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.
Modified number_geo to allow it to display orange numbers from 0 to 999.
Edited red coins/secrets code:
Added two fields in the Area struct: numRedCoins and numSecrets
The number of red coins/secrets in every area is computed during level script processing
Removed the useless global gRedCoinsCollected
These changes fix the following bugs:
Wrong sound effect played and incorrect number displayed when there is more than 8 red coins/5 secrets
Desynced red coins/secrets counter when going from an area to another
Remotely spawning red coins/secrets stars in other areas without collecting all red coins/secrets
Pausing the game now shows the correct number of collected red coins / the total number of red coins in the current area.
Improved level_info.c and added functions to LUA:
const char *get_level_name_ascii(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an ascii string. If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_level_name_sm64(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_level_name(s16 courseNum, s16 levelNum, s16 areaIndex):
Shortcut for get_level_name_ascii(courseNum, levelNum, areaIndex, -1).
const char *get_star_name_ascii(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an ascii string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_star_name_sm64(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_star_name(s16 courseNum, s16 starNum):
Shortcut for get_star_name_ascii(courseNum, starNum, -1).
Added play_transition function to LUA.
I chose to copy the function declaration to smlua_misc_utils.h instead of adding area.h
to the autogen tool, as most structures, variables and functions in area.h aren't meant
to be used by LUA scripts.
Added a dev-only warp chat command.
This command signature is /warp [LEVEL] [AREA] [ACT]. Level can be either a number
or a shorthand name (bob, wf, ccm...). Area and Act are numbers.
This command is available only when building the game with DEBUG and DEVELOPMENT.
This command cannot be used if hosting through Discord.
Fixed a bug with moving sounds when they are played via a lua script.
Bug: Moving sounds (including terrain sounds, flying sound, quicksand sound)
are not played correctly when a lua script play them via a call of
play_sound or play_sound_with_freq_scale. This is due to how the moving
sounds are handled internally. They use the f32 pointer provided to the
play_sound functions to decide if the sound must be kept playing,
stopped or restarted. Most of the time, the pointer provided is the
cameraToObject field of Mario's object graph node. Since smlua uses a
circular buffer for Vec3f conversion, this pointer is lost, and the
sound engine can't decide what to do with the sound, resulting in a
weird and incorrect sound effect.
Fix: play_sound and play_sound_with_freq_scale now calls
smlua_get_vec3f_for_play_sound before filling the sound request queue,
to retrieve the correct pointer from the Vec3f provided by smlua.
Added a basic lua profiler
If the game is compiled with LUA_PROFILER=1, displays on screen the average execution time per frame of each active lua mod, in microseconds.
Added object functions
For some reasons, accessing the object fields obj.o* via lua is rather slow, and can drastically increase execution time of custom behaviors. For basic stuff like setting an object's velocity or moving it, some functions, missing from the original code, have been added:
s32 obj_is_valid_for_interaction(struct Object *o): returns 1 if an object is valid for interaction, i.e. active, tangible and not interacted.
s32 obj_check_hitbox_overlap(struct Object *o1, struct Object *o2): returns 1 if two objects hitboxes overlap. Doesn't check tangibility, only hitbox values.
void obj_set_vel(struct Object *o, f32 vx, f32 vy, f32 vz): sets an object's velocity.
void obj_move_xyz(struct Object *o, f32 dx, f32 dy, f32 dz): moves an object position by (dx, dy, dz).
Bug fixes:
Disable collisions with walls and ceilings after Mario exits a warp pipe to prevent softlocks in narrow places.
Make the koopa shell exclamation box respawn after some time.
Quicksand no longer downwarps and instant-kills Mario if he's shocked while being above it.
Red Coins will now properly play the cutscene for who collected the last red coin.
Secrets will now properly play the cutscene for who collected the last secret.
Treasure Chests will now only play the star cutscene for the person who opened the last chest.
Properly named some unknown Treasure Chest fields.
The Chain Chomp Chain should now properly be despawned for late joiners.
Improved the Big Boo's Haunt Merry-Go-Round checks for Mario.
approach_s32 now stays within 32 bits
Fixed SOUND_ARG_LOAD
Added OBJ_COL_FLAGS_*
Added reset_rumble_timers
Added get_hand_foot_pos_*
Added get_water_surface_pseudo_floor
Adjusted new hooks to be called at the appropriate times