Commit Graph

125 Commits (3ee3f3e5bd78c590731c094115ad4de04f555c60)

Author SHA1 Message Date
MysterD 7e1a05a40b DJUI: Replaced old ingame menu with new DJUI menu 2021-07-15 19:37:09 -07:00
MysterD 038c1135b3 Initial DJUI commit
The birth of a custom user interface system.

Has the ability to draw things to the screen at native resolution
regardless of window size.

Components can be nested within one another to an arbitrary depth.

Text rendering is completely rewritten.

Text and images can be clipped by their parent container.
2021-06-18 15:23:59 -07:00
MysterD 4c401f9ba8 Resynchronized DDD poles to use area timer system 2021-06-15 18:01:03 -07:00
MysterD ef2287a5d5 Resynchronized checkerboard elevators to use area timer 2021-06-14 20:29:08 -07:00
MysterD e7d0f8ec8b Resynchronized LLL puzzle pieces
Created a timer based on area that is shared. The puzzle pieces will
execute rapidly to catch up to the timer on level join. This keeps them
in sync without constantly needing to acknowledge that a puzzle piece
had moved before continuing.
2021-06-14 20:14:47 -07:00
MysterD 0b3a97d405 Improvements to late-join synchronization
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
    better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
    allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
2021-06-09 22:35:34 -07:00
MysterD 33fbed94e4 Synchronized respawners and entities created after level load 2021-06-08 21:21:52 -07:00
MysterD 5db1a9e827 Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD bbdc942501 Ripped out level synchronization/warp code
Began writing new system that synchronizes course/act/level/area per
player and 'ownership' of that location.
2021-06-07 12:19:59 -07:00
fgsfds 60c8da9479 bump MAX_PLAYERS to 16 2021-04-06 02:32:06 +03:00
fgsfds 798389b527 added new GBI command: G_COPYMEM
exclusively for copying lights around for now; required for my retarded model color implementation
2021-04-06 00:18:04 +03:00
MysterD 1564ac7c0f Translated Luigi sounds through new Character system 2020-10-16 23:33:41 -07:00
anzz1 d1739648e1
Added Luigi sounds (#77)
* added a new audio bank 10 for luigi sounds
* made some audio memory buffers larger to fix sound cuts
* added option to enable/disable luigi sounds in the sound options menu
* added Andrat's "90's Classic Luigi Voice Pack" as default luigi sounds

Co-authored-by: anzz1 <>
2020-10-16 11:54:59 -07:00
MysterD 05fd683c64 Fix UNSTABLE_BRANCH checking 2020-10-16 03:56:37 -07:00
anzz1 bc7ec31c02
Enemy hat fixes (#83)
* Ukiki now steals Mario/Luigi hat correctly
* Klepto now steals Mario/Luigi hat correctly
* Mr. Blizzard now knocks off Mario/Luigi hat correctly
* Fwoosh now knocks off Mario/Luigi hat correctly

Co-authored-by: anzz1 <>
2020-10-16 03:03:25 -07:00
MysterD 1a0b3ff79d Change MAX_PLAYERS check to unstable branch 2020-10-16 02:53:09 -07:00
MysterD c8a45235ca Removed two-player hacks from cannon and object packets
Increased error checking of get_behavior_from_id
Made failure logging for packet_object a lot better
Changed debug logging to show global index instead of "Server/Client"
Changed debug keyboard binds to support more keyboard types
Made SyncObject's rxEventId de-duplication per-player instead of one-player
Removed sizeof(enum) from packet_read/packet_write
2020-10-13 21:44:27 -07:00
MysterD aaa7e65b65 Created character struct for mario/luigi asset differences
Removed multiple two-player hacks in the process
2020-10-13 18:33:51 -07:00
MysterD 5d9d5ed9d7 Added ability for client to send a packet to server, and for the server to broadcast to all clients 2020-10-12 18:23:48 -07:00
MysterD fb775165ce Fixed bug with whirlpools 2020-10-02 23:35:06 -07:00
MysterD f6bae3a619 Synchronized Monty Mole 2020-10-01 12:39:06 -07:00
MysterD 2f7d432143 Synchronized Eyerok, add SSL to supported levels
Eyerok was synchronized, but I'm still not super pleased with the
result. I had to sacrifice dialog to prevent weird states and he's
completely controlled by the server. His synchronization should be
revisited in the future.

