Commit Graph

137 Commits (e0369f1a17a3d32456843f0ed3556e8a21688b8e)

Author SHA1 Message Date
MysterD 4862a5effd Lowered priority of snoring sounds so they don't cut off other sounds 2021-08-23 21:19:13 -07:00
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 993e988bd4 Added toad player character 2021-08-18 22:55:31 -07:00
MysterD 3c0a1bdd22 Refactored how enemies display a cap in their hand 2021-08-18 21:39:39 -07:00
MysterD eab9064427 Added support for spawning Luigi-versions of metal/vanish/wing cap as items 2021-08-15 11:46:28 -07:00
MysterD d08f186a18 Added hacks for fire spitter and skeeter to prevent glitching through the floor on water level change 2021-08-14 20:17:57 -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 91fd89cd8d Color detached caps according to player palette 2021-08-06 01:02:07 -07:00
MysterD 1bc3da1d22 Fade out players when they leave/disconnect 2021-08-04 18:47:59 -07:00
MysterD 84e92836c8 Refactored network area timer system 2021-08-03 19:21:50 -07:00
MysterD dd0f1cddac Resync bomp using Network Area Timer 2021-08-03 18:52:48 -07:00
MysterD df53c263e8 DJUI: Replaced old ingame menu with new DJUI menu 2021-07-15 19:37:09 -07:00
MysterD 38e6b5d340 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 5fb19927e9 Resynchronized DDD poles to use area timer system 2021-06-15 18:01:03 -07:00
MysterD aebaecc1cc Resynchronized checkerboard elevators to use area timer 2021-06-14 20:29:08 -07:00
MysterD ecccc66906 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 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 3ab8f04c61 Synchronized respawners and entities created after level load 2021-06-08 21:21:52 -07:00
MysterD 09282cc63b Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD 27b4b368e4 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 5c8e4b293c bump MAX_PLAYERS to 16 2021-04-06 02:32:06 +03:00
fgsfds 66c11d9329 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 4f631ab151 Translated Luigi sounds through new Character system 2020-10-16 23:33:41 -07:00
anzz1 b7f4ae735d 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 7cd4480fbc Fix UNSTABLE_BRANCH checking 2020-10-16 03:56:37 -07:00
anzz1 8d26400e84 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 46abf2c13d Change MAX_PLAYERS check to unstable branch 2020-10-16 02:53:09 -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 cd05b6ffc9 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 cd64f2e0e6 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 161506431d Fixed bug with whirlpools 2020-10-02 23:35:06 -07:00
MysterD 4240603d86 Synchronized Monty Mole 2020-10-01 12:39:06 -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 a480b4c288 Synchronize instant warps 2020-09-28 19:58:37 -07:00
MysterD 518019fee1 Additional synchronization fixes for end cutscene. 2020-09-26 12:07:43 -07:00
MysterD fa0f195c92 Rewrote synchronization for treasure chests
Fixes #63
2020-09-19 01:40:42 -07:00
MysterD 3bab7a7fdb 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 2771c1be7c Allow exiting from course at any time 2020-09-08 09:52:48 -07:00
MysterD c8a8a3fd53 Fixed glitchy animations on remote when in dialog 2020-09-08 09:33:55 -07:00
MysterD 197d9c93ff Prevent exclamation box from double spawning stars 2020-09-07 23:10:28 -07:00
MysterD 21759a2a34 Pausing the game no longer pauses, just brings up the menu
Fixes #19
2020-09-06 22:27:09 -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 62ecf2c58a Geo2 removal wip 2020-09-06 13:54:01 -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 0c33337d35 Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
MysterD 28d6a6fb07 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 caae3425f4 Synchronized treasure chests 2020-08-18 18:43:42 -07:00
MysterD 3a321fd8dc Fixed visual bug when both players are sliding 2020-08-12 19:14:35 -07:00