Added CAP color part; Player's cap no longer uses the SHIRT color
Added METAL color as an alias of CAP color; Metal characters now uses the CAP color to tint the metal texture (was SHIRT color)
Fixed the cap inside color (was HAIR color)
Fixed the near/far warning
* Add gsDPSetTextureFilter to DynOS symbols
* Refactor code and fix 2 year oversight
Refactored the main menu background code, now uses vec3f_set instead of manually setting every vector
Also finally fixed the bug where you load in with only 3 lives, this has been in coop for 2 years now and was likely made as a test for syncing live count and was never reversed.
* add skipInViewCheck to GraphNodeObject
* Remove idle set
Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
Moved dynos parsing for bhvs and models to a common file
Fixed recursive descent to correctly parse the entire expression
Adjusted bhv generation to use recursive descent
Switched all known behavior comparisons to the overridden versions
Fixed issue with Chain Chomp in star road
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
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.
Bug: DynOS models with animations cannot swap animations if they are
loaded via lua (smlua_model_util_get_id and
obj_set_model_extended).
Fix: DynOS_Actor_GetActorGfx takes a graph node instead of a georef,
and checks for DynosValidActors graph nodes if georef is NULL.
Bug: The game can crash when calling obj_set_model_extended inside a
HOOK_ON_OBJECT_RENDER hook.
Fix: The crash happens in smlua_model_util_load_with_pool_and_cache_id
due to pool being NULL. If the game can't allocate an
AllocOnlyPool object, use DynOS to generate the graph node.
Bug: warp_to_level and similar functions don't trigger HOOK_ON_WARP.
Fix: Call HOOK_ON_WARP hooks in DynOS_Warp_UpdateWarp and
DynOS_Warp_UpdateExit after level and mario initialization.
Bug: The game sometimes calls HOOK_ON_OBJECT_RENDER hooks for
unintended objects.
Fix: Initialize hookRender field to 0 when creating an object.
Bug: Actions can't apply gfx offsets to characters that have an anim
offset (Waluigi, Wario)
Fix: Add m->curAnimOffset to gfx.pos[1] instead of setting it to
m->pos[1] + m->curAnimOffset, except during the jumbo star
cutscene.
New gLevelValues exposed to lua:
pssSlideStarTime: the time limit in frames for PSS-style levels (default: 630)
pssSlideStarIndex: the index of the star spawned below the time limit for PSS-style levels (default: 1)
coinsRequiredForCoinStar: number of coins required to spawn the 7th star of a main course (default: 100)
wingCapDuration: duration in frames of the wing cap (default: 1800)
metalCapDuration: duration in frames of the metal cap (default: 600)
vanishCapDuration: duration in frames of the vanish cap (default: 600)
wingCapDurationTotwc: duration in frames of the wing cap given to the player at the entrance of TOTWC (default: 1200)
metalCapDurationCotmc: duration in frames of the metal cap given to the player at the entrance of COTMC (default: 600)
vanishCapDurationVcutm: duration in frames of the vanish cap given to the player at the entrance of VCUTM (default: 600)
Fixed a bug preventing the level music from restarting after defeating a Boss.
Fixed some bugs with 3D coins or any model with the geo_rotate_coin function:
Disable billboard and cylboard attributes.
Set the pitch and roll to 0 for the model to rotate properly.
The model no longer rotates every frame (even when the game is paused), but every time the object is updated.
Vertex coords are saved as s16 instead of f32 inside DynOS .bin files,
causing unintended overflow for vertex coords outside of the range
[-32768, +32767]. The format cannot be changed without breaking all
existing DynOS models, so, when writing a .bin file, a sentinel value
is added at the top of the vertex buffer for buffers that need f32
coords. If that sentinel is detected during the reading process,
the next vertex coords will be read as f32 instead of s16.