Merge branch 'master' into cmake

This commit is contained in:
HengiFettlich 2020-05-10 19:29:01 +02:00
commit 8bc5854b6e
30 changed files with 1819 additions and 397 deletions

4
.gitignore vendored
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@ -7,6 +7,10 @@
*.ilk
*.exp
# Patch and wiggle related residdue
*.rej
*.porig
# Precompiled Headers
*.gch
*.pch

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@ -5,11 +5,14 @@ RUN apt-get update && \
binutils-mips-linux-gnu \
bsdmainutils \
build-essential \
git \
libaudiofile-dev \
libsdl2-dev \
pkg-config \
python3 \
wget \
zlib1g-dev
zlib1g-dev && \
rm -rf /var/lib/apt/lists/*
RUN wget \
https://github.com/n64decomp/qemu-irix/releases/download/v2.11-deb/qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb \
@ -18,9 +21,16 @@ RUN wget \
dpkg -i qemu.deb && \
rm qemu.deb
RUN cd /tmp && \
git clone https://github.com/emscripten-core/emsdk.git && \
cd emsdk && \
./emsdk install latest && \
cd .. && \
rm -rf emsdk
RUN mkdir /sm64
WORKDIR /sm64
ENV PATH="/sm64/tools:${PATH}"
ENV PATH="/sm64/tools:/emsdk:${PATH}"
CMD echo 'usage: docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=${VERSION:-us} -j4\n' \
'see https://github.com/n64decomp/sm64/blob/master/README.md for advanced usage'

