diff --git a/Makefile b/Makefile index d4bd2846..7f519d81 100644 --- a/Makefile +++ b/Makefile @@ -27,6 +27,8 @@ COMPILER ?= ido # Disable better camera by default BETTERCAMERA ?= 0 +# Disable no drawing distance by default +NODRAWINGDISTANCE ?= 0 # Build for Emscripten/WebGL TARGET_WEB ?= 0 @@ -424,14 +426,15 @@ else LD := $(CC) endif -CPP := cpp -P -OBJDUMP := objdump -OBJCOPY := objcopy +CPP := $(CROSS)cpp -P +OBJDUMP := $(CROSS)objdump +OBJCOPY := $(CROSS)objcopy PYTHON := python3 +SDLCONFIG := $(CROSS)sdl2-config ifeq ($(WINDOWS_BUILD),1) -CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(CROSS)sdl2-config --cflags` -CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(CROSS)sdl2-config --cflags` +CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags` +CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags` else ifeq ($(TARGET_WEB),1) CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2 @@ -439,8 +442,8 @@ CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fn # Linux / Other builds below else -CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(CROSS)sdl2-config --cflags` -CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(CROSS)sdl2-config --cflags` +CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) `$(SDLCONFIG) --cflags` +CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(SDLCONFIG) --cflags` endif # Check for better camera option @@ -449,6 +452,12 @@ CC_CHECK += -DBETTERCAMERA CFLAGS += -DBETTERCAMERA endif +# Check for no drawing distance option +ifeq ($(NODRAWINGDISTANCE),1) +CC_CHECK += -DNODRAWINGDISTANCE +CFLAGS += -DNODRAWINGDISTANCE +endif + ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) ifeq ($(TARGET_WEB),1) @@ -456,14 +465,17 @@ LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY=20MB -g4 --source-map-base ht else ifeq ($(WINDOWS_BUILD),1) -LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(CROSS)sdl2-config --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static +LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -Llib -lpthread -lglew32 `$(SDLCONFIG) --static-libs` -lm -lglu32 -lsetupapi -ldinput8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lwinmm -lversion -luuid -lopengl32 -no-pie -static +ifeq ($(WINDOWS_CONSOLE),1) +LDFLAGS += -mconsole +endif else # Linux / Other builds below ifeq ($(TARGET_RPI),1) -LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(CROSS)sdl2-config --libs` -no-pie +LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(SDLCONFIG) --libs` -no-pie else -LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm -lGL `$(CROSS)sdl2-config --libs` -no-pie -lpthread +LDFLAGS := $(BITS) -march=$(TARGET_ARCH) -lm -lGL `$(SDLCONFIG) --libs` -no-pie -lpthread endif endif endif #Added for Pi ifeq diff --git a/README.md b/README.md index 1815517e..3e97164c 100644 --- a/README.md +++ b/README.md @@ -10,7 +10,9 @@ Run `./extract-assets.py --clean && make clean` or `make distclean` to remove RO * Variable aspect ratio and resolution. The game can now correctly render at basically any window size. * Native xinput controller support. On Linux, DualShock 4 has been confirmed to work plug-and-play. * Analog camera control and mouse look. (Activate with `make BETTERCAMERA=1`.) - * Option to skip the Peach/Lakitu new file intro. + * An option to disable drawing distances. (Activate with `make NODRAWINGDISTANCE=1`.) + * In-game control binding, currently available on the `testing` branch. + * Skip introductory Peach & Lakitu cutscenes with the `--skip-intro` CLI option ## Building For building instructions, please refer to the [wiki](https://github.com/sm64pc/sm64pc/wiki). diff --git a/include/gfx_dimensions.h b/include/gfx_dimensions.h index dfc0394d..5dc8f6b8 100644 --- a/include/gfx_dimensions.h +++ b/include/gfx_dimensions.h @@ -6,8 +6,8 @@ #include "pc/gfx/gfx_pc.h" #define GFX_DIMENSIONS_FROM_LEFT_EDGE(v) (SCREEN_WIDTH / 2 - SCREEN_HEIGHT / 2 * gfx_current_dimensions.aspect_ratio + (v)) #define GFX_DIMENSIONS_FROM_RIGHT_EDGE(v) (SCREEN_WIDTH / 2 + SCREEN_HEIGHT / 2 * gfx_current_dimensions.aspect_ratio - (v)) -#define GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(v) floorf(GFX_DIMENSIONS_FROM_LEFT_EDGE(v)) -#define GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(v) ceilf(GFX_DIMENSIONS_FROM_RIGHT_EDGE(v)) +#define GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(v) ((int)floorf(GFX_DIMENSIONS_FROM_LEFT_EDGE(v))) +#define GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(v) ((int)ceilf(GFX_DIMENSIONS_FROM_RIGHT_EDGE(v))) #define GFX_DIMENSIONS_ASPECT_RATIO (gfx_current_dimensions.aspect_ratio) #else #define GFX_DIMENSIONS_FROM_LEFT_EDGE(v) (v) diff --git a/include/text_strings.h.in b/include/text_strings.h.in index 63a8e77e..030f3959 100644 --- a/include/text_strings.h.in +++ b/include/text_strings.h.in @@ -10,11 +10,11 @@ #define NC_CAMC _("Camera Centre Aggression") #define NC_CAMP _("Camera Pan Level") #define NC_ENABLED _("Enabled") -#define NC_DISABLED _("Disabled") +#define NC_DISABLED _("Disabled") #define NC_BUTTON _("[R]: Options") #define NC_BUTTON2 _("[R]: Return") #define NC_OPTION _("OPTIONS") -#define NC_HIGHLIGHT _("O") +#define NC_HIGHLIGHT _("O") #define NC_ANALOGUE _("Analogue Camera") #define NC_MOUSE _("Mouse Look") @@ -105,6 +105,7 @@ #define TEXT_COURSE _("コース") #define TEXT_MYSCORE _("マイスコア") #define TEXT_CONTINUE _("つづけて マリオする?") +#define TEXT_EXIT_GAME _("ゲームをしゅうりょうする?") #define TEXT_EXIT_COURSE _("コースからでる?") #define TEXT_CAMERA_ANGLE_R _("Rボタンのカメラきりかえ") @@ -122,6 +123,7 @@ // Save Options #define TEXT_SAVE_AND_CONTINUE _("セーブしてつづける?") #define TEXT_SAVE_AND_QUIT _("セーブしておわる?") +#define TEXT_SAVE_EXIT_GAME _("ゲームをやめる?") #define TEXT_CONTINUE_WITHOUT_SAVING _("セーブしないでつづける?") /** @@ -204,6 +206,7 @@ #define TEXT_MYSCORE _("MYSCORE") #define TEXT_CONTINUE _("CONTINUE") #define TEXT_EXIT_COURSE _("EXIT COURSE") +#define TEXT_EXIT_GAME _("EXIT GAME") #ifndef VERSION_EU // "R" text is different in EU #define TEXT_CAMERA_ANGLE_R _("SET CAMERA ANGLE WITH R") #endif @@ -222,6 +225,7 @@ // Save Options #define TEXT_SAVE_AND_CONTINUE _("SAVE & CONTINUE") #define TEXT_SAVE_AND_QUIT _("SAVE & QUIT") +#define TEXT_SAVE_EXIT_GAME _("SAVE & EXIT GAME") #define TEXT_CONTINUE_WITHOUT_SAVING _("CONTINUE, DON'T SAVE") /** @@ -348,12 +352,14 @@ #define TEXT_MY_SCORE_FR _("MON SCORE") #define TEXT_CONTINUE_FR _("CONTINUER") #define TEXT_EXIT_COURSE_FR _("QUITTER NIVEAU") +#define TEXT_EXIT_GAME_FR _("QUITTER JEU") #define TEXT_CAMERA_ANGLE_R_FR _("RÉGLAGE CAMÉRA AVEC [R]") // German #define TEXT_COURSE_DE _("KURS") #define TEXT_MY_SCORE_DE _("LEISTUNG") #define TEXT_CONTINUE_DE _("WEITER") #define TEXT_EXIT_COURSE_DE _("KURS VERLASSEN") +#define TEXT_EXIT_GAME_DE _("SPIEL VERLASSEN") #define TEXT_CAMERA_ANGLE_R_DE _("KAMERA MIT [R] VERSTELLEN") // Camera Options @@ -376,10 +382,12 @@ // French #define TEXT_SAVE_AND_CONTINUE_FR _("SAUVEGARDER & CONTINUER") #define TEXT_SAVE_AND_QUIT_FR _("SAUVEGARDER & QUITTER") +#define TEXT_SAVE_EXIT_GAME_FR _("SAUVEGARDER & QUITTER JEU") #define TEXT_CONTINUE_WITHOUT_SAVING_FR _("CONTINUER SANS SAUVEGARDER") // German #define TEXT_SAVE_AND_CONTINUE_DE _("SPEICHERN & WEITER") #define TEXT_SAVE_AND_QUIT_DE _("SPEICHERN & ENDE") +#define TEXT_SAVE_EXIT_GAME_DE _("SPEICHERN & SPIEL VERLASSEN") #define TEXT_CONTINUE_WITHOUT_SAVING_DE _("WEITER OHNE ZU SPEICHERN") /** diff --git a/pisetup.sh b/pisetup.sh new file mode 100755 index 00000000..5b34c233 --- /dev/null +++ b/pisetup.sh @@ -0,0 +1,409 @@ +#!/bin/bash +# Super Mario 64 PC on Raspberry Pi +# Find latest updates and code on https://www.github.com/sm64pc/sm64pc +# ToDo: Test on more Pi models with fresh Raspbian and allow existing src folders to be updated. +# +clear +echo "This script will assist with compiling Super Mario 64 on Raspbian 10" +echo "Note that accelerated OpenGL (vc4_drm) is required for maximum performance" +echo "Checking Raspberry Pi model..." +lowmem=0 +pi=0 +pimodel=$(uname -m 2>/dev/null || echo unknown) +pitype=$(tr -d '\0' < /sys/firmware/devicetree/base/model) + +if [[ $pimodel =~ "armv6" ]] +then + echo "" + echo "Raspberry Pi Model 1/0(W) detected (LOWMEM)" + echo "Warning: Additional steps may be required to safely compile and maximize performance" + pi=1; + lowmem=1; + exp=1; +fi + +if [[ $pimodel =~ "armv7" ]] +then + echo + echo "Raspberry Pi Model 2/3 detected (32bit)" + pi=2; + lowmem=0; +fi + +if [[ $pimodel =~ "aarch64" && $pitype =~ "4" ]] +then + echo + echo "Raspberry Pi Model 4 detected" + echo "Audio errors reported" + echo "Fixing audio config, reboot after compilation completes to activate" + sudo sed -i 's/load-module module-udev-detect/load-module module-udev-detect tsched=0/' /etc/pulse/default.pa + #load-module module-udev-detect tsched=0 + pi=4; + lowmem=0; + exp=1; +fi + + +if [[ $exp == 1 ]] +then + echo "" + echo "Notice: Due to detected Pi version, compilation and execution of Super Mario 64 (RPi) is experimental." + echo "Further steps may be required and software / driver compatibility is not guaranteed." + read -p "Continue setup & compilation (Y/N): " exp + + if [[ $exp =~ "Y" ]] + then + echo "" + else + exit + fi + + echo "Please report any problems encountered to https://github.com/sm64pc/sm64pc issue tracker." + echo "" + sleep 7 +fi + +#////////////////////////////////////////////////////////////////////////////////////////////////////////// +#////////////////////////////////////////////////////////////////////////////////////////////////////////// +clear +echo "Super Mario 64 RPi Initial Setup" + +if [[ $pi != 4 ]] +then #Dumb idea, but quick hack. + #We CANNOT enable VC4 for Pi4 as it uses VC6 + +inxinf=$(inxi -Gx) +echo "Checking for pre-enabled VC4 acceleration (inxi -Gx)" + +if [[ $inxinf =~ "not found" ]] +then +echo "Error: inxi not installed. Installing..." +sudo apt-get update +sudo apt-get install inxi +inxi=$(inxi -Gx) + + if [[ $inxinf =~ "not found" ]] + then + echo "Warning: Setup will not continue unless inxi is installed" + echo "Please ensure your Pi is in a state to download and install packages" + sleep 3 + exit + fi +fi + +if [[ $inxinf =~ "vc4_drm" ]] +then +echo "Success: VC4 OpenGL acceleration found!" +echo "" +sleep 4 + + else + echo "" + echo "OpenGL driver not found. opening Raspi-Config..." + echo "Please enable raspi-config -> ADV Opt -> OpenGL -> Enable FullKMS Renderer" + echo "" + sleep 5 + sudo raspi-config + vc4add=$(cat /boot/config.txt | grep -e "dtoverlay=vc4-kms-v3d") + + if [[ $vc4add =~ "vc4" ]] + then + echo "OGL driver now enabled on reboot" + fi +fi + +if [[ $lowmem == 1 ]] +then +fixmem=$(cat /boot/cmdline.txt | grep cma=128M) + + if [[ $fixmem =~ "cma=128M" ]] + then + echo "" + echo "Notice: Low-RAM RasPi model detected, BUT fixes already applied." + echo "Continuing setup." + + else + echo "" + echo "Warning: VC4 enabled, but your RasPi has 512MB or less RAM" + echo "To ensure VC4_DRM and game compilation is succesful, video memory will be reduced" + echo "gpu_mem=48M (config.txt) | cma=128M (cmdline.txt) will be written to /boot " + echo "" + read -p "Fix mem? (Y/N): " fixmem + + if [[ $fixmem =~ "Y" ]] + then + sudo sh -c "echo 'gpu_mem=48' >> /boot/config.txt" + sudo sh -c "echo 'cma=128M' >> /boot/cmdline.txt" + sync + echo "Wrote configuration changes to SD card." + sleep 2 + else + echo "" + echo "Warning: Compilation freezes & errors are likely to occur on your Pi" + echo "" + sleep 3 + fi + fi +fi + +if [[ $fixmem =~ "Y" || $vc4add =~ "vc4" ]] +then +clear +echo "System configuration has changed!" +read -p "Reboot to enable changes? (Y/N): " fixstart + if [[ $fixstart =~ "Y" ]] + then + echo "" + echo "Rebooting RasPi in 4 seconds! Press Control-C to cancel." + sleep 4 + sudo reboot + fi + fi +fi # "Should never run on a Pi 4" part ends here + +#-------------------------------------------------------------------------------- +#------------------------------------------------------------------------------- +clear +echo "Beginning installation" +echo "" +echo "Step 1. Installing latest dependencies" +echo "Allow installation & checking of Super Mario 64 compile dependencies?" +read -p "Install? (Y/N): " instdep + +if [[ $instdep =~ "Y" ]] +then +echo "" +sudo apt-get update +sudo apt install build-essential git python3 libaudiofile-dev libglew-dev libsdl2-dev +sync +else +echo "" +echo "Super Mario 64 dependencies not installed." +echo "Please manually install if Raspbian is modified from stock" +echo "" +sleep 3 +fi + +#-------------------------------------------------------------------------------------- +#------------------------------------------------------------------------------------- +clear +echo "Optional: Compile SDL2 with 'KMSDRM' for enhanced performance?" +echo "KMSDRM allows Super Mario 64 to be run without GUI/Desktop (Xorg) enabled on boot" +echo "" +echo "Warning: Compile could take up to an hour on older Raspberry Pi models" +read -p "Proceed? (Y/N): " sdlcomp + +if [[ $sdlcomp =~ "Y" ]] +then +echo "" +echo "Installing dependencies for SDL2 compilation" + +sudo sed -i '/^#\sdeb-src /s/^#//' "/etc/apt/sources.list" +sudo apt build-dep libsdl2 +sudo apt install libdrm-dev libgbm-dev +sync + +echo "" +echo "Creating folder src in HOME directory for compile" +echo "" + +mkdir $HOME/src +cd $HOME/src +mkdir $HOME/src/sdl2 +cd $HOME/src/sdl2 +sleep 2 + +echo "Downloading SDL2 from libsdl.org and unzipping to HOME/src/sdl2/SDL2" +wget https://www.libsdl.org/release/SDL2-2.0.10.tar.gz +sync +tar xzf ./SDL2*.gz +sync +cd ./SDL2* + +echo "Configuring SDL2 library to enable KMSDRM (Xorg free rendering)" +./configure --enable-video-kmsdrm +echo "Compiling modified SDL2 and installing." +make +sudo make install +fi + +#---------------------------------------------------------------------- +#--------------------------------------------------------------------- +sleep 2 +clear +echo "Super Mario 64 RPi preparation & downloader" +echo "" +echo "Checking in current directory and" +echo "checking in "$HOME"/src/sm64pi/sm64pc/ for existing Super Mario 64 PC files" +echo "" +sm64dircur=$(ls ./Makefile) +sm64dir=$(ls $HOME/src/sm64pi/sm64pc/Makefile) + +if [[ $sm64dircur =~ "Makefile" ]] #If current directory has a makefile +then +sm64dir=$sm64dircur +curdir=1; #If current directory has a Makefile or is git zip +fi + +if [[ $sm64dir =~ "Makefile" ]]; +then + echo "Existing Super Mario 64 PC port files found!" + echo "Redownload files (fresh compile)?" + read -p "Redownload? (Y/N): " sm64git + + if [[ $sm64git =~ "N" ]] # Do NOT redownload, USE current directory for compile + then + sm64dir=1; # Don't redownload files , use current directory (has sm64 files) + curdir=1 + fi + +else #Do a fresh compile in HOME/src/sm64pi/sm64pc/ + sm64dir=0; + curdir=0; +fi + +#------------------------------------------------------------------------------ +#------------------------------------------------------------------------------ + +if [[ $sm64git =~ "Y" || $sm64dir == 0 || $curdir == 0 ]] #If user wants to redownload or NOT git-zip execution +then +echo "Step 2. Super Mario 64 PC-Port will now be downloaded from github" +echo "Current folder will NOT be compiled." +read -p "Proceed? (Y/N): " gitins + +if [[ $gitins =~ "Y" ]] +then +echo "" +echo "Creating directory "$HOME"/src/sm64pi" +mkdir $HOME/src/ +cd $HOME/src/ +mkdir $HOME/src/sm64pi +cd $HOME/src/sm64pi + +echo "" +echo "Downloading latest Super Mario 64 PC-port code" +git clone https://github.com/sm64pc/sm64pc +cd $HOME/src/sm64pi/sm64pc/ +echo "Download complete" +echo "" +sleep 2 +fi #End of downloader +fi +sleep 2 + +#------------------------------------------------------------------- +#------------------------------------------------------------------ +clear +echo "Super Mario 64 RPi compilation" +echo "" +echo "Step 3. Compiling Super Mario 64 for the Raspberry Pi" +echo "" +echo "Warning: Super Mario 64 assets are required in order to compile" +if [[ $curdir ==1 ]] +then +echo "Assets will be extracted from "$PWD" " +else +echo "Assets will be extracted from $HOME/src/sm64pi/sm64pc/baserom.(us/eu/jp).z64 " +fi + +if [[ $curdir == 1 ]] +then +sm64z64=$(find ./* | grep baserom) #See if current directory is prepped +else +sm64z64=$(find $HOME/src/sm64pi/sm64pc/* | grep baserom) #see if fresh compile directory is prepped +fi + +if [[ $sm64z64 =~ "baserom" ]] +then +echo "" +echo "Super Mario 64 assets found in compilation directory" +echo "Continuing with compilation" + +else +echo "" +echo "Please satisfy this requirement before continuing." +echo "Exiting Super Mario 64 RasPi setup and compilation script." +echo "" +echo "Note: Re-run script once baserom(s) are inserted into" + +if [[ $curdir == 1 ]] +then +echo $PWD +echo "" +else +echo "" +echo $HOME/src/sm64pi/sm64pc/ +fi + +sleep 5 +exit + +fi + +#------------------------------------------------------------------------------- +#------------------------------------------------------------------------------- +sleep 3 +clear +echo "" + +if [[ $curdir != 1 ]] # If we're not compiling from a git zip / random directory +then +cd $HOME/src/sm64pi/sm64pc/ +fi + +echo "Beginning Super Mario 64 RasPi compilation!" +echo "" +echo "Warning: Compilation may take up to an hour