetPrefPath("", "v64saturn");
|
||||
if (sdlpath) {
|
||||
const unsigned int len = strlen(sdlpath);
|
||||
strncpy(path, sdlpath, sizeof(path));
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
unsigned int bank_sets_file_processor[] = {
|
||||
1,32,3,50,5,50,7,24,
|
||||
9,2,11,44,13,68,15,62,
|
||||
17,151,19,2,21,16,23,48,
|
||||
25,81,27,26,29,20,31,54,
|
||||
33,6,35,24,37,32,39,14,
|
||||
41,36,43,58,45,44,47,58,
|
||||
49,60,51,2,53,81,55,36,
|
||||
57,10,59,62,61,0,63,157,
|
||||
65,81,67,154,69,4,70,71,
|
||||
72,73,74,75,76,77,78,79,
|
||||
113,66,147,83,119,85,125,87,
|
||||
127,124,131,91,147,93,137,95,
|
||||
107,70,111,99,100,101,102,131,
|
||||
136,129,106,111,108,103,110,80,
|
||||
112,131,95,117,116,121,118,121,
|
||||
101,98,122,129,124,86,126,145,
|
||||
122,121,130,147,132,90,134,90,
|
||||
104,105,138,111,140,105,150,125,
|
||||
122,125,146,92,148,113,142,154,
|
||||
12,153,46,20,22,12,62,40,
|
||||
};
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -854,12 +854,16 @@ void saturn_imgui_update() {
|
|||
ImGui::PopItemWidth();
|
||||
ImGui::Checkbox("Smooth###fov_smooth", &camera_fov_smooth);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::SliderFloat("Follow", &camera_focus, 0.0f, 1.0f);
|
||||
if (ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Right)) { camera_focus = 1.f; }
|
||||
saturn_keyframe_popout("k_focus");
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Checkbox("Disable Clipping", &configEditorNearClipping);
|
||||
imgui_bundled_tooltip("Prevents the camera from clipping through Mario and other surfaces; Disable if the level fog goes nuts.");
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
|
|
|
@ -3786,8 +3786,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
|||
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
{
|
||||
text_begin = "bup";
|
||||
text_end = text_begin + 3;
|
||||
if (!text_end)
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
float x = IM_FLOOR(pos.x);
|
||||
|
|
|
@ -29,7 +29,7 @@ extern "C" {
|
|||
|
||||
bool mario_exists;
|
||||
|
||||
bool camera_frozen = false;
|
||||
bool camera_frozen = true;
|
||||
float camera_speed = 0.0f;
|
||||
float camera_focus = 1.f;
|
||||
float camera_savestate_mult = 1.f;
|
||||
|
|
304874
src/saturn/saturn_assets.h
Normal file
304874
src/saturn/saturn_assets.h
Normal file
File diff suppressed because it is too large
Load diff
|
@ -1,5 +1,5 @@
|
|||
#include "saturn_rom_extract.h"
|
||||
#include "assets/saturn_assets.h"
|
||||
#include "saturn_assets.h"
|
||||
#include "saturn.h"
|
||||
|
||||
#include <filesystem>
|
||||
|
|
|
@ -42,9 +42,6 @@ namespace fs = std::filesystem;
|
|||
bool custom_eyes_enabled;
|
||||
bool show_vmario_emblem;
|
||||
|
||||
extern s16 gCutsceneTimer;
|
||||
extern s16 sCutsceneShot;
|
||||
|
||||
/* Loads subfolders into an expression */
|
||||
std::vector<TexturePath> LoadExpressionFolders(std::string FolderPath) {
|
||||
std::vector<TexturePath> folders;
|
||||
|
@ -179,12 +176,6 @@ const void* saturn_bind_texture(const void* input) {
|
|||
|
||||
std::string texName = inputTexture;
|
||||
|
||||
if (gMarioState->action == ACT_INTRO_CUTSCENE && texName.find("segment2") != std::string::npos && gCutsceneTimer < 360 && sCutsceneShot == 0) return inputTexture;
|
||||
|
||||
if (texName == "textures/segment2/segment2.0F458.ia8.png" ||
|
||||
texName == "textures/segment2/segment2.0FC58.ia8.png") return inputTexture;
|
||||
return "actors/toad/toad_face.rgba16.png";
|
||||
|
||||
// Custom model expressions
|
||||
if (current_model.Active && texName.find("saturn_") != std::string::npos) {
|
||||
for (int i = 0; i < current_model.Expressions.size(); i++) {
|
||||
|
@ -333,7 +324,7 @@ const void* saturn_bind_texture(const void* input) {
|
|||
if (texName.find("textures/skyboxes/cloud.") != string::npos)
|
||||
return static_cast<const void*>(stack_to_heap(texName.replace(18, 5, "cloud_floor"))->c_str());
|
||||
|
||||
return "actors/toad/toad_face.rgba16.png";
|
||||
return input;
|
||||
}
|
||||
|
||||
void saturn_copy_file(string from, string to) {
|
||||
|
|
|
@ -275,12 +275,12 @@ Shhh! Please walk\n\
|
|||
quietly in the hallway!"))
|
||||
|
||||
DEFINE_DIALOG(DIALOG_020, 1, 6, 95, 150, _("\
|
||||
Dear bup:\n\
|
||||
\n\
|
||||
Metal pipe falling SFX\n\
|
||||
\n\
|
||||
Dear Mario:\n\
|
||||
Please come to the\n\
|
||||
castle. I've baked\n\
|
||||
a cake for you.\n\
|
||||
Yours truly--\n\
|
||||
bup"))
|
||||
Princess Toadstool"))
|
||||
|
||||
DEFINE_DIALOG(DIALOG_021, 1, 5, 95, 200, _("\
|
||||
Welcome.\n\
|
||||
|
|
Loading…
Reference in a new issue