321
Makefile
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@ -16,17 +16,18 @@ GRUCODE ?= f3d_old
# If COMPARE is 1, check the output sha1sum when building 'all'
COMPARE ?= 1
# If NON_MATCHING is 1, define the NON_MATCHING and AVOID_UB macros when building (recommended)
NON_MATCHING ?= 0
# Build for the N64 (turn this off for ports)
TARGET_N64 ?= 0
NON_MATCHING ?= 1
# Sane default until N64 build scripts rm'd
TARGET_N64 = 0
# Build and optimize for Raspberry Pi(s)
TARGET_RPI ?= 0
# Compiler to use (ido or gcc)
COMPILER ?= ido
ifeq ($(COMPILER),gcc)
NON_MATCHING := 1
endif
# Enable better camera by default
BETTERCAMERA ?= 1
# Build for Emscripten/WebGL
TARGET_WEB ?= 0
# Specify the target you are building for, 0 means native
@ -39,18 +40,20 @@ else
BITS :=
endif
# Automatic settings only for ports
ifeq ($(TARGET_N64),0)
NON_MATCHING := 1
GRUCODE := f3dex2e
WINDOWS_BUILD := 0
ifeq ($(TARGET_WEB),0)
ifeq ($(OS),Windows_NT)
WINDOWS_BUILD := 1
endif
endif
# Automatic settings for PC port(s)
# WINDOWS_BUILD IS NOT FOR COMPILING A WINDOWS EXECUTABLE UNDER LINUX!
# Release
NON_MATCHING := 1
GRUCODE := f3dex2e
WINDOWS_BUILD := 0
ifeq ($(TARGET_WEB),0)
ifeq ($(OS),Windows_NT)
WINDOWS_BUILD := 1
endif
endif
# Release (version) flag defs
ifeq ($(VERSION),jp)
VERSION_CFLAGS := -DVERSION_JP
@ -103,7 +106,7 @@ ifeq ($(GRUCODE), f3dex2) # Fast3DEX2
TARGET := $(TARGET).f3dex2
COMPARE := 0
else
ifeq ($(GRUCODE), f3dex2e) # Fast3DEX2 Extended (for PC)
ifeq ($(GRUCODE), f3dex2e) # Fast3DEX2 Extended (PC default)
GRUCODE_CFLAGS := -DF3DEX_GBI_2E
TARGET := $(TARGET).f3dex2e
COMPARE := 0
@ -126,18 +129,15 @@ endif
endif
endif
ifeq ($(TARGET_N64),0)
NON_MATCHING := 1
# Default build is for PC now
VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
VERSION_CFLAGS += -DUSE_GLES
endif
ifeq ($(NON_MATCHING),1)
VERSION_CFLAGS := $(VERSION_CFLAGS) -DNON_MATCHING -DAVOID_UB
ifeq ($(TARGET_RPI),1) # Define RPi to change SDL2 title & GLES2 hints
VERSION_CFLAGS += -DTARGET_RPI
endif
VERSION_ASFLAGS := --defsym AVOID_UB=1
COMPARE := 0
endif
VERSION_ASFLAGS := --defsym AVOID_UB=1
COMPARE := 0
ifeq ($(TARGET_WEB),1)
VERSION_CFLAGS := $(VERSION_CFLAGS) -DTARGET_WEB
@ -174,34 +174,30 @@ endif
# BUILD_DIR is location where all build artifacts are placed
BUILD_DIR_BASE := build
ifeq ($(TARGET_N64),1)
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)
else
ifeq ($(TARGET_WEB),1)
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_web
else
BUILD_DIR := $(BUILD_DIR_BASE)/$(VERSION)_pc
endif
endif
LIBULTRA := $(BUILD_DIR)/libultra.a
ifeq ($(TARGET_WEB),1)
EXE := $(BUILD_DIR)/$(TARGET).html
else
ifeq ($(WINDOWS_BUILD),1)
EXE := $(BUILD_DIR)/$(TARGET).exe
else
ifeq ($(WINDOWS_BUILD),1)
EXE := $(BUILD_DIR)/$(TARGET).exe
else #Linux builds here
ifeq ($(TARGET_RPI),1)
EXE := $(BUILD_DIR)/$(TARGET).arm
else
EXE := $(BUILD_DIR)/$(TARGET)
endif
else # Linux builds/binary namer
ifeq ($(TARGET_RPI),1)
EXE := $(BUILD_DIR)/$(TARGET).arm
else
EXE := $(BUILD_DIR)/$(TARGET)
endif
endif
endif
endif
ROM := $(BUILD_DIR)/$(TARGET).z64
ELF := $(BUILD_DIR)/$(TARGET).elf
LD_SCRIPT := sm64.ld
MIO0_DIR := $(BUILD_DIR)/bin
@ -211,14 +207,11 @@ ACTOR_DIR := actors
LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h)))
# Directories containing source files
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets
ASM_DIRS := lib
ifeq ($(TARGET_N64),1)
ASM_DIRS := asm $(ASM_DIRS)
else
SRC_DIRS := $(SRC_DIRS) src/pc src/pc/gfx src/pc/audio src/pc/controller
ASM_DIRS :=
endif
# Hi, I'm a PC
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets src/pc src/pc/gfx src/pc/audio src/pc/controller
ASM_DIRS :=
BIN_DIRS := bin bin/$(VERSION)
ULTRA_SRC_DIRS := lib/src lib/src/math
@ -244,28 +237,26 @@ else
endif
endif
ifeq ($(TARGET_N64),0)
OPT_FLAGS += $(BITS)
endif
# Set BITS (32/64) to compile for
OPT_FLAGS += $(BITS)
ifeq ($(TARGET_WEB),1)
OPT_FLAGS := -O2 -g4 --source-map-base http://localhost:8080/
endif
endif
# Use a default opt flag for gcc
# Use a default opt flag for gcc, then override if RPi
ifeq ($(COMPILER),gcc)
OPT_FLAGS := -O2
OPT_FLAGS := -O2 # Breaks sound on x86?
endif
ifeq ($(TARGET_RPI),1)
machine = $(shell sh -c 'uname -m 2>/dev/null || echo unknown')
machine = $(shell sh -c 'uname -m 2>/dev/null || echo unknown')
# Raspberry Pi B+, Zero, etc
ifneq (,$(findstring armv6l,$(machine)))
ifneq (,$(findstring armv6l,$(machine)))
OPT_FLAGS := -march=armv6zk+fp -mfpu=vfp -Ofast
endif
# Raspberry Pi 2 and 3
# Raspberry Pi 2 and 3 in ARM 32bit mode
ifneq (,$(findstring armv7l,$(machine)))
model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
@ -276,9 +267,16 @@ ifeq ($(TARGET_RPI),1)
endif
endif
# RPi4 / ARM A64 NEEDS TESTING 32BIT.
# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
ifneq (,$(findstring aarch64,$(machine)))
OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -O3
model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
ifneq (,$(findstring 3,$(model)))
OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3
else ifneq (,$(findstring 4,$(model)))
OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3
endif
endif
endif
@ -292,9 +290,7 @@ CXX_FILES := $(foreach dir,$(SRC_DIRS),$(wildcard $(dir)/*.cpp))
S_FILES := $(foreach dir,$(ASM_DIRS),$(wildcard $(dir)/*.s))
ULTRA_C_FILES := $(foreach dir,$(ULTRA_SRC_DIRS),$(wildcard $(dir)/*.c))
GODDARD_C_FILES := $(foreach dir,$(GODDARD_SRC_DIRS),$(wildcard $(dir)/*.c))
ifeq ($(TARGET_N64),1)
ULTRA_S_FILES := $(foreach dir,$(ULTRA_ASM_DIRS),$(wildcard $(dir)/*.s))
endif
GENERATED_C_FILES := $(BUILD_DIR)/assets/mario_anim_data.c $(BUILD_DIR)/assets/demo_data.c \
$(addprefix $(BUILD_DIR)/bin/,$(addsuffix _skybox.c,$(notdir $(basename $(wildcard textures/skyboxes/*.png)))))
@ -302,7 +298,9 @@ ifeq ($(WINDOWS_BUILD),0)
CXX_FILES :=
endif
ifneq ($(TARGET_N64),1)
# We need to keep this for now
# If we're not N64 use below
ULTRA_C_FILES_SKIP := \
sqrtf.c \
string.c \
@ -361,7 +359,8 @@ ifneq ($(TARGET_N64),1)
C_FILES := $(filter-out src/game/main.c,$(C_FILES))
ULTRA_C_FILES := $(filter-out $(addprefix lib/src/,$(ULTRA_C_FILES_SKIP)),$(ULTRA_C_FILES))
endif
# "If we're not N64, use the above"
ifeq ($(VERSION),sh)
SOUND_BANK_FILES := $(wildcard sound/sound_banks/*.json)
@ -386,7 +385,6 @@ SOUND_OBJ_FILES := $(SOUND_BIN_DIR)/sound_data.ctl.o \
$(SOUND_BIN_DIR)/sequences.bin.o \
$(SOUND_BIN_DIR)/bank_sets.o
# Object files
O_FILES := $(foreach file,$(C_FILES),$(BUILD_DIR)/$(file:.c=.o)) \
$(foreach file,$(CXX_FILES),$(BUILD_DIR)/$(file:.cpp=.o)) \
@ -401,13 +399,6 @@ GODDARD_O_FILES := $(foreach file,$(GODDARD_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
# Automatic dependency files
DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
# Files with GLOBAL_ASM blocks
ifneq ($(NON_MATCHING),1)
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/**/*.c)
GLOBAL_ASM_O_FILES = $(foreach file,$(GLOBAL_ASM_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
GLOBAL_ASM_DEP = $(BUILD_DIR)/src/audio/non_matching_dep
endif
# Segment elf files
SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
@ -415,82 +406,23 @@ SEG_FILES := $(SEGMENT_ELF_FILES) $(ACTOR_ELF_FILES) $(LEVEL_ELF_FILES)
INCLUDE_CFLAGS := -I include -I $(BUILD_DIR) -I $(BUILD_DIR)/include -I src -I .
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
ifeq ($(TARGET_N64),1)
IRIX_ROOT := tools/ido5.3_compiler
ifeq ($(shell type mips-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips-linux-gnu-
else ifeq ($(shell type mips64-linux-gnu-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips64-linux-gnu-
else ifeq ($(shell type mips64-elf-ld >/dev/null 2>/dev/null; echo $$?), 0)
CROSS := mips64-elf-
endif
# check that either QEMU_IRIX is set or qemu-irix package installed
ifndef QEMU_IRIX
QEMU_IRIX := $(shell which qemu-irix)
ifeq (, $(QEMU_IRIX))
$(error Please install qemu-irix package or set QEMU_IRIX env var to the full qemu-irix binary path)
endif
endif
AS := $(CROSS)as
CC := $(QEMU_IRIX) -silent -L $(IRIX_ROOT) $(IRIX_ROOT)/usr/bin/cc
CPP := cpp -P -Wno-trigraphs
LD := $(CROSS)ld
AR := $(CROSS)ar
OBJDUMP := $(CROSS)objdump
OBJCOPY := $(CROSS)objcopy
PYTHON := python3
# change the compiler to gcc, to use the default, install the gcc-mips-linux-gnu package
ifeq ($(COMPILER),gcc)
CC := $(CROSS)gcc
endif
ifeq ($(TARGET_N64),1)
TARGET_CFLAGS := -nostdinc -I include/libc -DTARGET_N64
CC_CFLAGS := -fno-builtin
endif
# Check code syntax with host compiler
CC_CHECK := gcc -fsyntax-only -fsigned-char $(CC_CFLAGS) $(TARGET_CFLAGS) $(INCLUDE_CFLAGS) -std=gnu90 -Wall -Wextra -Wno-format-security -Wno-main -DNON_MATCHING -DAVOID_UB $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
COMMON_CFLAGS = $(OPT_FLAGS) $(TARGET_CFLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(MIPSISET) $(GRUCODE_CFLAGS)
ASFLAGS := -march=vr4300 -mabi=32 -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS) $(GRUCODE_ASFLAGS)
CFLAGS = -Wab,-r4300_mul -non_shared -G 0 -Xcpluscomm -Xfullwarn -signed $(COMMON_CFLAGS) $(MIPSBIT)
OBJCOPYFLAGS := --pad-to=0x800000 --gap-fill=0xFF
SYMBOL_LINKING_FLAGS := $(addprefix -R ,$(SEG_FILES))
LDFLAGS := -T undefined_syms.txt -T $(BUILD_DIR)/$(LD_SCRIPT) -Map $(BUILD_DIR)/sm64.$(VERSION).map --no-check-sections $(SYMBOL_LINKING_FLAGS)
ENDIAN_BITWIDTH := $(BUILD_DIR)/endian-and-bitwidth
ifeq ($(COMPILER),gcc)
CFLAGS := -march=vr4300 -mfix4300 -mno-shared -G 0 -mhard-float -fno-stack-protector -fno-common -I include -I src/ -I $(BUILD_DIR)/include -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra $(COMMON_CFLAGS)
endif
ifeq ($(shell getconf LONG_BIT), 32)
# Work around memory allocation bug in QEMU
export QEMU_GUEST_BASE := 1
else
# Ensure that gcc treats the code as 32-bit
CC_CHECK += $(BITS)
endif
else # TARGET_N64
# Huge deleted N64 section was here
AS := as
ifneq ($(TARGET_WEB),1)
ifneq ($(TARGET_WEB),1) # As in, not-web PC port
CC := $(CROSS)gcc
CXX := $(CROSS)g++
else
CC := emcc
endif
ifeq ($(WINDOWS_BUILD),1)
LD := $(CXX)
else
LD := $(CC)
endif
CPP := cpp -P
OBJDUMP := objdump
OBJCOPY := objcopy
@ -499,23 +431,33 @@ PYTHON := python3
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`
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
CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2
# 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`
endif
# Check for better camera option
ifeq ($(BETTERCAMERA),1)
CC_CHECK += -DBETTERCAMERA
CFLAGS += -DBETTERCAMERA
endif
ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS)
ifeq ($(TARGET_WEB),1)
LDFLAGS := -lm -lGL -lSDL2 -no-pie -s TOTAL_MEMORY=20MB -g4 --source-map-base http://localhost:8080/ -s "EXTRA_EXPORTED_RUNTIME_METHODS=['callMain']"
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
else
# Linux / Other builds below
ifeq ($(TARGET_RPI),1)
LDFLAGS := $(OPT_FLAGS) -lm -lGLESv2 `$(CROSS)sdl2-config --libs` -no-pie
@ -525,14 +467,13 @@ endif
endif
endif #Added for Pi ifeq
endif
# Prevent a crash with -sopt
export LANG := C
####################### Other Tools #########################
# N64 tools
# N64 conversion tools
TOOLS_DIR = tools
MIO0TOOL = $(TOOLS_DIR)/mio0
N64CKSUM = $(TOOLS_DIR)/n64cksum
@ -550,32 +491,13 @@ LOADER = loader64
LOADER_FLAGS = -vwf
SHA1SUM = sha1sum
# Use Objcopy instead of extract_data_for_mio
ifeq ($(COMPILER),gcc)
EXTRACT_DATA_FOR_MIO := $(OBJCOPY) -O binary --only-section=.data
endif
###################### Dependency Check #####################
ifeq ($(TARGET_N64),1)
BINUTILS_VER_MAJOR := $(shell $(LD) --version | grep ^GNU | sed 's/^.* //; s/\..*//g')
BINUTILS_VER_MINOR := $(shell $(LD) --version | grep ^GNU | sed 's/^[^.]*\.//; s/\..*//g')
BINUTILS_DEPEND := $(shell expr $(BINUTILS_VER_MAJOR) \>= 2 \& $(BINUTILS_VER_MINOR) \>= 27)
ifeq ($(BINUTILS_DEPEND),0)
$(error binutils version 2.27 required, version $(BINUTILS_VER_MAJOR).$(BINUTILS_VER_MINOR) detected)
endif
endif
# Stubbed
######################## Targets #############################
ifeq ($(TARGET_N64),1)
all: $(ROM)
ifeq ($(COMPARE),1)
@$(SHA1SUM) -c $(TARGET).sha1 || (echo 'The build succeeded, but did not match the official ROM. This is expected if you are making changes to the game.\nTo silence this message, use "make COMPARE=0"'. && false)
endif
else
all: $(EXE)
endif
clean:
$(RM) -r $(BUILD_DIR_BASE)
@ -600,16 +522,15 @@ asm/boot.s: $(BUILD_DIR)/lib/bin/ipl3_font.bin
$(BUILD_DIR)/lib/bin/ipl3_font.bin: lib/ipl3_font.png
$(IPLFONTUTIL) e $< $@
#Required so the compiler doesn't complain about this not existing.
$(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h
$(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in
$(TEXTCONV) charmap.txt $< $@
$(BUILD_DIR)/include/text_menu_strings.h: include/text_menu_strings.h.in
$(TEXTCONV) charmap_menu.txt $< $@
ifeq ($(COMPILER),gcc)
$(BUILD_DIR)/lib/src/math/%.o: CFLAGS += -fno-builtin
endif
ifeq ($(VERSION),eu)
TEXT_DIRS := text/de text/us text/fr
@ -635,7 +556,6 @@ $(BUILD_DIR)/bin/segment2.o: $(BUILD_DIR)/text/$(VERSION)/define_text.inc.c
endif
endif
$(BUILD_DIR)/text/%/define_courses.inc.c: text/define_courses.inc.c text/%/courses.h
$(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/
$(TEXTCONV) charmap.txt $@ $@
@ -650,6 +570,7 @@ ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(GOD
DUMMY != mkdir -p $(ALL_DIRS)
$(BUILD_DIR)/include/text_strings.h: $(BUILD_DIR)/include/text_menu_strings.h
ifeq ($(VERSION),eu)
$(BUILD_DIR)/src/menu/file_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
$(BUILD_DIR)/src/menu/star_select.o: $(BUILD_DIR)/include/text_strings.h $(BUILD_DIR)/bin/eu/translation_en.o $(BUILD_DIR)/bin/eu/translation_de.o $(BUILD_DIR)/bin/eu/translation_fr.o
@ -685,38 +606,7 @@ $(BUILD_DIR)/%.ci4: %.ci4.png
# compressed segment generation
ifeq ($(TARGET_N64),1)
# TODO: ideally this would be `-Trodata-segment=0x07000000` but that doesn't set the address
$(BUILD_DIR)/bin/%.elf: $(BUILD_DIR)/bin/%.o
$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $<
$(BUILD_DIR)/actors/%.elf: $(BUILD_DIR)/actors/%.o
$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map -o $@ $<
# Override for level.elf, which otherwise matches the above pattern
.SECONDEXPANSION:
$(BUILD_DIR)/levels/%/leveldata.elf: $(BUILD_DIR)/levels/%/leveldata.o $(BUILD_DIR)/bin/$$(TEXTURE_BIN).elf
$(LD) -e 0 -Ttext=$(SEGMENT_ADDRESS) -Map $@.map --just-symbols=$(BUILD_DIR)/bin/$(TEXTURE_BIN).elf -o $@ $<
$(BUILD_DIR)/bin/%.bin: $(BUILD_DIR)/bin/%.elf
$(EXTRACT_DATA_FOR_MIO) $< $@
$(BUILD_DIR)/actors/%.bin: $(BUILD_DIR)/actors/%.elf
$(EXTRACT_DATA_FOR_MIO) $< $@
$(BUILD_DIR)/levels/%/leveldata.bin: $(BUILD_DIR)/levels/%/leveldata.elf
$(EXTRACT_DATA_FOR_MIO) $< $@
$(BUILD_DIR)/%.mio0: $(BUILD_DIR)/%.bin
$(MIO0TOOL) $< $@
$(BUILD_DIR)/%.mio0.o: $(BUILD_DIR)/%.mio0.s
$(AS) $(ASFLAGS) -o $@ $<
$(BUILD_DIR)/%.mio0.s: $(BUILD_DIR)/%.mio0
printf ".section .data\n\n.incbin \"$<\"\n" > $@
endif
# PC Area
$(BUILD_DIR)/%.table: %.aiff
$(AIFF_EXTRACT_CODEBOOK) $< >$@
@ -753,10 +643,7 @@ $(SOUND_BIN_DIR)/%.m64: $(SOUND_BIN_DIR)/%.o
$(SOUND_BIN_DIR)/%.o: $(SOUND_BIN_DIR)/%.s
$(AS) $(ASFLAGS) -o $@ $<
ifeq ($(TARGET_N64),1)
$(SOUND_BIN_DIR)/%.s: $(SOUND_BIN_DIR)/%
printf ".section .data\n\n.incbin \"$<\"\n" > $@
else
$(SOUND_BIN_DIR)/sound_data.ctl.c: $(SOUND_BIN_DIR)/sound_data.ctl
echo "unsigned char gSoundDataADSR[] = {" > $@
hexdump -v -e '1/1 "0x%X,"' $< >> $@
@ -773,10 +660,9 @@ $(SOUND_BIN_DIR)/sequences.bin.c: $(SOUND_BIN_DIR)/sequences.bin
echo "};" >> $@
$(SOUND_BIN_DIR)/bank_sets.c: $(SOUND_BIN_DIR)/bank_sets
echo "unsigned char gBankSetsData[] = {" > $@
echo "unsigned char gBankSetsData[0x100] = {" > $@
hexdump -v -e '1/1 "0x%X,"' $< >> $@
echo "};" >> $@
endif
$(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h
@ -833,9 +719,6 @@ $(BUILD_DIR)/src/audio/%.copt: $(BUILD_DIR)/src/audio/%.acpp
endif
endif
ifeq ($(NON_MATCHING),0)
$(GLOBAL_ASM_O_FILES): CC := $(PYTHON) tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
endif
# Rebuild files with 'GLOBAL_ASM' if the NON_MATCHING flag changes.
$(GLOBAL_ASM_O_FILES): $(GLOBAL_ASM_DEP).$(NON_MATCHING)
@ -859,32 +742,10 @@ $(BUILD_DIR)/%.o: $(BUILD_DIR)/%.c
$(BUILD_DIR)/%.o: %.s
$(AS) $(ASFLAGS) -MD $(BUILD_DIR)/$*.d -o $@ $<
ifeq ($(TARGET_N64),1)
$(BUILD_DIR)/$(LD_SCRIPT): $(LD_SCRIPT)
$(CPP) $(VERSION_CFLAGS) -MMD -MP -MT $@ -MF $@.d -I include/ -I . -DBUILD_DIR=$(BUILD_DIR) -o $@ $<
$(BUILD_DIR)/libultra.a: $(ULTRA_O_FILES)
$(AR) rcs -o $@ $(ULTRA_O_FILES)
tools/patch_libultra_math $@
$(BUILD_DIR)/libgoddard.a: $(GODDARD_O_FILES)
$(AR) rcs -o $@ $(GODDARD_O_FILES)
$(ELF): $(O_FILES) $(MIO0_OBJ_FILES) $(SOUND_OBJ_FILES) $(SEG_FILES) $(BUILD_DIR)/$(LD_SCRIPT) undefined_syms.txt $(BUILD_DIR)/libultra.a $(BUILD_DIR)/libgoddard.a
$(LD) -L $(BUILD_DIR) $(LDFLAGS) -o $@ $(O_FILES)$(LIBS) -lultra -lgoddard
$(ROM): $(ELF)
$(OBJCOPY) $(OBJCOPYFLAGS) $< $(@:.z64=.bin) -O binary
$(N64CKSUM) $(@:.z64=.bin) $@
$(BUILD_DIR)/$(TARGET).objdump: $(ELF)
$(OBJDUMP) -D $< > $@
else
$(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES)
$(LD) -L $(BUILD_DIR) -o $@ $(O_FILES) $(SOUND_OBJ_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LDFLAGS)
endif
.PHONY: all clean distclean default diff test load libultra
.PRECIOUS: $(BUILD_DIR)/bin/%.elf $(SOUND_BIN_DIR)/%.ctl $(SOUND_BIN_DIR)/%.tbl $(SOUND_SAMPLE_TABLES) $(SOUND_BIN_DIR)/%.s $(BUILD_DIR)/%

