remove animation dma tables, and provide mods more access to mario animations (#47)
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it. added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
This commit is contained in:
parent
bb34e9f501
commit
0d71c6c12f
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@ -8397,6 +8397,12 @@ function touch_coin_score_age(fileIndex, courseIndex)
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-- ...
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end
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--- @param index integer
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--- @return Animation
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function get_mario_vanilla_animation(index)
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-- ...
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end
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--- @param obj Object
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--- @return string
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function smlua_anim_util_get_current_animation_name(obj)
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@ -13,9 +13,9 @@ extern "C" {
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// Retrieve the current Mario's animation index
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static s32 RetrieveCurrentMarioAnimationIndex(u32 aPlayerIndex) {
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struct MarioAnimDmaRelatedThing *_AnimDmaTable = gMarioStates[aPlayerIndex].animation->animDmaTable;
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for (s32 i = 0; i != (s32) _AnimDmaTable->count; ++i) {
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void *_AnimAddr = _AnimDmaTable->srcAddr + _AnimDmaTable->anim[i].offset;
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static struct MarioAnimDmaRelatedThing *_MarioAnims = (struct MarioAnimDmaRelatedThing *) gMarioAnims;
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for (s32 i = 0; i != (s32) _MarioAnims->count; ++i) {
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void *_AnimAddr = gMarioAnims + _MarioAnims->anim[i].offset;
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if (_AnimAddr == gMarioStates[aPlayerIndex].animation->currentAnimAddr) {
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return i;
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}
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@ -1556,6 +1556,7 @@
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<br />
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- smlua_anim_utils.h
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- [get_mario_vanilla_animation](functions-4.md#get_mario_vanilla_animation)
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- [smlua_anim_util_get_current_animation_name](functions-4.md#smlua_anim_util_get_current_animation_name)
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- [smlua_anim_util_set_animation](functions-4.md#smlua_anim_util_set_animation)
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@ -46,7 +46,6 @@ OSMesg D_80339CD4 = NULL;
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struct VblankHandler gGameVblankHandler = { 0 };
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uintptr_t gPhysicalFrameBuffers[3] = { 0 };
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uintptr_t gPhysicalZBuffer = 0;
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void *D_80339CF0[MAX_PLAYERS] = { 0 };
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void *gDemoTargetAnim = NULL;
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struct MarioAnimation D_80339D10[MAX_PLAYERS] = { 0 };
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struct MarioAnimation gDemo = { 0 };
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@ -555,11 +554,6 @@ void setup_game_memory(void) {
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gPhysicalFrameBuffers[0] = VIRTUAL_TO_PHYSICAL(gFrameBuffer0);
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gPhysicalFrameBuffers[1] = VIRTUAL_TO_PHYSICAL(gFrameBuffer1);
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gPhysicalFrameBuffers[2] = VIRTUAL_TO_PHYSICAL(gFrameBuffer2);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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D_80339CF0[i] = calloc(1, 0x4000);
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set_segment_base_addr(17, (void *)D_80339CF0[i]);
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alloc_anim_dma_table(&D_80339D10[i], gMarioAnims, D_80339CF0[i]);
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}
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gDemoTargetAnim = calloc(1, 2048);
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set_segment_base_addr(24, (void *) gDemoTargetAnim);
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alloc_anim_dma_table(&gDemo, gDemoInputs, gDemoTargetAnim);
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@ -32,7 +32,6 @@ extern OSMesg D_80339CD4;
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extern struct VblankHandler gGameVblankHandler;
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extern uintptr_t gPhysicalFrameBuffers[3];
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extern uintptr_t gPhysicalZBuffer;
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extern void *D_80339CF0[MAX_PLAYERS];
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extern void *gDemoTargetAnim;
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extern struct SPTask *gGfxSPTask;
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extern Gfx *gDisplayListHead;
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@ -842,7 +842,7 @@ void verify_warp(struct MarioState *m, bool killMario) {
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dynos_warp_to_start_level();
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return;
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}
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if (!killMario) {
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sSourceWarpNodeId = WARP_NODE_DEATH;
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return;
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@ -1223,7 +1223,7 @@ static void start_demo(void) {
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if (sDemoNumber <= 6 && sDemoNumber > -1) {
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gCurrDemoInput = NULL;
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alloc_anim_dma_table(&gDemo, gDemoInputs, gDemoTargetAnim);
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load_patchable_table(&gDemo, sDemoNumber);
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load_patchable_table(&gDemo, sDemoNumber, false);
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gCurrDemoInput = ((struct DemoInput *) gDemo.targetAnim);
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} else {
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gIsDemoActive = false;
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160
src/game/mario.c
160
src/game/mario.c
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@ -78,75 +78,50 @@ s32 is_anim_past_end(struct MarioState *m) {
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return o->header.gfx.animInfo.animFrame >= (o->header.gfx.animInfo.curAnim->loopEnd - 2);
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}