on weaker hardware" +echo "At least 300MB of free storage AND RAM is recommended" +echo "" +make clean +sync +make TARGET_RPI=1 +sync + + +#--------------------------------------------------------------------------- +#-------------------------------------------------------------------------- + +if [[ $curdir == 1 ]] +then +sm64done=$(find ./build/*/* | grep .arm) +else +sm64done=$(find $HOME/src/sm64pi/sm64pc/build/*/* | grep .arm) +fi + +echo "" +if [[ $sm64done =~ ".arm" ]] +then +echo "Super Mario 64 RasPi compilation successful!" +echo "You may find it in" + +if [[ $curdir == 1 ]] +then +$sm64loc=$(ls ./build/*pc/*.arm) +else +$sm64loc=$(ls $HOME/src/sm64pi/sm64pc/build/*pc/*.arm) +fi + +echo $sm64loc + +echo "" +echo "Execute compiled Super Mario 64 RasPi?" +read -p "Run game (Y/N): " sm64run + +if [[ $sm64run =~ "Y" ]] +then +cd +chmod +x $sm64loc +bash $sm64loc +sleep 1 +fi + +else +echo "Cannot find compiled sm64*.arm binary..." +echo "Please note of any errors during compilation process and report them to" +echo "https://github.com/sm64pc/sm64pc" +sleep 5 +fi + +exit diff --git a/src/engine/behavior_script.c b/src/engine/behavior_script.c index edd52478..feb6fefd 100644 --- a/src/engine/behavior_script.c +++ b/src/engine/behavior_script.c @@ -987,11 +987,15 @@ void cur_obj_update(void) { } else if ((objFlags & OBJ_FLAG_COMPUTE_DIST_TO_MARIO) && gCurrentObject->collisionData == NULL) { if (!(objFlags & OBJ_FLAG_ACTIVE_FROM_AFAR)) { // If the object has a render distance, check if it should be shown. +#ifndef NODRAWINGDISTANCE if (distanceFromMario > gCurrentObject->oDrawingDistance) { // Out of render distance, hide the object. gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; gCurrentObject->activeFlags |= ACTIVE_FLAG_FAR_AWAY; } else if (gCurrentObject->oHeldState == HELD_FREE) { +#else + if (distanceFromMario <= gCurrentObject->oDrawingDistance && gCurrentObject->oHeldState == HELD_FREE) { +#endif // In render distance (and not being held), show the object. gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE; gCurrentObject->activeFlags &= ~ACTIVE_FLAG_FAR_AWAY; diff --git a/src/engine/surface_load.c b/src/engine/surface_load.c index 363f9afb..498fae0d 100644 --- a/src/engine/surface_load.c +++ b/src/engine/surface_load.c @@ -789,9 +789,13 @@ void load_object_collision_model(void) { } } +#ifndef NODRAWINGDISTANCE if (marioDist < gCurrentObject->oDrawingDistance) { +#endif gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE; +#ifndef NODRAWINGDISTANCE } else { gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; } +#endif } diff --git a/src/game/behaviors/bub.inc.c b/src/game/behaviors/bub.inc.c index e8e63096..7bf71690 100644 --- a/src/game/behaviors/bub.inc.c +++ b/src/game/behaviors/bub.inc.c @@ -8,11 +8,15 @@ void bub_spawner_act_0(void) { s32 i; s32 sp18 = o->oBirdChirpChirpUnkF4; +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 1500.0f) { +#endif for (i = 0; i < sp18; i++) spawn_object(o, MODEL_BUB, bhvBub); o->oAction = 1; +#ifndef NODRAWINGDISTANCE } +#endif } void bub_spawner_act_1(void) { diff --git a/src/game/behaviors/chain_chomp.inc.c b/src/game/behaviors/chain_chomp.inc.c index a77c5d5f..9b9c3423 100644 --- a/src/game/behaviors/chain_chomp.inc.c +++ b/src/game/behaviors/chain_chomp.inc.c @@ -53,7 +53,9 @@ static void chain_chomp_act_uninitialized(void) { struct ChainSegment *segments; s32 i; +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 3000.0f) { +#endif segments = mem_pool_alloc(gObjectMemoryPool, 5 * sizeof(struct ChainSegment)); if (segments != NULL) { // Each segment represents the offset of a chain part to the pivot. @@ -81,7 +83,9 @@ static void chain_chomp_act_uninitialized(void) { cur_obj_unhide(); } } +#ifndef NODRAWINGDISTANCE } +#endif } /** @@ -359,10 +363,12 @@ static void chain_chomp_act_move(void) { f32 maxDistToPivot; // Unload chain if mario is far enough +#ifndef NODRAWINGDISTANCE if (o->oChainChompReleaseStatus == CHAIN_CHOMP_NOT_RELEASED && o->oDistanceToMario > 4000.0f) { o->oAction = CHAIN_CHOMP_ACT_UNLOAD_CHAIN; o->oForwardVel = o->oVelY = 0.0f; } else { +#endif cur_obj_update_floor_and_walls(); switch (o->oChainChompReleaseStatus) { @@ -446,7 +452,9 @@ static void chain_chomp_act_move(void) { o->oGravity = -4.0f; o->oChainChompTargetPitch = -0x3000; } +#ifndef NODRAWINGDISTANCE } +#endif } /** diff --git a/src/game/behaviors/cloud.inc.c b/src/game/behaviors/cloud.inc.c index e5cb9bed..fa82e3f4 100644 --- a/src/game/behaviors/cloud.inc.c +++ b/src/game/behaviors/cloud.inc.c @@ -47,10 +47,14 @@ static void cloud_act_spawn_parts(void) { * Wait for mario to approach, then unhide and enter the spawn parts action. */ static void cloud_act_fwoosh_hidden(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2000.0f) { +#endif cur_obj_unhide(); o->oAction = CLOUD_ACT_SPAWN_PARTS; +#ifndef NODRAWINGDISTANCE } +#endif } /** @@ -58,9 +62,11 @@ static void cloud_act_fwoosh_hidden(void) { * long enough, blow wind at him. */ static void cloud_fwoosh_update(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 2500.0f) { o->oAction = CLOUD_ACT_UNLOAD; } else { +#endif if (o->oCloudBlowing) { o->header.gfx.scale[0] += o->oCloudGrowSpeed; @@ -95,7 +101,9 @@ static void cloud_fwoosh_update(void) { } cur_obj_scale(o->header.gfx.scale[0]); +#ifndef NODRAWINGDISTANCE } +#endif } /** diff --git a/src/game/behaviors/coin.inc.c b/src/game/behaviors/coin.inc.c index 913c5834..05619b96 100644 --- a/src/game/behaviors/coin.inc.c +++ b/src/game/behaviors/coin.inc.c @@ -184,17 +184,23 @@ void bhv_coin_formation_loop(void) { s32 bitIndex; switch (o->oAction) { case 0: +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2000.0f) { +#endif for (bitIndex = 0; bitIndex < 8; bitIndex++) { if (!