View File

@ -12,80 +12,4 @@ Run `./extract-assets.py --clean && make clean` or `make distclean` to remove RO
* True analog camera control is now available on our [testing branch](https://github.com/sm64pc/sm64pc/tree/testing).
## Building
### On Linux
#### 1. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at
`./baserom.<version>.z64` for asset extraction.
#### 2. Install build dependencies
The build system has the following package requirements:
* python3 >= 3.6
* libsdl2-dev
* [audiofile](https://audiofile.68k.org/)
* libglew-dev
* git
__Debian / Ubuntu - targeting 32 bits__
```
sudo apt install build-essential git python3 libaudiofile-dev libglew-dev:i386 libsdl2-dev:i386
```
__Debian / Ubuntu - targeting 64 bits__
```
sudo apt install build-essential git python3 libaudiofile-dev libglew-dev libsdl2-dev
```
__Arch Linux__
```
sudo pacman -S base-devel python audiofile sdl2 glew
```
__Void Linux - targeting 64 bits__
```
sudo xbps-install -S base-devel python3 audiofile-devel SDL2-devel glew-devel
```
__Void Linux - targeting 32 bits__
```
sudo xbps-install -S base-devel python3 audiofile-devel-32bit SDL2-devel-32bit glew-devel-32bit
```
#### 3. Build the executable.
Run `make` to build (defaults to `VERSION=us`)
```
make VERSION=jp -j6 # build (J) version with 6 jobs
make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable
```
### On Windows
A full guide is to be written. You can use [mxe](https://mxe.cc/) and MinGW.
### For the web
The game can be compiled for web browsers that support WebGL using [Emscripten](https://github.com/emscripten-core). To do so, install [emsdk](https://github.com/emscripten-core/emsdk) and run `make TARGET_WEB=1`.
## Optional enhancements
On the `./enhancements` folder, you'll find several .patch files, which can be applied in the following manner:
```
git apply fps.patch --ignore-whitespace --reject
```
If any rejections occur, you can search for them with `find | grep .rej`.
Try to solve rejections through [wiggle](https://github.com/neilbrown/wiggle).
```
wiggle rejection.rej --replace
```
### Current issues
* Support for the EU version is still experimental.
* There seems to be savedata-related problems on some 64-bits builds.
* Camera controls are also bugged for some.
For building instructions, please refer to the [wiki](https://github.com/sm64pc/sm64pc/wiki).

View File

@ -0,0 +1,12 @@
# L-trigger mapping
Some parts of the code might require the pressing of the L-trigger for testing reasons.
If you need that, alter `controller_sdl.c`.
In the following line:
```
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) pad->button |= Z_TRIG;
```
Replace `Z_TRIG` with `L_TRIG`, save and rebuild.
On a DS4, this now means that Z-trigger will be mapped to L2 and the L-trigger to L1.

