Added Luigi to courtyard and BoB, fixed some crashing issues
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6d0d7ffbaa
commit
f32d3a2ba7
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@ -1 +1 @@
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make BETTERCAMERA=1 NODRAWINGDISTANCE=1 DEBUG=1 IMMEDIATELOAD=1 && winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'run' -ex 'quit'
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make BETTERCAMERA=1 NODRAWINGDISTANCE=1 DEBUG=1 IMMEDIATELOAD=1 && winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'break debug_breakpoint_here' -ex 'run' -ex 'quit'
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debug.sh
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debug.sh
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@ -1 +1 @@
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make BETTERCAMERA=1 NODRAWINGDISTANCE=1 DEBUG=1 IMMEDIATELOAD=1 && winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'break render_pause_courses_and_castle'
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make BETTERCAMERA=1 NODRAWINGDISTANCE=1 DEBUG=1 IMMEDIATELOAD=1 && winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'break debug_breakpoint_here'
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@ -66,6 +66,7 @@ const LevelScript level_bob_entry[] = {
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LOAD_RAW( /*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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LUIGI(/*model*/ MODEL_LUIGI, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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JUMP_LINK(script_func_global_1),
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JUMP_LINK(script_func_global_4),
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JUMP_LINK(script_func_global_15),
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@ -40,6 +40,7 @@ const LevelScript level_castle_courtyard_entry[] = {
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LOAD_RAW( /*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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LUIGI(/*model*/ MODEL_LUIGI, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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JUMP_LINK(script_func_global_1),
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JUMP_LINK(script_func_global_10),
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LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE, spiky_tree_geo),
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@ -2,4 +2,4 @@ set -e
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make BETTERCAMERA=1 NODRAWINGDISTANCE=1 DEBUG=1 IMMEDIATELOAD=1
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./build/us_pc/sm64.us.f3dex2e.exe --server --configfile sm64config_server.txt &
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#./build/us_pc/sm64.us.f3dex2e.exe --client --configfile sm64config_client.txt &
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winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'run --client --configfile sm64config_client.txt' -ex 'quit'
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winpty cgdb ./build/us_pc/sm64.us.f3dex2e.exe -ex 'break debug_breakpoint_here' -ex 'run --client --configfile sm64config_client.txt' -ex 'quit'
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@ -794,6 +794,7 @@ s16 geo_update_animation_frame(struct GraphNodeObject_sub *obj, s32 *accelAssist
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struct Animation *anim;
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anim = obj->curAnim;
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if (anim == NULL) { return obj->animFrame; }
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if (obj->animTimer == gAreaUpdateCounter || anim->flags & ANIM_FLAG_2) {
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if (accelAssist != NULL) {
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@ -221,6 +221,8 @@ void draw_skybox_tile_grid(Gfx **dlist, s8 background, s8 player, s8 colorIndex)
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for (row = 0; row < 3; row++) {
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for (col = 0; col < 3; col++) {
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s32 tileIndex = sSkyBoxInfo[player].upperLeftTile + row * SKYBOX_COLS + col;
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// UGLY HACK: if the camera moves weird after a level transition this can go too high
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if (tileIndex > 79) { tileIndex = 79; }
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const u8 *const texture =
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(*(SkyboxTexture *) segmented_to_virtual(sSkyboxTextures[background]))[tileIndex];
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Vtx *vertices = make_skybox_rect(tileIndex, colorIndex);
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@ -85,7 +85,15 @@ static void keyboard_init(void) {
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#endif
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}
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static void debug_breakpoint_here(void) {
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// create easy breakpoint position for debugging
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}
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static void keyboard_read(OSContPad *pad) {
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// create easy breakpoint position for debugging
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if (keyboard_buttons_down & L_TRIG) {
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debug_breakpoint_here();
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}
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pad->button |= keyboard_buttons_down;
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const u32 xstick = keyboard_buttons_down & STICK_XMASK;
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const u32 ystick = keyboard_buttons_down & STICK_YMASK;
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