Commit Graph

40 Commits (5a85e9144509df05a181cd8b5d419565196db923)

Author SHA1 Message Date
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
MysterD dca1863392 Synchronized Bowser 1 2020-08-29 12:59:07 -07:00
MysterD 0c33337d35 Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
MysterD f0757561e4 Resynchronized checkerboard platforms 2020-08-27 21:39:13 -07:00
MysterD 680db50f64 Fixed tower platform spawning bug 2020-08-11 23:27:37 -07:00
MysterD 4584b8b8f2 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 a1522c9eaf 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 f84e9c92af Started adding player 2 / Luigi 2020-07-29 21:08:38 -07:00
danielh05 7d2471860d fix spacing and remove include 2020-06-25 13:34:53 +02:00
danielh05 febd557cfd Make tree only Cylboard when "BETTERCAMERA" is detected 2020-06-25 02:38:23 +02:00
n64 5bee83faa8 merge refresh 10 2020-06-20 02:49:59 +03:00
uncletrunks 7c7287b33a putting out fires 2020-05-14 21:50:10 -05:00
uncletrunks d0c0a31fea adds cylindrical billboarding, enables it for trees. 2020-05-14 20:31:52 -05:00
n64 4d54e2f91a Refresh 8 2020-04-03 14:57:26 -04:00
n64 88e2433da5 Refresh 7 2020-03-01 22:42:52 -05:00
n64 88b91e7c75 refresh 6 2020-02-03 00:51:26 -05:00
n64 ced3a63505 refresh 5 2020-01-03 10:38:57 -05:00
n64 99e662fa5d refresh 4 2019-12-01 21:52:53 -05:00
n64 8bc51a5025 Refresh 3 2019-11-03 14:36:27 -05:00
n64 5effc886be Refresh 2 2019-10-05 15:08:05 -04:00
n64 33b27a1ceb Refresh 1 2019-09-01 15:50:50 -04:00
n64 89e8690857 init2 2019-08-25 00:46:40 -04:00