View File

@ -1,6 +1,10 @@
#ifndef _SEGMENTS_H
#define _SEGMENTS_H
#ifdef BETTERCAMERA
#define USE_EXT_RAM
#endif
/*
* Memory addresses for segments. Ideally, this header file would not be
* needed, and the addresses would be defined in sm64.ld and linker-inserted
@ -44,10 +48,17 @@
*/
#define SEG_BUFFERS 0x8005C000 // 0x0085000 in size
#ifdef BETTERCAMERA
#define SEG_MAIN 0x800F1000 // 0x1328000 in size
#define SEG_ENGINE 0x80223800 // 0x0017000 in size
#define SEG_FRAMEBUFFERS 0x8023A800 // 0x0070800 in size
#define SEG_POOL_START 0x802AB000 // 0x0165000 in size
#else
#define SEG_MAIN 0x800E1000 // 0x1328000 in size
#define SEG_ENGINE 0x80213800 // 0x0017000 in size
#define SEG_FRAMEBUFFERS 0x8022A800 // 0x0070800 in size
#define SEG_POOL_START 0x8029B000 // 0x0165000 in size
#endif
#define SEG_POOL_END 0x80800000
#define SEG_POOL_END_4MB 0x80400000 // For the error message screen enhancement.
#define SEG_GODDARD SEG_POOL_START + 0x113000

View File

@ -3,6 +3,21 @@
#include "text_menu_strings.h"
#define NC_CAMX _("Camera X Sensitivity")
#define NC_CAMY _("Camera Y Sensitivity")
#define NC_INVERTX _("Invert X Axis")
#define NC_INVERTY _("Invert Y Axis")
#define NC_CAMC _("Camera Centre Aggression")
#define NC_CAMP _("Camera Pan Level")
#define NC_ENABLED _("Enabled")
#define NC_DISABLED _("Disabled")
#define NC_BUTTON _("[R]: Options")
#define NC_BUTTON2 _("[R]: Return")
#define NC_OPTION _("OPTIONS")
#define NC_HIGHLIGHT _("O")
#define NC_ANALOGUE _("Analogue Camera")
#define NC_MOUSE _("Mouse Look")
/**
* Global Symbols
*/

View File

@ -50,7 +50,7 @@ const LevelScript level_main_menu_entry_1[] = {
GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_SAVE_FILE_NUM),
STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
SLEEP(/*frames*/ 24),
SLEEP(/*frames*/ 16),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT(/*frames*/ 1),
SET_REG(/*value*/ LEVEL_CASTLE_GROUNDS),
@ -89,7 +89,7 @@ const LevelScript level_main_menu_entry_2[] = {
/*35*/ GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_ACT_NUM),
/*36*/ STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
/*37*/ TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
/*39*/ SLEEP(/*frames*/ 24),
/*39*/ SLEEP(/*frames*/ 16),
/*40*/ CLEAR_LEVEL(),
/*41*/ SLEEP_BEFORE_EXIT(/*frames*/ 1),
// L1:

View File

@ -49,6 +49,15 @@ void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) {
return &dest; //! warning: function returns address of local variable
}
/// Multiply vector 'dest' by a
void *vec3f_mul(Vec3f dest, f32 a)
{
dest[0] *= a;
dest[1] *= a;
dest[2] *= a;
return &dest; //! warning: function returns address of local variable
}
/// Copy vector src to dest
void *vec3s_copy(Vec3s dest, Vec3s src) {
dest[0] = src[0];
@ -81,11 +90,11 @@ void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b) {
return &dest; //! warning: function returns address of local variable
}
/// Subtract vector a from 'dest'
void *vec3s_sub(Vec3s dest, Vec3s a) {
dest[0] -= a[0];
dest[1] -= a[1];
dest[2] -= a[2];
/// Make 'dest' the difference of vectors a and b.
void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
return &dest; //! warning: function returns address of local variable
}
@ -140,6 +149,18 @@ void *vec3f_normalize(Vec3f dest) {
return &dest; //! warning: function returns address of local variable
}
/// Get length of vector 'a'
f32 vec3f_length(Vec3f a)
{
return sqrtf(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
}
/// Get dot product of vectors 'a' and 'b'
f32 vec3f_dot(Vec3f a, Vec3f b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
#pragma GCC diagnostic pop
/// Copy matrix 'src' to 'dest'

View File

@ -29,10 +29,14 @@ extern f32 gCosineTable[];
#define sqr(x) ((x) * (x))
#define abs(x) ((x) < 0 ? -(x) : (x))
void *vec3f_copy(Vec3f dest, Vec3f src);
void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z);
void *vec3f_add(Vec3f dest, Vec3f a);
void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b);
void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b);
void *vec3f_mul(Vec3f dest, f32 a);
void *vec3s_copy(Vec3s dest, Vec3s src);
void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z);
void *vec3s_add(Vec3s dest, Vec3s a);
@ -43,6 +47,8 @@ void *vec3f_to_vec3s(Vec3s dest, Vec3f a);
void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c);
void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b);
void *vec3f_normalize(Vec3f dest);
f32 vec3f_length(Vec3f a);
f32 vec3f_dot(Vec3f a, Vec3f b);
void mtxf_copy(f32 dest[4][4], f32 src[4][4]);
void mtxf_identity(f32 mtx[4][4]);
void mtxf_translate(f32 a[4][4], Vec3f b);

View File

@ -9,6 +9,7 @@
#include "surface_collision.h"
#include "surface_load.h"
#include "game/object_list_processor.h"
#include "math_util.h"
/**************************************************
* WALLS *
@ -779,3 +780,167 @@ s32 unused_resolve_floor_or_ceil_collisions(s32 checkCeil, f32 *px, f32 *py, f32
return 0;
}
/**
* Raycast functions
*/
s32 ray_surface_intersect(Vec3f orig, Vec3f dir, f32 dir_length, struct Surface *surface, Vec3f hit_pos, f32 *length)
{
Vec3f v0, v1, v2, e1, e2, h, s, q;
f32 a, f, u, v;
Vec3f add_dir;
// Get surface normal and some other stuff
vec3s_to_vec3f(v0, surface->vertex1);
vec3s_to_vec3f(v1, surface->vertex2);
vec3s_to_vec3f(v2, surface->vertex3);
vec3f_dif(e1, v1, v0);
vec3f_dif(e2, v2, v0);
vec3f_cross(h, dir, e2);
// Check if we're perpendicular from the surface
a = vec3f_dot(e1, h);
if (a > -0.00001f && a < 0.00001f)
return FALSE;
// Check if we're making contact with the surface
f = 1.0f / a;
vec3f_dif(s, orig, v0);
u = f * vec3f_dot(s, h);
if (u < 0.0f || u > 1.0f)
return FALSE;
vec3f_cross(q, s, e1);
v = f * vec3f_dot(dir, q);
if (v < 0.0f || u + v > 1.0f)
return FALSE;
// Get the length between our origin and the surface contact point
*length = f * vec3f_dot(e2, q);
if (*length <= 0.00001 || *length > dir_length)
return FALSE;
// Successful contact
vec3f_copy(add_dir, dir);
vec3f_mul(add_dir, *length);
vec3f_sum(hit_pos, orig, add_dir);
return TRUE;
}
void find_surface_on_ray_list(struct SurfaceNode *list, Vec3f orig, Vec3f dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length)
{
s32 hit;
f32 length;
Vec3f chk_hit_pos;
f32 top, bottom;
// Get upper and lower bounds of ray
if (dir[1] >= 0.0f)
{
top = orig[1] + dir[1] * dir_length;
bottom = orig[1];
}
else
{
top = orig[1];
bottom = orig[1] + dir[1] * dir_length;
}
// Iterate through every surface of the list
for (; list != NULL; list = list->next)
{
// Reject surface if out of vertical bounds
if (list->surface->lowerY > top || list->surface->upperY < bottom)
continue;
// Check intersection between the ray and this surface
if ((hit = ray_surface_intersect(orig, dir, dir_length, list->surface, chk_hit_pos, &length)) != 0)
{
if (length <= *max_length)
{
*hit_surface = list->surface;
vec3f_copy(hit_pos, chk_hit_pos);
*max_length = length;
}
}
}
}
void find_surface_on_ray_cell(s16 cellX, s16 cellZ, Vec3f orig, Vec3f normalized_dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length)
{
// Skip if OOB
if (cellX >= 0 && cellX <= 0xF && cellZ >= 0 && cellZ <= 0xF)
{
// Iterate through each surface in this partition
if (normalized_dir[1] > -0.99f)
{
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
if (normalized_dir[1] < 0.99f)
{
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
}
void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos)
{
f32 max_length;
s16 cellZ, cellX;
f32 fCellZ, fCellX;
f32 dir_length;
Vec3f normalized_dir;
f32 step, dx, dz;
u32 i;
// Set that no surface has been hit
*hit_surface = NULL;
vec3f_sum(hit_pos, orig, dir);
// Get normalized direction
dir_length = vec3f_length(dir);
max_length = dir_length;
vec3f_copy(normalized_dir, dir);
vec3f_normalize(normalized_dir);
// Get our cell coordinate
fCellX = (orig[0] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
fCellZ = (orig[2] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
cellX = (s16)fCellX;
cellZ = (s16)fCellZ;
// Don't do DDA if straight down
if (normalized_dir[1] >= 1.0f || normalized_dir[1] <= -1.0f)
{
find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length);
return;
}
// Get cells we cross using DDA
if (abs(dir[0]) >= abs(dir[2]))
step = abs(dir[0]) / CELL_SIZE;
else
step = abs(dir[2]) / CELL_SIZE;
dx = dir[0] / step / CELL_SIZE;
dz = dir[2] / step / CELL_SIZE;
for (i = 0; i < step && *hit_surface == NULL; i++)
{
find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length);
// Move cell coordinate
fCellX += dx;
fCellZ += dz;
cellX = (s16)fCellX;
cellZ = (s16)fCellZ;
}
}

View File

@ -32,6 +32,6 @@ f32 find_floor(f32 xPos, f32 yPos, f32 zPos, struct Surface **pfloor);
f32 find_water_level(f32 x, f32 z);
f32 find_poison_gas_level(f32 x, f32 z);
void debug_surface_list_info(f32 xPos, f32 zPos);
void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos);
#endif /* _SURFACE_COLLISION_H */