(o->oCoinUnkF4 & (1 << bitIndex))) spawn_coin_in_formation(bitIndex, o->oBehParams2ndByte); } o->oAction++; +#ifndef NODRAWINGDISTANCE } +#endif break; case 1: +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 2100.0f) o->oAction++; +#endif break; case 2: o->oAction = 0; diff --git a/src/game/behaviors/enemy_lakitu.inc.c b/src/game/behaviors/enemy_lakitu.inc.c index 056c3f13..cacd732f 100644 --- a/src/game/behaviors/enemy_lakitu.inc.c +++ b/src/game/behaviors/enemy_lakitu.inc.c @@ -24,12 +24,16 @@ static struct ObjectHitbox sEnemyLakituHitbox = { * Wait for mario to approach, then spawn the cloud and become visible. */ static void enemy_lakitu_act_uninitialized(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2000.0f) { +#endif spawn_object_relative_with_scale(CLOUD_BP_LAKITU_CLOUD, 0, 0, 0, 2.0f, o, MODEL_MIST, bhvCloud); cur_obj_unhide(); o->oAction = ENEMY_LAKITU_ACT_MAIN; +#ifndef NODRAWINGDISTANCE } +#endif } /** diff --git a/src/game/behaviors/fish.inc.c b/src/game/behaviors/fish.inc.c index 839ab8d6..f652ef47 100644 --- a/src/game/behaviors/fish.inc.c +++ b/src/game/behaviors/fish.inc.c @@ -42,7 +42,9 @@ void fish_act_spawn(void) { * If the current level is Secret Aquarium, ignore this requirement. * Fish moves at random with a max-range of 700.0f. */ +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < minDistToMario || gCurrLevelNum == LEVEL_SA) { +#endif for (i = 0; i < schoolQuantity; i++) { fishObject = spawn_object(o, model, bhvFish); fishObject->oBehParams2ndByte = o->oBehParams2ndByte; @@ -50,7 +52,9 @@ void fish_act_spawn(void) { obj_translate_xyz_random(fishObject, 700.0f); } o->oAction = FISH_ACT_ACTIVE; +#ifndef NODRAWINGDISTANCE } +#endif } /** diff --git a/src/game/behaviors/goomba.inc.c b/src/game/behaviors/goomba.inc.c index 2dab2fec..bf47dda1 100644 --- a/src/game/behaviors/goomba.inc.c +++ b/src/game/behaviors/goomba.inc.c @@ -78,7 +78,9 @@ void bhv_goomba_triplet_spawner_update(void) { // If mario is close enough and the goombas aren't currently loaded, then // spawn them if (o->oAction == GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 3000.0f) { +#endif // The spawner is capable of spawning more than 3 goombas, but this // is not used in the game dAngle = @@ -98,11 +100,13 @@ void bhv_goomba_triplet_spawner_update(void) { } o->oAction += 1; +#ifndef NODRAWINGDISTANCE } } else if (o->oDistanceToMario > 4000.0f) { // If mario is too far away, enter the unloaded action. The goombas // will detect this and unload themselves o->oAction = GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED; +#endif } } diff --git a/src/game/behaviors/heave_ho.inc.c b/src/game/behaviors/heave_ho.inc.c index 662bb0bd..2cbd1f0e 100644 --- a/src/game/behaviors/heave_ho.inc.c +++ b/src/game/behaviors/heave_ho.inc.c @@ -72,8 +72,12 @@ void heave_ho_act_3(void) { } void heave_ho_act_0(void) { - cur_obj_set_pos_to_home(); +#ifndef NODRAWINGDISTANCE if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY && o->oDistanceToMario < 4000.0f) { +#else + if (find_water_level(o->oPosX, o->oPosZ) < (o->oPosY - 50.0f)) { +#endif + cur_obj_set_pos_to_home(); cur_obj_become_tangible(); cur_obj_unhide(); o->oAction = 1; diff --git a/src/game/behaviors/king_bobomb.inc.c b/src/game/behaviors/king_bobomb.inc.c index 63a75755..af1cb0a6 100644 --- a/src/game/behaviors/king_bobomb.inc.c +++ b/src/game/behaviors/king_bobomb.inc.c @@ -295,10 +295,14 @@ void king_bobomb_move(void) { cur_obj_move_using_fvel_and_gravity(); cur_obj_call_action_function(sKingBobombActions); exec_anim_sound_state(sKingBobombSoundStates); +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 5000.0f) +#endif cur_obj_enable_rendering(); +#ifndef NODRAWINGDISTANCE else cur_obj_disable_rendering(); +#endif } void bhv_king_bobomb_loop(void) { diff --git a/src/game/behaviors/lll_floating_wood_piece.inc.c b/src/game/behaviors/lll_floating_wood_piece.inc.c index a484471c..fad31f3f 100644 --- a/src/game/behaviors/lll_floating_wood_piece.inc.c +++ b/src/game/behaviors/lll_floating_wood_piece.inc.c @@ -14,18 +14,24 @@ void bhv_lll_floating_wood_bridge_loop(void) { s32 i; switch (o->oAction) { case 0: +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2500.0f) { +#endif for (i = 1; i < 4; i++) { sp3C = spawn_object_relative(0, (i - 2) * 300, 0, 0, o, MODEL_LLL_WOOD_BRIDGE, bhvLllWoodPiece); sp3C->oLllWoodPieceUnkF4 = i * 4096; } o->oAction = 1; +#ifndef NODRAWINGDISTANCE } +#endif break; case 1: +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 2600.0f) o->oAction = 2; +#endif break; case 2: o->oAction = 0; diff --git a/src/game/behaviors/lll_rotating_hex_flame.inc.c b/src/game/behaviors/lll_rotating_hex_flame.inc.c index efabfca8..fc707330 100644 --- a/src/game/behaviors/lll_rotating_hex_flame.inc.c +++ b/src/game/behaviors/lll_rotating_hex_flame.inc.c @@ -30,7 +30,9 @@ void fire_bar_spawn_flames(s16 a0) { } void fire_bar_act_0(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 3000.0f) +#endif o->oAction = 1; } @@ -45,8 +47,10 @@ void fire_bar_act_1(void) { void fire_bar_act_2(void) { o->oAngleVelYaw = -0x100; o->oMoveAngleYaw += o->oAngleVelYaw; +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 3200.0f) o->oAction = 3; +#endif } void fire_bar_act_3(void) { diff --git a/src/game/behaviors/pokey.inc.c b/src/game/behaviors/pokey.inc.c index df5d11f5..cfcc92c2 100644 --- a/src/game/behaviors/pokey.inc.c +++ b/src/game/behaviors/pokey.inc.c @@ -151,7 +151,9 @@ static void pokey_act_uninitialized(void) { s32 i; s16 partModel; +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2000.0f) { +#endif partModel = MODEL_POKEY_HEAD; for (i = 0; i < 5; i++) { @@ -170,7 +172,9 @@ static void pokey_act_uninitialized(void) { o->oPokeyNumAliveBodyParts = 