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static s16 mario_set_animation_internal(struct MarioState *m, s32 targetAnimID, s32 accel) {
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if (!m) { return 0; }
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struct Object *o = m->marioObj;
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if (!o || !m->animation) { return 0; }
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load_patchable_table(m->animation, targetAnimID, true);
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if (!m->animation->targetAnim) { return 0; }
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if (o->header.gfx.animInfo.animID != targetAnimID) {
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struct Animation *targetAnim = m->animation->targetAnim;
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o->header.gfx.animInfo.animID = targetAnimID;
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o->header.gfx.animInfo.curAnim = targetAnim;
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o->header.gfx.animInfo.animYTrans = m->unkB0;
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if (targetAnim->flags & ANIM_FLAG_2) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10);
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} else {
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if (targetAnim->flags & ANIM_FLAG_FORWARD) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) + accel;
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} else {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) - accel;
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}
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}
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o->header.gfx.animInfo.animFrame = (o->header.gfx.animInfo.animFrameAccelAssist >> 0x10);
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}
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o->header.gfx.animInfo.animAccel = accel;
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return o->header.gfx.animInfo.animFrame;
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}
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/**
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* Sets Mario's animation without any acceleration, running at its default rate.
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*/
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s16 set_mario_animation(struct MarioState *m, s32 targetAnimID) {
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if (!m) { return 0; }
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struct Object *o = m->marioObj;
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if (!o || !m->animation) { return 0; }
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struct Animation *targetAnim = m->animation->targetAnim;
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if (!targetAnim) { return 0; }
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if (load_patchable_table(m->animation, targetAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
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targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
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if (o->header.gfx.animInfo.animID != targetAnimID) {
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o->header.gfx.animInfo.animID = targetAnimID;
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o->header.gfx.animInfo.curAnim = targetAnim;
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o->header.gfx.animInfo.animAccel = 0;
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o->header.gfx.animInfo.animYTrans = m->unkB0;
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if (targetAnim->flags & ANIM_FLAG_2) {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame;
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} else {
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if (targetAnim->flags & ANIM_FLAG_FORWARD) {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame + 1;
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} else {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame - 1;
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}
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}
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}
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return o->header.gfx.animInfo.animFrame;
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return mario_set_animation_internal(m, targetAnimID, 0x10000);
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}
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/**
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* Sets the character specific animation without any acceleration, running at its default rate.
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*/
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s16 set_character_animation(struct MarioState *m, s32 targetAnimID) {
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if (!m) { return 0; }
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struct Object *o = m->marioObj;
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if (!o || !m->animation) { return 0; }
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struct Animation *targetAnim = m->animation->targetAnim;
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s32 charAnimID = get_character_anim(m, targetAnimID);
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if (!targetAnim) { return 0; }
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if (load_patchable_table(m->animation, charAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
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targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
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if (o->header.gfx.animInfo.animID != charAnimID) {
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o->header.gfx.animInfo.animID = charAnimID;
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o->header.gfx.animInfo.curAnim = targetAnim;
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o->header.gfx.animInfo.animAccel = 0;
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o->header.gfx.animInfo.animYTrans = m->unkB0;
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if (targetAnim->flags & ANIM_FLAG_2) {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame;
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} else {
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if (targetAnim->flags & ANIM_FLAG_FORWARD) {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame + 1;
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} else {
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o->header.gfx.animInfo.animFrame = targetAnim->startFrame - 1;
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}
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}
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}
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return o->header.gfx.animInfo.animFrame;
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return mario_set_animation_internal(m, get_character_anim(m, targetAnimID), 0x10000);
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}
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/**
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* slowed down via acceleration.