48
src/game/bettercamera.h Normal file
View File

@ -0,0 +1,48 @@
enum newcam_flagvalues
{
NC_FLAG_XTURN = 0x0001,//If this flag is set, the camera's yaw can be moved by the player.
NC_FLAG_YTURN = 0x0002, //If this flag is set, the camera's pitch can be moved by the player.
NC_FLAG_ZOOM = 0x0004, //If this flag is set, the camera's distance can be set by the player.
NC_FLAG_8D = 0x0008, //If this flag is set, the camera will snap to an 8 directional axis
NC_FLAG_4D = 0x0010, //If this flag is set, the camera will snap to a 4 directional axis
NC_FLAG_2D = 0x0020, //If this flag is set, the camera will stick to 2D.
NC_FLAG_FOCUSX = 0x0040, //If this flag is set, the camera will point towards its focus on the X axis.
NC_FLAG_FOCUSY = 0x0080, //If this flag is set, the camera will point towards its focus on the Y axis.
NC_FLAG_FOCUSZ = 0x0100, //If this flag is set, the camera will point towards its focus on the Z axis.
NC_FLAG_POSX = 0x0200, //If this flag is set, the camera will move along the X axis.
NC_FLAG_POSY = 0x0400, //If this flag is set, the camera will move along the Y axis.
NC_FLAG_POSZ = 0x0800, //If this flag is set, the camera will move along the Z axis.
NC_FLAG_COLLISION = 0x1000, //If this flag is set, the camera will collide and correct itself with terrain.
NC_FLAG_SLIDECORRECT = 0x2000, //If this flag is set, the camera will attempt to centre itself behind Mario whenever he's sliding.
NC_MODE_NORMAL = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
NC_MODE_SLIDE = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION | NC_FLAG_SLIDECORRECT,
NC_MODE_FIXED = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ,
NC_MODE_2D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
NC_MODE_8D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_8D | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
NC_MODE_FIXED_NOMOVE = 0x0000,
NC_MODE_NOTURN = NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
NC_MODE_NOROTATE = NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION
};
extern void newcam_display_options(void);
extern void newcam_check_pause_buttons(void);
extern void newcam_init_settings(void);
extern void newcam_render_option_text(void);
extern void newcam_diagnostics(void);
extern u8 newcam_option_open;
extern u8 newcam_sensitivityX; //How quick the camera works.
extern u8 newcam_sensitivityY;
extern u8 newcam_invertX;
extern u8 newcam_invertY;
extern u8 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
extern u8 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
extern u8 newcam_active; // basically the thing that governs if newcam is on.
extern u8 newcam_analogue;
extern u16 newcam_intendedmode;
extern u16 newcam_mode;
extern s16 newcam_yaw;