SSL should be fully synchronized now.
2020-09-30 18:20:13 -07:00
MysterD 8c7f55a1fb Synchronize instant warps 2020-09-28 19:58:37 -07:00
MysterD f5df807a0c Additional synchronization fixes for end cutscene. 2020-09-26 12:07:43 -07:00
MysterD c4b82e7082 Rewrote synchronization for treasure chests
Fixes #63
2020-09-19 01:40:42 -07:00
MysterD 5abd0ca1ab Complete rewrite of custom main menu
The vanilla main menu is an awful pile of code that is extremely painful
to make additions to. So I've side-stepped the problem by writing an
entiely new menu system without all of vanilla's quirks. I've separated
the custom menu system from the menus I want to make, which allows for
easy additions and a clear separation of responsibilities.

Along with this rewrite comes a host menu, adding the missing
configuration options in-game.

Fixes #29
2020-09-13 23:57:14 -07:00
MysterD a4288fe150 Allow exiting from course at any time 2020-09-08 09:52:48 -07:00
MysterD 29cb0935fb Fixed glitchy animations on remote when in dialog 2020-09-08 09:33:55 -07:00
MysterD 2d0871e061 Prevent exclamation box from double spawning stars 2020-09-07 23:10:28 -07:00
MysterD 36e035984f Pausing the game no longer pauses, just brings up the menu
Fixes #19
2020-09-06 22:27:09 -07:00
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 906ea3345e Players turn into bubbles when they die
Player life counters are separate.
When one player dies they lose a life and are turned into a bubble.
If the other player pops it, they are alive again.
If all players are bubbled, they get kicked out of the level.
If the bubbled player ran out of lives, they can not come back to life
until the level is over.
Whenever a level change happens, everyone's life count is set to a
minimum of two.
No game overs.

Took heavy inspiration from Kaze Emanuar
2020-09-05 18:10:55 -07:00
MysterD ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00
MysterD ab9d7db29f Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
MysterD d2a2a80d56 Synchronized Big Boo's Haunt + major changes
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware

Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
2020-08-26 23:29:40 -07:00
MysterD c589f2a620 Synchronized treasure chests 2020-08-18 18:43:42 -07:00
MysterD 48f42d1873 Fixed visual bug when both players are sliding 2020-08-12 19:14:35 -07:00
MysterD 697670b519 Synchronized breakable wall 2020-08-11 23:00:55 -07:00
MysterD f1789d4e78 Synchronized cap switch, and exclamation box contents 2020-08-10 22:59:11 -07:00
MysterD 9036336f42 Gave each BehaviorScript an ID
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.
2020-08-09 16:21:12 -07:00
MysterD 66c1c4f206 Synchronized 1up spawning 2020-08-09 09:04:30 -07:00
MysterD 41647d95c4 Synchronize Bobomb buddies and cannons 2020-08-09 07:42:44 -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 7f5dec337e Synchronized King Bobomb
Tried to synchronize dialog stuff, it's way too much of a mess to do
2020-08-08 17:13:11 -07:00
MysterD 444c1fdd3b Synchronized coin collection
Reimplemented how randomness is synchronized
2020-08-07 18:01:58 -07:00
MysterD 5ec9ab9ec0 Synchronized seesaw, started moving toward a MAX_PLAYERS define 2020-08-06 22:52:32 -07:00
MysterD 6d3a90031c Synchronized breakable boxes
Added maximum sync distance, special cases for infinite distance and
only synchronizing entity deaths.

Started mocking out reliable packets for entity deaths.
2020-08-04 22:42:28 -07:00
MysterD ec2199892f Force synchronizing of level changes 2020-08-02 23:02:29 -07:00
MysterD 9b5b5acf19 Synchronized goombas, synced randomness, added extra fields to object packets 2020-08-02 18:29:46 -07:00