Commit Graph

12 Commits (33585f00eab5463d2a4bfdeefb812082e2104eed)

Author SHA1 Message Date
Prince Frizzy 7e04c8acca Fix memory leak generating .tex files. (#295) 2023-02-23 00:44:51 -05:00
PeachyPeach 92f4b22015 DynOS Bin Compression (#131) 2022-06-25 00:52:53 -07:00
MysterD efaf87ab11 Unhardcoded more values ; generated more tex files ; special set home function ; fixed lua bhv bugs
Unhardcoded KingBobomb values, Mips values, star dialog values
Generated tex files when they're of the form levels/XXX/NUMBER
Now lua behaviors can call cur_obj_set_home_once() to set home correctly
Lua behaviors are now overridden correctly when created through spawn infos
Behavior checks now translate to the overridden behavior before checking
2022-06-01 23:04:21 -07:00
PeachyPeach f433dbfcf6 Fixed various audio bugs; DynOS can now detect texture duplicates to decrease generated bin files size (#110)
Fixed the following audio bugs:
    Bug: Rom-hacks sequences don't seem to be affected by volume scaling and
         muting
    Fix: Force the BGM sequences to follow the vanilla behavior:
        Volume can't go higher than default volume
        Volume is reduced to 31% when the game is paused
        Audio is stopped when the game is paused outside the Castle levels
    Bug: (Pointed out by Draco) Mario's voice clips are not replaced by the
         player's character's in the following instances: fall to death
         barrier, "here we go" in the ending cutscene, "let's a go"
         after selecting a star, "okey dokey" after starting the game.
    Fix: The first two ones now call
         play_character_sound(m, CHAR_SOUND_...) instead of
         play_sound(SOUND_MARIO_..., pos). The last two ones couldn't be
         fixed the same way for two reasons: First, the corresponding sounds
         were not referenced in the sound table, second, the sound played is
         always cut-off after a few frames (due to how sm64 resets the sound
         banks after loading a level).

Added SOUND_*_LETS_A_GO and SOUND_*_OKEY_DOKEY sounds for each playable
    character as Bass samples.
    Character Bass sounds work the same way as vanilla sounds (i.e. can be
    played with play_character_sound), but they cannot be prematurely stopped
    by sm64 sound banks shenanigans.
    This fixes the cut-off for both the star select and the castle grounds
    entry, plays the sound corresponding to the player's character, and doesn't
    need to extend or edit the sound table.

DynOS can detect texture duplicates when generating a bin or lvl file.
    When a duplicate is detected, the name of the original texture node is
    written instead of the whole PNG data, decreasing significantly the
    resulting file size.
2022-05-19 16:40:45 -07:00
MysterD 5a81f072e0 Fixed custom textures on Windows 2022-05-07 16:39:19 -07:00
MysterD 39244b11aa Fix various checks for whether or not we should generate tex files 2022-05-07 15:54:27 -07:00
MysterD e1fd969cf3 Add support for custom HUD textures and faster texture packs w/o EXTERNAL_DATA 2022-05-06 22:03:12 -07:00
MysterD 8ddf90a058 Make DynOS texture lookup use a set for performance 2022-04-19 18:24:26 -07:00
Prince Frizzy 7c5261554e Merge in small changes. (#63) 2022-04-16 19:12:12 -07:00
Prince Frizzy 97b351def9 Smarter check for texture finding. (#61) 2022-04-11 21:24:35 -07:00
MysterD 517b37616c More DynOS refactoring 2022-04-01 20:04:24 -07:00
MysterD 018a5e4f5c DynOS level parsing - phase 1 2022-04-01 17:19:26 -07:00