901
src/game/bettercamera.inc.h Normal file
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@ -0,0 +1,901 @@
#include "sm64.h"
#include "game/camera.h"
#include "game/level_update.h"
#include "game/print.h"
#include "engine/math_util.h"
#include "game/segment2.h"
#include "game/save_file.h"
#include "bettercamera.h"
#include "include/text_strings.h"
#include "engine/surface_collision.h"
#include <stdio.h>
/**
Quick explanation of the camera modes
NC_MODE_NORMAL: Standard mode, allows dualaxial movement and free control of the camera.
NC_MODE_FIXED: Disables control of camera, and the actual position of the camera doesn't update.
NC_MODE_2D: Disables horizontal control of the camera and locks Mario's direction to the X axis. NYI though.
NC_MODE_8D: 8 directional movement. Similar to standard, except the camera direction snaps to 8 directions.
NC_MODE_FIXED_NOMOVE: Disables control and movement of the camera.
NC_MODE_NOTURN: Disables horizontal and vertical control of the camera.
**/
//!A bunch of developer intended options, to cover every base, really.
//#define NEWCAM_DEBUG //Some print values for puppycam. Not useful anymore, but never hurts to keep em around.
//#define nosound //If for some reason you hate the concept of audio, you can disable it.
//#define noaccel //Disables smooth movement of the camera with the C buttons.
#define DEGRADE 0.1f //What percent of the remaining camera movement is degraded. Default is 10%
//!Hardcoded camera angle stuff. They're essentially area boxes that when Mario is inside, will trigger some view changes.
///Don't touch this btw, unless you know what you're doing, this has to be above for religious reasons.
struct newcam_hardpos
{
u8 newcam_hard_levelID;
u8 newcam_hard_areaID;
u8 newcam_hard_permaswap;
u16 newcam_hard_modeset;
s16 newcam_hard_X1;
s16 newcam_hard_Y1;
s16 newcam_hard_Z1;
s16 newcam_hard_X2;
s16 newcam_hard_Y2;
s16 newcam_hard_Z2;
s16 newcam_hard_camX;
s16 newcam_hard_camY;
s16 newcam_hard_camZ;
s16 newcam_hard_lookX;
s16 newcam_hard_lookY;
s16 newcam_hard_lookZ;
};
///This is the bit that defines where the angles happen. They're basically environment boxes that dictate camera behaviour.
//Permaswap is a boolean that simply determines wether or not when the camera changes at this point it stays changed. 0 means it resets when you leave, and 1 means it stays changed.
//The camera position fields accept "32767" as an ignore flag.
struct newcam_hardpos newcam_fixedcam[] =
{
{/*Level ID*/ 16,/*Area ID*/ 1,/*Permaswap*/ 0,/*Mode*/ NC_MODE_FIXED_NOMOVE, //Standard params.
/*X begin*/ -540,/*Y begin*/ 800,/*Z begin*/ -3500, //Where the activation box begins
/*X end*/ 540,/*Y end*/ 2000,/*Z end*/ -1500, //Where the activation box ends.
/*Cam X*/ 0,/*Cam Y*/ 1500,/*Cam Z*/ -1000, //The position the camera gets placed for NC_MODE_FIXED and NC_MODE_FIXED_NOMOVE
/*Look X*/ 0,/*Look Y*/ 800,/*Look Z*/ -2500}, //The position the camera looks at for NC_MODE_FIXED_NOMOVE
};
#ifdef noaccel
u8 accel = 255;
#else
u8 accel = 10;
#endif // noaccel
s16 newcam_yaw; //Z axis rotation
s8 newcam_yaw_acc;
s16 newcam_tilt = 1500; //Y axis rotation
s8 newcam_tilt_acc;
u16 newcam_distance = 750; //The distance the camera stays from the player
u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
f32 newcam_pos[3]; //Position the camera is in the world
f32 newcam_lookat[3]; //Position the camera is looking at
f32 newcam_framessincec[2];
f32 newcam_extheight = 125;
u8 newcam_centering = 0; // The flag that depicts wether the camera's goin gto try centering.
s16 newcam_yaw_target; // The yaw value the camera tries to set itself to when the centre flag is active. Is set to Mario's face angle.
f32 newcam_turnwait; // The amount of time to wait after landing before allowing the camera to turn again
f32 newcam_pan_x;
f32 newcam_pan_z;
u8 newcam_cstick_down = 0; //Just a value that triggers true when the player 2 stick is moved in 8 direction move to prevent holding it down.
u8 newcam_target;
u8 newcam_sensitivityX; //How quick the camera works.
u8 newcam_sensitivityY;
u8 newcam_invertX; //Reverses movement of the camera axis.
u8 newcam_invertY;
u8 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
u8 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
u8 newcam_analogue; //Wether to accept inputs from a player 2 joystick, and then disables C button input.
u8 newcam_mouse; // Whether to accept mouse input
s16 newcam_distance_values[] = {750,1250,2000};
u8 newcam_active = 1; // basically the thing that governs if newcam is on.
u16 newcam_mode;
u16 newcam_intendedmode = 0; // which camera mode the camera's going to try to be in when not forced into another.
u16 newcam_modeflags;
u8 newcam_option_open = 0;
s8 newcam_option_selection = 0;
f32 newcam_option_timer = 0;
u8 newcam_option_index = 0;
u8 newcam_option_scroll = 0;
u8 newcam_option_scroll_last = 0;
u8 newcam_total = 8; //How many options there are in newcam_uptions.
u8 newcam_options[][64] = {{NC_ANALOGUE}, {NC_MOUSE}, {NC_CAMX}, {NC_CAMY}, {NC_INVERTX}, {NC_INVERTY}, {NC_CAMC}, {NC_CAMP}};
u8 newcam_flags[][64] = {{NC_DISABLED}, {NC_ENABLED}};
u8 newcam_strings[][64] = {{NC_BUTTON}, {NC_BUTTON2}, {NC_OPTION}, {NC_HIGHLIGHT}};
extern int mouse_x;
extern int mouse_y;
///This is called at every level initialisation.
void newcam_init(struct Camera *c, u8 dv)
{
newcam_tilt = 1500;
newcam_distance_target = newcam_distance_values[dv];
newcam_yaw = -c->yaw+0x4000; //Mario and the camera's yaw have this offset between them.
newcam_mode = NC_MODE_NORMAL;
///This here will dictate what modes the camera will start in at the beginning of a level. Below are some examples.
switch (gCurrLevelNum)
{
case LEVEL_BITDW: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
case LEVEL_BITFS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
case LEVEL_BITS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
case LEVEL_WF: newcam_yaw = 0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1]; break;
case LEVEL_RR: newcam_yaw = 0x6000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[2]; break;
case LEVEL_CCM: if (gCurrAreaIndex == 1) {newcam_yaw = -0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1];} else newcam_mode = NC_MODE_SLIDE; break;
case LEVEL_WDW: newcam_yaw = 0x2000; newcam_tilt = 3000; newcam_distance_target = newcam_distance_values[1]; break;
case 27: newcam_mode = NC_MODE_SLIDE; break;
case LEVEL_THI: if (gCurrAreaIndex == 2) newcam_mode = NC_MODE_SLIDE; break;
}
newcam_distance = newcam_distance_target;
newcam_intendedmode = newcam_mode;
newcam_modeflags = newcam_mode;
}
static f32 newcam_clamp(f32 value, f32 max, f32 min)
{
if (value > max)
value = max;
if (value < 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()
{
if (save_check_firsttime())
{
save_file_get_setting();
newcam_clamp(newcam_sensitivityX, 10, 250);
newcam_clamp(newcam_sensitivityY, 10, 250);
newcam_clamp(newcam_aggression, 0, 100);
newcam_clamp(newcam_panlevel, 0, 100);
newcam_clamp(newcam_invertX, 0, 1);
newcam_clamp(newcam_invertY, 0, 1);
}
else
{
newcam_sensitivityX = 75;
newcam_sensitivityY = 75;
newcam_aggression = 0;
newcam_panlevel = 75;
newcam_invertX = 0;
newcam_invertY = 0;
save_set_firsttime();
}
}
/** Mathematic calculations. This stuffs so basic even *I* understand it lol
Basically, it just returns a position based on angle */
static s16 lengthdir_x(f32 length, s16 dir)
{
return (s16) (length * coss(dir));
}
static s16 lengthdir_y(f32 length, s16 dir)
{
return (s16) (length * sins(dir));
}
void newcam_diagnostics(void)
{
print_text_fmt_int(32,192,"Lv %d",gCurrLevelNum);
print_text_fmt_int(32,176,"Area %d",gCurrAreaIndex);
print_text_fmt_int(32,160,"X %d",gMarioState->pos[0]);
print_text_fmt_int(32,144,"Y %d",gMarioState->pos[1]);
print_text_fmt_int(32,128,"Z %d",gMarioState->pos[2]);
print_text_fmt_int(32,112,"FLAGS %d",newcam_modeflags);
print_text_fmt_int(180,112,"INTM %d",newcam_intendedmode);
print_text_fmt_int(32,96,"TILT UP %d",newcam_tilt_acc);
print_text_fmt_int(32,80,"YAW UP %d",newcam_yaw_acc);
print_text_fmt_int(32,64,"YAW %d",newcam_yaw);
print_text_fmt_int(32,48,"TILT %d",newcam_tilt);
print_text_fmt_int(32,32,"DISTANCE %d",newcam_distance);
}
static s16 newcam_adjust_value(s16 var, s16 val)
{
var += val;
if (var > 100)
var = 100;
if (var < -100)
var = -100;
return var;
}
static f32 newcam_approach_float(f32 var, f32 val, f32 inc)
{
if (var < val)
return min(var + inc, val);
else
return max(var - inc, val);
}
static s16 newcam_approach_s16(s16 var, s16 val, s16 inc)
{
if (var < val)
return max(var + inc, val);
else
return min(var - inc, val);
}
static u8 ivrt(u8 axis)
{
if (axis == 0)
{
if (newcam_invertX == 0)
return 1;
else
return -1;
}
else
{
if (newcam_invertY == 0)
return 1;
else
return -1;
}
}
static void newcam_rotate_button(void)
{
if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
{
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
{
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target+0x2000;
else
newcam_yaw_target = newcam_yaw_target+0x4000;
newcam_centering = 1;
}
else
if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_analogue == 0)
{
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target-0x2000;
else
newcam_yaw_target = newcam_yaw_target-0x4000;
newcam_centering = 1;
}
}
else //Standard camera movement
if (newcam_modeflags & NC_FLAG_XTURN)
{
if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel);
else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel);
else
#ifdef noaccel
newcam_yaw_acc = 0;
#else
newcam_yaw_acc -= (newcam_yaw_acc*(DEGRADE));
#endif
}
if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel);
else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel);
else
#ifdef noaccel
newcam_tilt_acc = 0;
#else
newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
#endif
newcam_framessincec[0] += 1;
newcam_framessincec[1] += 1;
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
{
if (newcam_framessincec[0] < 6)
{
newcam_yaw_target = newcam_yaw+0x3000;
newcam_centering = 1;
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
}
newcam_framessincec[0] = 0;
}
if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
{
if (newcam_framessincec[1] < 6)
{
newcam_yaw_target = newcam_yaw-0x3000;
newcam_centering = 1;
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
}
newcam_framessincec[1] = 0;
}
if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
{ //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
if (ABS(gPlayer2Controller->stickX) > 20 && newcam_modeflags & NC_FLAG_XTURN)
{
if (newcam_modeflags & NC_FLAG_8D)
{
if (newcam_cstick_down == 0)
{
newcam_cstick_down = 1;
newcam_centering = 1;
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
if (gPlayer2Controller->stickX > 20)
{
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target+0x2000;
else
newcam_yaw_target = newcam_yaw_target+0x4000;
}
else
{
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target-0x2000;
else
newcam_yaw_target = newcam_yaw_target-0x4000;
}
}
}
else
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,(-gPlayer2Controller->stickX/4));
}
else
{
newcam_cstick_down = 0;
newcam_yaw_acc -= (newcam_yaw_acc*(DEGRADE));
}
if (ABS(gPlayer2Controller->stickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/4));
else
newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
}
if (newcam_mouse == 1)
{
newcam_yaw += mouse_x * 16;
newcam_tilt += mouse_y * 16;
}
}
static void newcam_zoom_button(void)
{
//Smoothly move the camera to the new spot.
if (newcam_distance > newcam_distance_target)
{
newcam_distance -= 250;
if (newcam_distance < newcam_distance_target)
newcam_distance = newcam_distance_target;
}
if (newcam_distance < newcam_distance_target)
{
newcam_distance += 250;
if (newcam_distance > newcam_distance_target)
newcam_distance = newcam_distance_target;
}
//When you press L and R together, set the flag for centering the camera. Afterwards, start setting the yaw to the Player's yaw at the time.
if (gPlayer1Controller->buttonDown & L_TRIG && gPlayer1Controller->buttonDown & R_TRIG && newcam_modeflags & NC_FLAG_ZOOM)
{
newcam_yaw_target = -gMarioState->faceAngle[1]-0x4000;
newcam_centering = 1;
}
else //Each time the player presses R, but NOT L the camera zooms out more, until it hits the limit and resets back to close view.
if (gPlayer1Controller->buttonPressed & R_TRIG && newcam_modeflags & NC_FLAG_XTURN)
{
#ifndef nosound
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gDefaultSoundArgs);
#endif
if (newcam_distance_target == newcam_distance_values[0])
newcam_distance_target = newcam_distance_values[1];
else
if (newcam_distance_target == newcam_distance_values[1])
newcam_distance_target = newcam_distance_values[2];
else
newcam_distance_target = newcam_distance_values[0];
}
if (newcam_centering && newcam_modeflags & NC_FLAG_XTURN)
{
newcam_yaw = approach_s16_symmetric(newcam_yaw,newcam_yaw_target,0x800);
if (newcam_yaw = newcam_yaw_target)
newcam_centering = 0;
}
else
newcam_yaw_target = newcam_yaw;
}
static void newcam_update_values(void)
{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
u8 waterflag = 0;
newcam_sensitivityX = 75;
newcam_sensitivityY = 75;
if (newcam_modeflags & NC_FLAG_XTURN)
