Commit Graph

71 Commits (517b37616cd328baa833bcf23bf20c0f30a384b5)

Author SHA1 Message Date
MysterD 517b37616c More DynOS refactoring 2022-04-01 20:04:24 -07:00
MysterD d30555be82 DynOS cleanup 2022-04-01 17:54:32 -07:00
MysterD 018a5e4f5c DynOS level parsing - phase 1 2022-04-01 17:19:26 -07:00
MysterD 00f0562d4d Start parsing level scripts in DynOS 2022-04-01 01:43:50 -07:00
MysterD a32d14f6cc Fix how DynOS decides to generate bins for geos 2022-03-31 01:17:11 -07:00
MysterD 1cd9715cda Add 'specials' to DynOS collisions 2022-03-30 23:52:50 -07:00
MysterD 3ee38c382d Add the rest of the surface constants to DynOS 2022-03-30 23:08:19 -07:00
MysterD a4ed264285 Refactor coop-specific DynOS code 2022-03-30 23:05:53 -07:00
MysterD 745fce41a8 Add custom collisions to DynOS/Lua 2022-03-28 01:02:33 -07:00
MysterD a60a11f51d Fix errors pointed out by clang 2022-03-27 17:25:39 -07:00
MysterD b25bb84b48 Make DynOS only generate one bin per actor 2022-03-25 22:05:07 -07:00
MysterD 7c7fcbf0b5 Allow people to disabled downloaded models (from mods) 2022-03-16 22:43:43 -07:00
MysterD 0f12429fb3 Allow lua mods to override models, have DynOS generate bins 2022-03-16 21:26:29 -07:00
MysterD 40ecf7ea51 Fixed custom lua models 2022-03-16 19:57:45 -07:00
MysterD f74b6a47d0 Load Super Keeberghrh's ERROR model when DynOS can't find the model 2022-03-16 01:34:18 -07:00
MysterD 308628cea8 Hook DynOS into mods when they're activated (custom models) 2022-03-16 01:11:48 -07:00
MysterD d2522cc955 Added ability for mods to load custom geos 2022-03-14 00:11:36 -07:00
MysterD 72c7ef7d26 Make DynOS generate a bin for every Geo Layout 2022-03-13 21:22:26 -07:00
MysterD ece5b138fd Merge branch 'unstable' of github.com:sm64ex-coop-dev/sm64ex-coop into unstable 2022-03-13 18:45:50 -07:00
MysterD f8025309d8 Fix warnings/compile errors on Linux 2022-03-13 18:45:42 -07:00
Isaac 128efd2c3b Allowed DynOS Packs to be placed in %appdata%/sm64ex-coop (#27) 2022-03-13 18:09:57 -07:00
Isaac 0b9196f248 Fix headless server compile (again) (#23) 2022-03-13 14:10:24 -07:00
Prince Frizzy 43ae67c337 Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD 425a0ad0eb Preserve 'unpause to skip transition' for speedrunners 2022-03-12 01:16:19 -08:00
MysterD 2876251fb6 Added DynOS warp functions to Lua API 2022-03-11 18:11:32 -08:00
MysterD bb9e14d4ad Fix DynOS pack-to-name conversion 2022-03-10 23:24:22 -08:00
MysterD 54810a2a85 Implemented dynos model packs into configfile 2022-03-10 19:23:38 -08:00
MysterD 8aeaa88c40 Added dynos model packs to djui interface 2022-03-10 18:16:12 -08:00
MysterD 3f442c474a Ported the rest of DynOS, but left the options menu disabled 2022-03-10 01:18:53 -08:00
MysterD 4ddb6bbf5f Added DynOS v1.1 without the dynamic options
- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
MysterD 192dd33ce1 Fixed crash when spawning a custom behavior that doesn't override fomr Lua 2022-03-08 00:50:15 -08:00
MysterD 3de0900bbc Initial custom behavior commit 2022-03-03 01:04:15 -08:00
MysterD 3ada1eaaf6 Fix various bugs with spiny and lakitu 2022-01-14 20:06:26 -08:00
MysterD 12fd68e47a Added a callback for area timer objects to only run certain things once per frame 2021-08-19 00:31:20 -07:00
MysterD 54fb90b549 Split luigi/custom character models into custom and zcustom 2021-08-15 01:06:25 -07:00
MysterD c60a2b797c Fixed late join for items a Boo was carrying 2021-08-12 18:48:17 -07:00
MysterD f5c2b5ebe0 Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time 2021-08-12 18:13:41 -07:00
MysterD 3fc8e45f77 Rewrite the core of network area timer (yet again) 2021-08-10 18:29:49 -07:00
MysterD 810f425472 Synchronized moat draining and cap switch unlocks 2021-06-14 19:59:11 -07:00
MysterD cabdab421b 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 09282cc63b Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD 927231c719 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 cbc2a463ca 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 0895f41353 Ensure bowser key/star spawns, make bowser intro less glitchy 2020-09-24 20:28:59 -07:00
MysterD fc023fed56 Improvements to Bowser 2 (still not fully supported) 2020-09-23 22:00:20 -07:00
MysterD 61b3f603b4 Synchronize various LLL platforms 2020-09-21 00:32:14 -07:00
MysterD 066220a49d Synchronized Bullies 2020-09-20 23:30:49 -07:00
MysterD 416f4a1398 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 5857b71209 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 a54d60b135 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