Commit Graph

24 Commits (303d276274b91a237ef8ac94bf508a5a4d4d54e1)

Author SHA1 Message Date
MysterD e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD df7904e288 Geo2 removal wip 2020-09-06 13:54:01 -07:00
MysterD 1324ce83be Fixed Luigi sideburns, renamed Luigi textures 2020-09-05 10:02:11 -07:00
MysterD 478f77e6bf Fix EXTERNAL_DATA for Luigi
Fixes #25
2020-09-05 00:11:15 -07:00
MysterD ee35c999aa Made Luigi a bit bigger 2020-08-23 23:44:11 -07:00
MysterD eeec6aae49 L is real 2020
Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.

Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD c437e075ff Separated held objects, made Bobombs Luigi-aware 2020-07-31 18:03:57 -07:00
MysterD 4486e8000c Began fixing up Luigi collisions 2020-07-30 18:44:09 -07:00
MysterD 0737d2e03f Separated animations between players 2020-07-30 18:09:47 -07:00
n64 4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
fgsfds 8749ebda17 give the correct textures a different name instead 2020-06-14 13:37:57 +03:00
fgsfds bc6ebbf191 use full texture sizes for the eyes of big bomb lad and chuckya
this fixes the incorrect rendering of their eyes when EXTERNAL_DATA is enabled
2020-06-10 19:11:09 +03:00
fgsfds f6e456e1c0 correct star texture size
should fix incorrect star envmap with EXTERNAL_DATA
2020-06-10 18:44:30 +03:00
fgsfds 62e78a74c0 fix crashes with EXTERNAL_TEXTURES on JP/EU and Bowser
related to two huge textures and fonts
2020-05-27 02:51:21 +03:00
Colton G. Rushton 03b129c5bf
Added compile-time optional Koopa shorts fix 2020-05-16 09:40:33 -03:00
Colton G. Rushton 6ebd074c5d
Set compile-time flag for texture fixes
This should allow for quashing the debate surrounding some minor texture fix PRs.
2020-05-16 09:36:06 -03:00
Víctor Díez García e25b06b60e
Correct texture format for burn smoke
All credits to zoinknoise, I found this at Romhacking: http://www.romhacking.net/hacks/5008/

"Thanks to the recent decompilation efforts, it’s now known that this texture is displayed in the wrong format by the game, resulting in 

black garbage pixels. Since video game smoke of this era was often depicted with black garbage pixels, the mistake went unnoticed for over two decades. This patch corrects the error by displaying the texture correctly as proper transparent smoke. It does not add any new art; the texture has been inside the ROM all along.

At build time, this will compile the texture into IA16 format (correct) instead of RGBA16 (incorrect)."
2020-05-15 20:33:00 +02:00
n64 06ec56df7f Refresh 7 2020-03-01 22:42:52 -05:00
n64 9a801cb96d refresh 6 2020-02-03 00:51:26 -05:00
n64 04732af90b refresh 4 2019-12-01 21:52:53 -05:00
n64 a7c423cb43 Refresh 3 2019-11-03 14:36:27 -05:00
n64 52e605f075 Refresh 2 2019-10-05 15:08:05 -04:00
n64 1ef98ec785 Refresh 1 2019-09-01 15:50:50 -04:00
n64 89e8690857 init2 2019-08-25 00:46:40 -04:00