newcam_yaw += (ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10)));
if (((newcam_tilt < 12000 && newcam_tilt_acc*ivrt(1) > 0) || (newcam_tilt > -12000 && newcam_tilt_acc*ivrt(1) < 0)) && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt += (ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10)));
else
{
if (newcam_tilt > 12000)
newcam_tilt = 12000;
if (newcam_tilt < -12000)
newcam_tilt = -12000;
}
if (newcam_turnwait > 0 && gMarioState->vel[1] == 0)
{
newcam_turnwait -= 1;
if (newcam_turnwait < 0)
newcam_turnwait = 0;
}
else
{
if (gMarioState->intendedMag > 0 && gMarioState->vel[1] == 0 && newcam_modeflags & NC_FLAG_XTURN)
newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,((newcam_aggression*(ABS(gPlayer1Controller->stickX/10)))*(gMarioState->forwardVel/32))));
else
newcam_turnwait = 10;
}
if (newcam_modeflags & NC_FLAG_SLIDECORRECT)
{
switch (gMarioState->action)
{
case ACT_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
case ACT_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
case ACT_HOLD_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
case ACT_HOLD_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
}
}
switch (gMarioState->action)
{
case ACT_SHOT_FROM_CANNON: waterflag = 1; break;
case ACT_FLYING: waterflag = 1; break;
}
if (gMarioState->action & ACT_FLAG_SWIMMING)
{
if (gMarioState->forwardVel > 2)
waterflag = 1;
}
if (waterflag && newcam_modeflags & NC_FLAG_XTURN)
{
newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,(gMarioState->forwardVel*128)));
if ((signed)gMarioState->forwardVel > 1)
newcam_tilt = (approach_s16_symmetric(newcam_tilt,(-gMarioState->faceAngle[0]*0.8)+3000,(gMarioState->forwardVel*32)));
else
newcam_tilt = (approach_s16_symmetric(newcam_tilt,3000,32));
}
}
static void newcam_collision(void)
{
struct Surface *surf;
Vec3f camdir;
Vec3f hitpos;
camdir[0] = newcam_pos[0]-newcam_lookat[0];
camdir[1] = newcam_pos[1]-newcam_lookat[1];
camdir[2] = newcam_pos[2]-newcam_lookat[2];
find_surface_on_ray(newcam_pos_target, camdir, &surf, &hitpos);
if (surf)
{
newcam_pos[0] = hitpos[0];
newcam_pos[1] = approach_f32(hitpos[1],newcam_pos[1],25,-25);
newcam_pos[2] = hitpos[2];
newcam_pan_x = 0;
newcam_pan_z = 0;
}
}
static void newcam_set_pan(void)
{
//Apply panning values based on Mario's direction.
if (gMarioState->action != ACT_HOLDING_BOWSER && gMarioState->action != ACT_SLEEPING && gMarioState->action != ACT_START_SLEEPING)
{
approach_f32_asymptotic_bool(&newcam_pan_x, lengthdir_x((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
approach_f32_asymptotic_bool(&newcam_pan_z, lengthdir_y((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
}
else
{
approach_f32_asymptotic_bool(&newcam_pan_x, 0, 0.05);
approach_f32_asymptotic_bool(&newcam_pan_z, 0, 0.05);
}
newcam_pan_x = newcam_pan_x*(min(newcam_distance/newcam_distance_target,1));
newcam_pan_z = newcam_pan_z*(min(newcam_distance/newcam_distance_target,1));
}
static void newcam_position_cam(void)
{
f32 floorY = 0;
f32 floorY2 = 0;
s16 shakeX;
s16 shakeY;
if (!(gMarioState->action & ACT_FLAG_SWIMMING))
calc_y_to_curr_floor(&floorY, 1.f, 200.f, &floorY2, 0.9f, 200.f);
newcam_update_values();
shakeX = gLakituState.shakeMagnitude[1];
shakeY = gLakituState.shakeMagnitude[0];
//Fetch Mario's current position. Not hardcoded just for the sake of flexibility, though this specific bit is temp, because it won't always want to be focusing on Mario.
newcam_pos_target[0] = gMarioState->pos[0];
newcam_pos_target[1] = gMarioState->pos[1]+newcam_extheight;
newcam_pos_target[2] = gMarioState->pos[2];
//These will set the position of the camera to where Mario is supposed to be, minus adjustments for where the camera should be, on top of.
if (newcam_modeflags & NC_FLAG_POSX)
newcam_pos[0] = newcam_pos_target[0]+lengthdir_x(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
if (newcam_modeflags & NC_FLAG_POSY)
newcam_pos[2] = newcam_pos_target[2]+lengthdir_y(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
if (newcam_modeflags & NC_FLAG_POSZ)
newcam_pos[1] = newcam_pos_target[1]+lengthdir_y(newcam_distance,newcam_tilt+gLakituState.shakeMagnitude[0])+floorY;
if ((newcam_modeflags & NC_FLAG_FOCUSX) && (newcam_modeflags & NC_FLAG_FOCUSY) && (newcam_modeflags & NC_FLAG_FOCUSZ))
newcam_set_pan();
//Set where the camera wants to be looking at. This is almost always the place it's based off, too.
if (newcam_modeflags & NC_FLAG_FOCUSX)
newcam_lookat[0] = newcam_pos_target[0]-newcam_pan_x;
if (newcam_modeflags & NC_FLAG_FOCUSY)
newcam_lookat[1] = newcam_pos_target[1]+floorY2;
if (newcam_modeflags & NC_FLAG_FOCUSZ)
newcam_lookat[2] = newcam_pos_target[2]-newcam_pan_z;
if (newcam_modeflags & NC_FLAG_COLLISION)
newcam_collision();
}
//Nested if's baybeeeee
static void newcam_find_fixed(void)
{
u8 i = 0;
newcam_mode = newcam_intendedmode;
newcam_modeflags = newcam_mode;
for (i = 0; i < sizeof(newcam_fixedcam); i++)
{
if (newcam_fixedcam[i].newcam_hard_levelID == gCurrLevelNum && newcam_fixedcam[i].newcam_hard_areaID == gCurrAreaIndex)
{//I didn't wanna just obliterate the horizontal plane of the IDE with a beefy if statement, besides, I think this runs slightly better anyway?
if (newcam_pos_target[0] > newcam_fixedcam[i].newcam_hard_X1)
if (newcam_pos_target[0] < newcam_fixedcam[i].newcam_hard_X2)
if (newcam_pos_target[1] > newcam_fixedcam[i].newcam_hard_Y1)
if (newcam_pos_target[1] < newcam_fixedcam[i].newcam_hard_Y2)
if (newcam_pos_target[2] > newcam_fixedcam[i].newcam_hard_Z1)
if (newcam_pos_target[2] < newcam_fixedcam[i].newcam_hard_Z2)
{
if (newcam_fixedcam[i].newcam_hard_permaswap)
newcam_intendedmode = newcam_fixedcam[i].newcam_hard_modeset;
newcam_mode = newcam_fixedcam[i].newcam_hard_modeset;
newcam_modeflags = newcam_mode;
if (newcam_fixedcam[i].newcam_hard_camX != 32767 && !(newcam_modeflags & NC_FLAG_POSX))
newcam_pos[0] = newcam_fixedcam[i].newcam_hard_camX;
if (newcam_fixedcam[i].newcam_hard_camY != 32767 && !(newcam_modeflags & NC_FLAG_POSY))
newcam_pos[1] = newcam_fixedcam[i].newcam_hard_camY;
if (newcam_fixedcam[i].newcam_hard_camZ != 32767 && !(newcam_modeflags & NC_FLAG_POSZ))
newcam_pos[2] = newcam_fixedcam[i].newcam_hard_camZ;
if (newcam_fixedcam[i].newcam_hard_lookX != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSX))
newcam_lookat[0] = newcam_fixedcam[i].newcam_hard_lookX;
if (newcam_fixedcam[i].newcam_hard_lookY != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSY))
newcam_lookat[1] = newcam_fixedcam[i].newcam_hard_lookY;
if (newcam_fixedcam[i].newcam_hard_lookZ != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSZ))
newcam_lookat[2] = newcam_fixedcam[i].newcam_hard_lookZ;
newcam_yaw = atan2s(newcam_pos[0]-newcam_pos_target[0],newcam_pos[2]-newcam_pos_target[2]);
}
}
}
}
static void newcam_apply_values(struct Camera *c)
{
c->pos[0] = newcam_pos[0];
c->pos[1] = newcam_pos[1];
c->pos[2] = newcam_pos[2];
c->focus[0] = newcam_lookat[0];
c->focus[1] = newcam_lookat[1];
c->focus[2] = newcam_lookat[2];
gLakituState.pos[0] = newcam_pos[0];
gLakituState.pos[1] = newcam_pos[1];
gLakituState.pos[2] = newcam_pos[2];
gLakituState.focus[0] = newcam_lookat[0];
gLakituState.focus[1] = newcam_lookat[1];
gLakituState.focus[2] = newcam_lookat[2];
c->yaw = -newcam_yaw+0x4000;
gLakituState.yaw = -newcam_yaw+0x4000;
//Adds support for wing mario tower
if (gMarioState->floor->type == SURFACE_LOOK_UP_WARP) {
if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 0x18) >= 10) {
if (newcam_tilt < -8000 && gMarioState->forwardVel == 0) {
level_trigger_warp(gMarioState, 1);
}
}
}
}
//The ingame cutscene system is such a spaghetti mess I actually have to resort to something as stupid as this to cover every base.
void newcam_apply_outside_values(struct Camera *c, u8 bit)
{
if (newcam_modeflags == NC_FLAG_XTURN)
{
if (bit)
newcam_yaw = -gMarioState->faceAngle[1]-0x4000;
else
newcam_yaw = -c->yaw+0x4000;
}
}
//Main loop.
void newcam_loop(struct Camera *c)
{
newcam_rotate_button();
newcam_zoom_button();
newcam_position_cam();
newcam_find_fixed();
if (gMarioObject)
newcam_apply_values(c);
//Just some visual information on the values of the camera. utilises ifdef because it's better at runtime.
#ifdef NEWCAM_DEBUG
newcam_diagnostics();
#endif // NEWCAM_DEBUG
}
//Displays a box.
void newcam_display_box(s16 x1, s16 y1, s16 x2, s16 y2, u8 r, u8 g, u8 b)
{
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(r, g, b, 255));
gDPFillRectangle(gDisplayListHead++, x1, y1, x2 - 1, y2 - 1);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
//I actually took the time to redo this, properly. Lmao. Please don't bully me over this anymore :(
void newcam_change_setting(u8 toggle)
{
switch (newcam_option_selection)
{
case 0:
newcam_analogue ^= 1;
break;
case 1:
newcam_mouse ^= 1;
break;
case 2:
if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250)
newcam_sensitivityX += toggle;
break;
case 3:
if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250)
newcam_sensitivityY += toggle;
break;
case 4:
newcam_invertX ^= 1;
break;
case 5:
newcam_invertY ^= 1;
break;
case 6:
if (newcam_aggression > 0 && newcam_aggression < 100)
newcam_aggression += toggle;
break;
case 7:
if (newcam_panlevel > 0 && newcam_panlevel < 100)
newcam_panlevel += toggle;
break;
}
}
void newcam_text(s16 x, s16 y, u8 str[], u8 col)
{
u8 textX;
textX = get_str_x_pos_from_center(x,str,10.0f);
gDPSetEnvColor(gDisplayListHead++, 0, 0, 0, 255);
print_generic_string(textX+1,y-1,str);
if (col != 0)
{
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
}
else
{
gDPSetEnvColor(gDisplayListHead++, 255, 32, 32, 255);
}
print_generic_string(textX,y,str);
}
//Options menu
void newcam_display_options()
{
u8 i = 0;
u8 newstring[32];
s16 scroll;
s16 scrollpos;
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
print_hud_lut_string(HUD_LUT_GLOBAL, 118, 40, newcam_strings[2]);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
if (newcam_total>4)
{
newcam_display_box(272,90,280,208,0x80,0x80,0x80);
scrollpos = (54)*((f32)newcam_option_scroll/(newcam_total-4));
newcam_display_box(272,90+scrollpos,280,154+scrollpos,0xFF,0xFF,0xFF);
}
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 80, SCREEN_WIDTH, SCREEN_HEIGHT);
for (i = 0; i < newcam_total; i++)
{
scroll = 140-(32*i)+(newcam_option_scroll*32);
if (scroll <= 140 && scroll > 32)
{
newcam_text(160,scroll,newcam_options[i],newcam_option_selection-i);
switch (i)
{
case 0:
newcam_text(160,scroll-12,newcam_flags[newcam_analogue],newcam_option_selection-i);
break;
case 1:
newcam_text(160,scroll-12,newcam_flags[newcam_mouse],newcam_option_selection-i);
break;
case 2:
int_to_str(newcam_sensitivityX,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 3:
int_to_str(newcam_sensitivityY,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 4:
newcam_text(160,scroll-12,newcam_flags[newcam_invertX],newcam_option_selection-i);
break;
case 5:
newcam_text(160,scroll-12,newcam_flags[newcam_invertY],newcam_option_selection-i);
break;
case 6:
int_to_str(newcam_aggression,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 7:
int_to_str(newcam_panlevel,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
}
}
}
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
print_hud_lut_string(HUD_LUT_GLOBAL, 80, 90+(32*(newcam_option_selection-newcam_option_scroll)), newcam_strings[3]);
print_hud_lut_string(HUD_LUT_GLOBAL, 224, 90+(32*(newcam_option_selection-newcam_option_scroll)), newcam_strings[3]);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
}
//This has been separated for interesting reasons. Don't question it.
void newcam_render_option_text(void)
{
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
newcam_text(278,212,newcam_strings[newcam_option_open],1);
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
}
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)
newcam_option_open = 1;
else
{
newcam_option_open = 0;
save_file_set_setting();
}
}
if (newcam_option_open)
{
if (ABS(gPlayer1Controller->stickY) > 60)
{
newcam_option_timer -= 1;
if (newcam_option_timer <= 0)
{
switch (newcam_option_index)
{
case 0: newcam_option_index++; newcam_option_timer += 10; break;
default: newcam_option_timer += 5; break;
}
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
#endif
if (gPlayer1Controller->stickY >= 60)
{
newcam_option_selection--;
if (newcam_option_selection < 0)
newcam_option_selection = newcam_total-1;
}
else
{
newcam_option_selection++;
if (newcam_option_selection >= newcam_total)
newcam_option_selection = 0;
}
}
}
else
if (ABS(gPlayer1Controller->stickX) > 60)
{
newcam_option_timer -= 1;
if (newcam_option_timer <= 0)
{
switch (newcam_option_index)
{
case 0: newcam_option_index++; newcam_option_timer += 10; break;
default: newcam_option_timer += 5; break;
}
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
#endif
if (gPlayer1Controller->stickX >= 60)
newcam_change_setting(1);
else
newcam_change_setting(-1);
}
}
else
{
newcam_option_timer = 0;
newcam_option_index = 0;
}
while (newcam_option_scroll - newcam_option_selection < -3 && newcam_option_selection > newcam_option_scroll)
newcam_option_scroll +=1;
while (newcam_option_scroll + newcam_option_selection > 0 && newcam_option_selection < newcam_option_scroll)
newcam_option_scroll -=1;
}
}