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*/
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s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel) {
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if (!m) { return 0; }
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struct Object *o = m->marioObj;
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if (!o || !m->animation) { return 0; }
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struct Animation *targetAnim = m->animation->targetAnim;
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if (!targetAnim) { return 0; }
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if (load_patchable_table(m->animation, targetAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
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targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
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if (o->header.gfx.animInfo.animID != targetAnimID) {
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o->header.gfx.animInfo.animID = targetAnimID;
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o->header.gfx.animInfo.curAnim = targetAnim;
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o->header.gfx.animInfo.animYTrans = m->unkB0;
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if (targetAnim->flags & ANIM_FLAG_2) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10);
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} else {
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if (targetAnim->flags & ANIM_FLAG_FORWARD) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) + accel;
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} else {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) - accel;
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}
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}
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o->header.gfx.animInfo.animFrame = (o->header.gfx.animInfo.animFrameAccelAssist >> 0x10);
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}
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o->header.gfx.animInfo.animAccel = accel;
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return o->header.gfx.animInfo.animFrame;
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return mario_set_animation_internal(m, targetAnimID, accel);
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}
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/**
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* slowed down via acceleration.
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*/
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s16 set_character_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel) {
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if (!m) { return 0; }
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struct Object *o = m->marioObj;
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if (!o || !m->animation) { return 0; }
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struct Animation *targetAnim = m->animation->targetAnim;
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if (!targetAnim) { return 0; }
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s32 charAnimID = get_character_anim(m, targetAnimID);
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if (load_patchable_table(m->animation, charAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
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targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
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if (o->header.gfx.animInfo.animID != charAnimID) {
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o->header.gfx.animInfo.animID = charAnimID;
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o->header.gfx.animInfo.curAnim = targetAnim;
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o->header.gfx.animInfo.animYTrans = m->unkB0;
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if (targetAnim->flags & ANIM_FLAG_2) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10);
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} else {
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if (targetAnim->flags & ANIM_FLAG_FORWARD) {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) + accel;
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} else {
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o->header.gfx.animInfo.animFrameAccelAssist = (targetAnim->startFrame << 0x10) - accel;
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}
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}
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o->header.gfx.animInfo.animFrame = (o->header.gfx.animInfo.animFrameAccelAssist >> 0x10);
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}
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o->header.gfx.animInfo.animAccel = accel;
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return o->header.gfx.animInfo.animFrame;
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return mario_set_animation_internal(m, get_character_anim(m, targetAnimID), accel);
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}
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/**
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@ -298,19 +298,37 @@ void alloc_anim_dma_table(struct MarioAnimation* marioAnim, void* srcAddr, struc
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marioAnim->targetAnim = targetAnim;
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}
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s32 load_patchable_table(struct MarioAnimation *a, u32 index) {
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struct MarioAnimDmaRelatedThing *sp20 = a->animDmaTable;
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s32 load_patchable_table(struct MarioAnimation *a, u32 index, bool isAnim) {
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if (isAnim) {
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static struct MarioAnimDmaRelatedThing *marioAnims = (struct MarioAnimDmaRelatedThing *) gMarioAnims;
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if (index < marioAnims->count) {
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u8* addr = gMarioAnims + marioAnims->anim[index].offset;
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if (index < sp20->count) {
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u8* addr = sp20->srcAddr + sp20->anim[index].offset;
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u32 size = sp20->anim[index].size;
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if (a->currentAnimAddr != addr) {
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a->targetAnim = (struct Animation *) addr;
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a->currentAnimAddr = addr;
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if (a->targetAnim && a->currentAnimAddr != addr) {
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memcpy(a->targetAnim, addr, size);
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a->currentAnimAddr = addr;
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return TRUE;
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if ((uintptr_t) a->targetAnim->values < (uintptr_t) a->targetAnim) {
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a->targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) a->targetAnim + (uintptr_t) a->targetAnim->values);
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}
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if ((uintptr_t) a->targetAnim->index < (uintptr_t) a->targetAnim) {
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a->targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) a->targetAnim + (uintptr_t) a->targetAnim->index);
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}
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}
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}
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} else {
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struct MarioAnimDmaRelatedThing *sp20 = a->animDmaTable;
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if (index < sp20->count) {
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u8* addr = sp20->srcAddr + sp20->anim[index].offset;
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u32 size = sp20->anim[index].size;
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if (a->targetAnim && a->currentAnimAddr != addr) {
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memcpy(a->targetAnim, addr, size);
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a->currentAnimAddr = addr;
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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@ -79,6 +79,6 @@ void alloc_display_list_reset(void);
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void *alloc_display_list(u32 size);
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void alloc_anim_dma_table(struct MarioAnimation* marioAnim, void *b, struct Animation *targetAnim);
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s32 load_patchable_table(struct MarioAnimation *a, u32 b);
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s32 load_patchable_table(struct MarioAnimation *a, u32 b, bool isAnim);
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#endif // MEMORY_H
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@ -62,7 +62,7 @@ s32 run_press_start_demo_timer(s32 timer) {
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// player is idle on PRESS START screen.