5; o->oPokeyBottomBodyPartSize = 1.0f; o->oAction = POKEY_ACT_WANDER; +#ifndef NODRAWINGDISTANCE } +#endif } /** @@ -185,9 +189,11 @@ static void pokey_act_wander(void) { if (o->oPokeyNumAliveBodyParts == 0) { obj_mark_for_deletion(o); +#ifndef NODRAWINGDISTANCE } else if (o->oDistanceToMario > 2500.0f) { o->oAction = POKEY_ACT_UNLOAD_PARTS; o->oForwardVel = 0.0f; +#endif } else { treat_far_home_as_mario(1000.0f); cur_obj_update_floor_and_walls(); diff --git a/src/game/behaviors/snufit.inc.c b/src/game/behaviors/snufit.inc.c index f3a0c9ef..76e78c09 100644 --- a/src/game/behaviors/snufit.inc.c +++ b/src/game/behaviors/snufit.inc.c @@ -180,7 +180,11 @@ void bhv_snufit_loop(void) { void bhv_snufit_balls_loop(void) { // If far from Mario or in a different room, despawn. if ((o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM) +#ifndef NODRAWINGDISTANCE || (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)) { +#else + || (o->oTimer != 0)) { +#endif obj_mark_for_deletion(o); } diff --git a/src/game/behaviors/triplet_butterfly.inc.c b/src/game/behaviors/triplet_butterfly.inc.c index 1c2b9265..3d16a9d2 100644 --- a/src/game/behaviors/triplet_butterfly.inc.c +++ b/src/game/behaviors/triplet_butterfly.inc.c @@ -54,9 +54,11 @@ static void triplet_butterfly_act_init(void) { } static void triplet_butterfly_act_wander(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 1500.0f) { obj_mark_for_deletion(o); } else { +#endif approach_f32_ptr(&o->oTripletButterflySpeed, 8.0f, 0.5f); if (o->oTimer < 60) { o->oTripletButterflyTargetYaw = cur_obj_angle_to_home(); @@ -82,7 +84,9 @@ static void triplet_butterfly_act_wander(void) { obj_move_pitch_approach(o->oTripletButterflyTargetPitch, 400); cur_obj_rotate_yaw_toward(o->oTripletButterflyTargetYaw, random_linear_offset(400, 800)); +#ifndef NODRAWINGDISTANCE } +#endif } static void triplet_butterfly_act_activate(void) { diff --git a/src/game/behaviors/water_bomb_cannon.inc.c b/src/game/behaviors/water_bomb_cannon.inc.c index 8e9ba33b..fb82e43c 100644 --- a/src/game/behaviors/water_bomb_cannon.inc.c +++ b/src/game/behaviors/water_bomb_cannon.inc.c @@ -38,19 +38,27 @@ void bhv_bubble_cannon_barrel_loop(void) { } void water_bomb_cannon_act_0(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 2000.0f) { +#endif spawn_object(o, MODEL_CANNON_BARREL, bhvCannonBarrelBubbles); cur_obj_unhide(); o->oAction = 1; o->oMoveAnglePitch = o->oWaterCannonUnkFC = 0x1C00; +#ifndef NODRAWINGDISTANCE } +#endif } void water_bomb_cannon_act_1(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario > 2500.0f) { o->oAction = 2; } else if (o->oBehParams2ndByte == 0) { +#else + if (o->oBehParams2ndByte == 0) { +#endif if (o->oWaterCannonUnkF4 != 0) { o->oWaterCannonUnkF4 -= 1; } else { diff --git a/src/game/behaviors/whirlpool.inc.c b/src/game/behaviors/whirlpool.inc.c index 405e0518..5aebebd2 100644 --- a/src/game/behaviors/whirlpool.inc.c +++ b/src/game/behaviors/whirlpool.inc.c @@ -35,7 +35,9 @@ void whirpool_orient_graph(void) { } void bhv_whirlpool_loop(void) { +#ifndef NODRAWINGDISTANCE if (o->oDistanceToMario < 5000.0f) { +#endif o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; // not sure if actually an array @@ -52,10 +54,12 @@ void bhv_whirlpool_loop(void) { whirpool_orient_graph(); o->oFaceAngleYaw += 0x1F40; +#ifndef NODRAWINGDISTANCE } else { o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; gEnvFxBubbleConfig[ENVFX_STATE_PARTICLECOUNT] = 0; } +#endif cur_obj_play_sound_1(SOUND_ENV_WATER); diff --git a/src/game/bettercamera.inc.h b/src/game/bettercamera.inc.h index d1fb29c0..6c9592b8 100644 --- a/src/game/bettercamera.inc.h +++ b/src/game/bettercamera.inc.h @@ -145,7 +145,8 @@ void newcam_init(struct Camera *c, u8 dv) newcam_intendedmode = newcam_mode; newcam_modeflags = newcam_mode; } -static f32 newcam_clamp(f32 value, f32 max, f32 min) + +static u8 newcam_clamp(u8 value, u8 min, u8 max) { if (value > max) value = max; @@ -153,6 +154,7 @@ static f32 newcam_clamp(f32 value, f32 max, f32 min) value = min; return value; } + ///These are the default settings for Puppycam. You may change them to change how they'll be set for first timers. void newcam_init_settings(void) { @@ -702,12 +704,10 @@ void newcam_change_setting(u8 toggle) newcam_mouse ^= 1; break; case 2: - if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250) - newcam_sensitivityX += toggle; + newcam_sensitivityX = newcam_clamp(newcam_sensitivityX + toggle, 10, 250); break; case 3: - if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250) - newcam_sensitivityY += toggle; + newcam_sensitivityY = newcam_clamp(newcam_sensitivityY + toggle, 10, 250); break; case 4: newcam_invertX ^= 1; @@ -716,12 +716,10 @@ void newcam_change_setting(u8 toggle) newcam_invertY ^= 1; break; case 6: - if (newcam_aggression > 0 && newcam_aggression < 100) - newcam_aggression += toggle; + newcam_aggression = newcam_clamp(newcam_aggression + toggle, 0, 100); break; case 7: - if (newcam_panlevel > 0 && newcam_panlevel < 100) - newcam_panlevel += toggle; + newcam_panlevel = newcam_clamp(newcam_panlevel + toggle, 0, 100); break; } } @@ -825,13 +823,18 @@ void newcam_check_pause_buttons() { if (gPlayer1Controller->buttonPressed & R_TRIG) { - #ifndef nosound - play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs); - #endif if (newcam_option_open == 0) + { + #ifndef nosound + play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs); + #endif newcam_option_open = 1; + } else { + #ifndef nosound + play_sound(SOUND_MENU_MARIO_CASTLE_WARP2, gDefaultSoundArgs); + #endif newcam_option_open = 0; newcam_save_settings(); } @@ -847,7 +850,7 @@ void newcam_check_pause_buttons() switch (newcam_option_index) { case 0: newcam_option_index++; newcam_option_timer += 10; break; - default: newcam_option_timer += 5; break; + default: newcam_option_timer += 3; break; } #ifndef nosound play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs); @@ -875,7 +878,7 @@ void newcam_check_pause_buttons() switch (newcam_option_index) { case 0: newcam_option_index++; newcam_option_timer += 10; break; - default: newcam_option_timer += 5; break; + default: newcam_option_timer += 3; break; } #ifndef nosound play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs); diff --git a/src/game/display.h b/src/game/display.h index 0c427111..877c4f0b 100644 --- a/src/game/display.h +++ b/src/game/display.h @@ -3,7 +3,7 @@ #include "types.h" -#define GFX_POOL_SIZE 6400 +#define GFX_POOL_SIZE 64000 extern u16 frameBufferIndex; extern u32 gGlobalTimer; diff --git a/src/game/game_init.h b/src/game/game_init.h index 68db7426..019bad4d 100644 --- a/src/game/game_init.h +++ b/src/game/game_init.h @@ -51,7 +51,7 @@ extern struct MarioAnimation gDemo; extern u8 gMarioAnims[]; extern u8 gDemoInputs[]; -#define GFX_POOL_SIZE 6400 +#define GFX_POOL_SIZE 64000 struct GfxPool { Gfx buffer[GFX_POOL_SIZE]; diff --git a/src/game/ingame_menu.c b/src/game/ingame_menu.c index 227062c1..bfcbf42b 100644 --- a/src/game/ingame_menu.c +++ b/src/game/ingame_menu.c @@ -2387,6 +2387,13 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) { { TEXT_EXIT_COURSE_FR }, { TEXT_EXIT_COURSE_DE } }; + + u8 textExitGame[][22] ={ + { TEXT_EXIT_GAME }, + { TEXT_EXIT_GAME_FR }, + { TEXT_EXIT_GAME_DE } + }; + u8 textCameraAngleR[][24] = { { TEXT_CAMERA_ANGLE_R }, { TEXT_CAMERA_ANGLE_R_FR }, @@ -2394,23 +2401,27 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) { }; #define textContinue textContinue[gInGameLanguage] #define textExitCourse textExitCourse[gInGameLanguage] +#define textExitGame textExitGame[gInGameLanguage] #define textCameraAngleR textCameraAngleR[gInGameLanguage] #else u8 textContinue[] = { TEXT_CONTINUE }; u8 textExitCourse[] = { TEXT_EXIT_COURSE }; + u8 textExitGame[] = { TEXT_EXIT_GAME }; u8 textCameraAngleR[] = { TEXT_CAMERA_ANGLE_R }; #endif - handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3); + handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Index max raised to 4 from 3 gSPDisplayList(gDisplayListHead++, dl_ia_text_begin); gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha); print_generic_string(x + 10, y - 2, textContinue); print_generic_string(x + 10, y - 17, textExitCourse); + print_generic_string(x + 10, y - 33, textExitGame); - if (index[0] != 3) { - print_generic_string(x + 10, y - 33, textCameraAngleR); + + if (index[0] != 4) { + print_generic_string(x + 10, y - 48, textCameraAngleR); gSPDisplayList(gDisplayListHead++, dl_ia_text_end); create_dl_translation_matrix(MENU_MTX_PUSH, x - X_VAL8, (y - ((index[0] - 1) * yIndex)) - Y_VAL8, 0); @@ -2420,8 +2431,8 @@ void render_pause_course_options(s16 x, s16 y, s8 *index, s16 yIndex) { gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW); } - if (index[0] == 3) { - render_pause_camera_options(x - 42, y - 42, &gDialogCameraAngleIndex, 110); + if (index[0] == 4) { + render_pause_camera_options(x - 42, y - 57, &gDialogCameraAngleIndex, 110); } } @@ -2662,7 +2673,7 @@ s16 render_pause_courses_and_castle(void) { gDialogBoxState = DIALOG_STATE_OPENING; gMenuMode = -1; - if (gDialogLineNum == 2) { + if (gDialogLineNum == 2 || gDialogLineNum == 3) { num = gDialogLineNum; } else { num = 1; @@ -2949,11 +2960,13 @@ void render_course_complete_lvl_info_and_hud_str(void) { #if defined(VERSION_JP) || defined(VERSION_SH) #define TXT_SAVECONT_Y 2 #define TXT_SAVEQUIT_Y 18 -#define TXT_CONTNOSAVE_Y 38 +#define TXT_SAVE_EXIT_GAME_Y 38 +#define TXT_CONTNOSAVE_Y 54 #else #define TXT_SAVECONT_Y 0 #define TXT_SAVEQUIT_Y 20 -#define TXT_CONTNOSAVE_Y 40 +#define TXT_SAVE_EXIT_GAME_Y 40 +#define TXT_CONTNOSAVE_Y 60 #endif #ifdef VERSION_EU @@ -2975,28 +2988,39 @@ void render_save_confirmation(s16 x, s16 y, s8 *index, s16 sp6e) { TEXT_SAVE_AND_QUIT_FR }, { TEXT_SAVE_AND_QUIT_DE } }; + + u8 textSaveExitGame[][26] = { // New function to exit game + { TEXT_SAVE_EXIT_GAME }, + { TEXT_SAVE_EXIT_GAME_FR }, + { TEXT_SAVE_EXIT_GAME_DE } + }; + u8 textContinueWithoutSaveArr[][27] = { { TEXT_CONTINUE_WITHOUT_SAVING }, { TEXT_CONTINUE_WITHOUT_SAVING_FR }, { TEXT_CONTINUE_WITHOUT_SAVING_DE } }; + #define textSaveAndContinue textSaveAndContinueArr[gInGameLanguage] #define textSaveAndQuit textSaveAndQuitArr[gInGameLanguage] +#define textSaveExitGame textSaveExitGame[gInGameLanguage] #define textContinueWithoutSave textContinueWithoutSaveArr[gInGameLanguage] s16 xOffset = get_str_x_pos_from_center(160, textContinueWithoutSaveArr[gInGameLanguage], 12.0f); #else u8 textSaveAndContinue[] = { TEXT_SAVE_AND_CONTINUE }; u8 textSaveAndQuit[] = { TEXT_SAVE_AND_QUIT }; + u8 textSaveExitGame[] = { TEXT_SAVE_EXIT_GAME }; u8 textContinueWithoutSave[] = { TEXT_CONTINUE_WITHOUT_SAVING }; #endif - handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 3); + handle_menu_scrolling(MENU_SCROLL_VERTICAL, index, 1, 4); // Increased to '4' to handle Exit Game gSPDisplayList(gDisplayListHead++, dl_ia_text_begin); gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha); print_generic_string(TXT_SAVEOPTIONS_X, y + TXT_SAVECONT_Y, textSaveAndContinue); print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVEQUIT_Y, textSaveAndQuit); + print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVE_EXIT_GAME_Y, textSaveExitGame); print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_CONTNOSAVE_Y, textContinueWithoutSave); gSPDisplayList(gDisplayListHead++, dl_ia_text_end); diff --git a/src/game/level_update.c b/src/game/level_update.c index 698e8c7a..13246ad5 100644 --- a/src/game/level_update.c +++ b/src/game/level_update.c @@ -1,4 +1,5 @@ #include +#include #include "sm64.h" #include "seq_ids.h" @@ -27,6 +28,9 @@ #include "level_table.h" #include "course_table.h" #include "thread6.h" +#include "../../include/libc/stdlib.h" +#include "../pc/configfile.h" +#define CONFIG_FILE "sm64config.txt" #include "pc/cliopts.h" @@ -1016,23 +1020,36 @@ s32 play_mode_normal(void) { s32 play_mode_paused(void) { if (gPauseScreenMode == 0) { set_menu_mode(RENDER_PAUSE_SCREEN); - } else if (gPauseScreenMode == 1) { + } else if (gPauseScreenMode == 1) { raise_background_noise(1); gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; set_play_mode(PLAY_MODE_NORMAL); - } else { - // Exit level - - if (gDebugLevelSelect) { - fade_into_special_warp(-9, 1); - } else { - initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0); - fade_into_special_warp(0, 0); - gSavedCourseNum = COURSE_NONE; - } - - gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; } + // Exit level + else if (gPauseScreenMode == 2) { + + if (gDebugLevelSelect) { + fade_into_special_warp(-9, 1); + } + + else { + initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0); + fade_into_special_warp(0, 0); + gSavedCourseNum = COURSE_NONE; + } + + } // end of gPauseScreenMode == 2 for "EXIT COURSE" option + + if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here + initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0); + fade_into_special_warp(0, 0); + + //configfile_save(CONFIG_FILE); + exit(0); // Appears to automatically save config on exit! + } + + gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; + // } return 0; } diff --git a/src/game/mario_actions_cutscene.c b/src/game/mario_actions_cutscene.c index 97ae8e1d..cf623f91 100644 --- a/src/game/mario_actions_cutscene.c +++ b/src/game/mario_actions_cutscene.c @@ -1,4 +1,5 @@ #include +#include #include "prevent_bss_reordering.h" #include "sm64.h" #include "gfx_dimensions.h" @@ -27,9 +28,12 @@ #include "level_table.h" #include "dialog_ids.h" #include "thread6.h" +#include "../../include/libc/stdlib.h" +#include "../pc/configfile.h" +#define CONFIG_FILE "sm64config.txt" // TODO: put this elsewhere -enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE }; +enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE }; static struct Object *sIntroWarpPipeObj; static struct Object *sEndPeachObj; @@ -254,16 +258,26 @@ void handle_save_menu(struct MarioState *m) { // mario_finished_animation(m) ? (not my file, not my problem) if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) { // save and continue / save and quit - if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) { + if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) { save_file_do_save(gCurrSaveFileNum - 1); if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) { fade_into_special_warp(-2, 0); // reset game } + + if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) { + //configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting + //initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0); + fade_into_special_warp(0, 0); + + //fade_into_special_warp(-2, 0); // do the reset game thing + exit(0); // exit after saving game + } + } // not quitting - if (gSaveOptSelectIndex != SAVE_OPT_SAVE_AND_QUIT) { + if (gSaveOptSelectIndex != SAVE_OPT_SAVE_EXIT_GAME) { disable_time_stop(); m->faceAngle[1] += 0x8000; // figure out what dialog to show, if we should diff --git a/src/game/obj_behaviors.c b/src/game/obj_behaviors.c index 0e2c7c86..68cebe5d 100644 --- a/src/game/obj_behaviors.c +++ b/src/game/obj_behaviors.c @@ -527,11 +527,15 @@ void set_object_visibility(struct Object *obj, s32 dist) { f32 objY = obj->oPosY; f32 objZ = obj->oPosZ; +#ifndef NODRAWINGDISTANCE if (is_point_within_radius_of_mario(objX, objY, objZ, dist) == TRUE) { +#endif obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; +#ifndef NODRAWINGDISTANCE } else { obj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; } +#endif } /** diff --git a/src/goddard/renderer.c b/src/goddard/renderer.c index b5b7fafb..06928dc7 100644 --- a/src/goddard/renderer.c +++ b/src/goddard/renderer.c @@ -22,6 +22,7 @@ #include "gd_math.h" #include "shape_helper.h" +#include "config.h" #include "gfx_dimensions.h" #define MAX_GD_DLS 1000 @@ -2326,7 +2327,7 @@ void start_view_dl(struct ObjView *view) { uly = lry - 1.0f; } - gDPSetScissor(next_gfx(), G_SC_NON_INTERLACE, ulx, uly, lrx, lry); + // gDPSetScissor(next_gfx(), G_SC_NON_INTERLACE, ulx, uly, lrx, lry); // N64 only gSPClearGeometryMode(next_gfx(), 0xFFFFFFFF); gSPSetGeometryMode(next_gfx(), G_LIGHTING | G_CULL_BACK | G_SHADING_SMOOTH | G_SHADE); if (view->flags & VIEW_ALLOC_ZBUF) { @@ -2985,9 +2986,9 @@ void update_cursor(void) { reset_dlnum_indices(sHandShape->gdDls[gGdFrameBuf]); if (gGdCtrl.btnApressed) { - gd_put_sprite((u16 *) gd_texture_hand_closed, sHandView->upperLeft.x, sHandView->upperLeft.y, 0x20, 0x20); + gd_put_sprite((u16 *) gd_texture_hand_closed, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20); } else { - gd_put_sprite((u16 *) gd_texture_hand_open, sHandView->upperLeft.x, sHandView->upperLeft.y, 0x20, 0x20); + gd_put_sprite((u16 *) gd_texture_hand_open, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20); } gd_enddlsplist_parent(); diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c index 80a539a0..a794c6d3 100644 --- a/src/pc/gfx/gfx_sdl2.c +++ b/src/pc/gfx/gfx_sdl2.c @@ -130,9 +130,11 @@ static void gfx_sdl_init(void) { if (configFullscreen) { wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, sdl_displaymode.w, sdl_displaymode.h, window_flags); + SDL_ShowCursor(SDL_DISABLE); } else { wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags); + SDL_ShowCursor(SDL_ENABLE); } SDL_GL_CreateContext(wnd);