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// start the Mario demo animation for the demo list.
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load_patchable_table(&gDemo, gDemoInputListID);
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load_patchable_table(&gDemo, gDemoInputListID, false);
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// if the next demo sequence ID is the count limit, reset it back to
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// the first sequence.
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@ -193,7 +193,7 @@ s32 intro_default(void) {
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func_sh_8024C89C(1);
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#endif
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sp1C = 100 + gDebugLevelSelect;
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#ifndef VERSION_JP
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#ifndef VERSION_JP
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D_U_801A7C34 = 1;
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#endif
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}
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@ -27843,6 +27843,23 @@ int smlua_func_touch_coin_score_age(lua_State* L) {
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// smlua_anim_utils.h //
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////////////////////////
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int smlua_func_get_mario_vanilla_animation(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_mario_vanilla_animation", 1, top);
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return 0;
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}
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u16 index = smlua_to_integer(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "get_mario_vanilla_animation"); return 0; }
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smlua_push_object(L, LOT_ANIMATION, get_mario_vanilla_animation(index));
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return 1;
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}
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int smlua_func_smlua_anim_util_get_current_animation_name(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -33801,6 +33818,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "touch_coin_score_age", smlua_func_touch_coin_score_age);
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// smlua_anim_utils.h
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smlua_bind_function(L, "get_mario_vanilla_animation", smlua_func_get_mario_vanilla_animation);
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smlua_bind_function(L, "smlua_anim_util_get_current_animation_name", smlua_func_smlua_anim_util_get_current_animation_name);
|
||||
smlua_bind_function(L, "smlua_anim_util_set_animation", smlua_func_smlua_anim_util_set_animation);
|
||||
|
||||
|
|
|
@ -88,6 +88,22 @@ struct GlobalObjectAnimations gGlobalObjectAnimations = {
|
|||
.yoshi_seg5_anims_05024100 = (struct AnimationTable*) &yoshi_seg5_anims_05024100,
|
||||
};
|
||||
|
||||
struct Animation *get_mario_vanilla_animation(u16 index) {
|
||||
static struct MarioAnimDmaRelatedThing *marioAnims = (struct MarioAnimDmaRelatedThing *) gMarioAnims;
|
||||
|
||||
if (index < marioAnims->count) {
|
||||
struct Animation* anim = (struct Animation*) (gMarioAnims + marioAnims->anim[index].offset);
|
||||
if ((uintptr_t) anim->values < (uintptr_t) anim) {
|
||||
anim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) anim + (uintptr_t) anim->values);
|
||||
}
|
||||
if ((uintptr_t) anim->index < (uintptr_t) anim) {
|
||||
anim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) anim + (uintptr_t) anim->index);
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
///////////////////////
|
||||
// custom animations //
|
||||
///////////////////////
|
||||
|
|
|
@ -66,6 +66,8 @@ struct GlobalObjectAnimations {
|
|||
|
||||
extern struct GlobalObjectAnimations gGlobalObjectAnimations;
|
||||
|
||||
struct Animation *get_mario_vanilla_animation(u16 index);
|
||||
|
||||
void smlua_anim_util_reset();
|
||||
void smlua_anim_util_register_animation(const char *name, s16 flags, s16 animYTransDivisor, s16 startFrame, s16 loopStart, s16 loopEnd, u16 *values, u32 valuesLength, u16 *index, u32 indexLength);
|
||||
void smlua_anim_util_set_animation(struct Object *obj, const char *name);
|
||||
|
|
Loading…
Reference in New Issue