View File

@ -701,6 +701,10 @@ f32 calc_y_to_curr_floor(f32 *posOff, f32 posMul, f32 posBound, f32 *focOff, f32
*focOff = -focBound;
}
}
//Compiler gets mad if I put this any further above. thanks refresh 7
#ifdef BETTERCAMERA
#include "bettercamera.inc.h"
#endif
void focus_on_mario(Vec3f focus, Vec3f pos, f32 posYOff, f32 focYOff, f32 dist, s16 pitch, s16 yaw) {
Vec3f marioPos;
@ -2853,6 +2857,10 @@ void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {
struct LinearTransitionPoint *start = &sModeInfo.transitionStart;
struct LinearTransitionPoint *end = &sModeInfo.transitionEnd;
#ifdef BETTERCAMERA
if (mode != CAMERA_MODE_NEWCAM && gLakituState.mode != CAMERA_MODE_NEWCAM)
{
#endif
if (mode == CAMERA_MODE_WATER_SURFACE && gCurrLevelArea == AREA_TTM_OUTSIDE) {
} else {
// Clear movement flags that would affect the transition
@ -2896,6 +2904,9 @@ void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {
vec3f_get_dist_and_angle(start->focus, start->pos, &start->dist, &start->pitch, &start->yaw);
vec3f_get_dist_and_angle(end->focus, end->pos, &end->dist, &end->pitch, &end->yaw);
}
#ifdef BETTERCAMERA
}
#endif
}
/**
@ -2980,7 +2991,12 @@ void update_lakitu(struct Camera *c) {
gLakituState.roll += sHandheldShakeRoll;
gLakituState.roll += gLakituState.keyDanceRoll;
if (c->mode != CAMERA_MODE_C_UP && c->cutscene == 0) {
if (c->mode != CAMERA_MODE_C_UP && c->cutscene == 0
#ifdef BETTERCAMERA
&& c->mode != CAMERA_MODE_NEWCAM
#endif
)
{
gCheckingSurfaceCollisionsForCamera = TRUE;
distToFloor = find_floor(gLakituState.pos[0],
gLakituState.pos[1] + 20.0f,
@ -3013,7 +3029,11 @@ void update_camera(struct Camera *c) {
update_camera_hud_status(c);
if (c->cutscene == 0) {
// Only process R_TRIG if 'fixed' is not selected in the menu
if (cam_select_alt_mode(0) == CAM_SELECTION_MARIO) {
if (cam_select_alt_mode(0) == CAM_SELECTION_MARIO
#ifdef BETTERCAMERA
&& c->mode != CAMERA_MODE_NEWCAM
#endif
) {
if (gPlayer1Controller->buttonPressed & R_TRIG) {
if (set_cam_angle(0) == CAM_ANGLE_LAKITU) {
set_cam_angle(CAM_ANGLE_MARIO);
@ -3051,10 +3071,16 @@ void update_camera(struct Camera *c) {
c->mode = gLakituState.mode;
c->defMode = gLakituState.defMode;
#ifdef BETTERCAMERA
if (c->mode != CAMERA_MODE_NEWCAM)
{
#endif
camera_course_processing(c);
stub_camera_3(c);
sCButtonsPressed = find_c_buttons_pressed(sCButtonsPressed, gPlayer1Controller->buttonPressed,
gPlayer1Controller->buttonDown);
sCButtonsPressed = find_c_buttons_pressed(sCButtonsPressed, gPlayer1Controller->buttonPressed,gPlayer1Controller->buttonDown);
#ifdef BETTERCAMERA
}
#endif
if (c->cutscene != 0) {
sYawSpeed = 0;
@ -3092,6 +3118,12 @@ void update_camera(struct Camera *c) {
mode_cannon_camera(c);
break;
#ifdef BETTERCAMERA
case CAMERA_MODE_NEWCAM:
newcam_loop(c);
break;
#endif
default:
mode_mario_camera(c);
}
@ -3151,6 +3183,12 @@ void update_camera(struct Camera *c) {
case CAMERA_MODE_SPIRAL_STAIRS:
mode_spiral_stairs_camera(c);
break;
#ifdef BETTERCAMERA
case CAMERA_MODE_NEWCAM:
newcam_loop(c);
break;
#endif
}
}
}
@ -3426,6 +3464,15 @@ void init_camera(struct Camera *c) {
gLakituState.nextYaw = gLakituState.yaw;
c->yaw = gLakituState.yaw;
c->nextYaw = gLakituState.yaw;
#ifdef BETTERCAMERA
if (newcam_active == 1)
{
gLakituState.mode = CAMERA_MODE_NEWCAM;
gLakituState.defMode = CAMERA_MODE_NEWCAM;
newcam_init(c, 0);
}
#endif
}
/**
@ -5514,6 +5561,10 @@ void set_camera_mode_8_directions(struct Camera *c) {
s8DirModeBaseYaw = 0;
s8DirModeYawOffset = 0;
}
#ifdef BETTERCAMERA
if (newcam_active == 1)
c->mode = CAMERA_MODE_NEWCAM;
#endif
}
/**
@ -5532,6 +5583,10 @@ void set_camera_mode_close_cam(u8 *mode) {
sStatusFlags &= ~CAM_FLAG_SMOOTH_MOVEMENT;
*mode = CAMERA_MODE_CLOSE;
}
#ifdef BETTERCAMERA
if (newcam_active == 1)
*mode = CAMERA_MODE_NEWCAM;
#endif
}
/**
@ -5556,6 +5611,10 @@ void set_camera_mode_radial(struct Camera *c, s16 transitionTime) {
}
sModeOffsetYaw = 0;
}
#ifdef BETTERCAMERA
if (newcam_active == 1)
c->mode = CAMERA_MODE_NEWCAM;
#endif
}
/**
@ -6934,6 +6993,9 @@ s16 cutscene_object(u8 cutscene, struct Object *o) {
void update_camera_yaw(struct Camera *c) {
c->nextYaw = calculate_yaw(c->focus, c->pos);
c->yaw = c->nextYaw;
#ifdef BETTERCAMERA
newcam_apply_outside_values(c,0);
#endif
}
void cutscene_reset_spline(void) {
@ -9202,7 +9264,14 @@ BAD_RETURN(s32) cutscene_non_painting_end(struct Camera *c) {
if (c->defMode == CAMERA_MODE_CLOSE) {
c->mode = CAMERA_MODE_CLOSE;
} else {
} else
#ifdef BETTERCAMERA
if (c->defMode == CAMERA_MODE_NEWCAM) {
c->mode = CAMERA_MODE_NEWCAM;
}
else
#endif
{
c->mode = CAMERA_MODE_FREE_ROAM;
}
@ -9958,6 +10027,9 @@ BAD_RETURN(s32) cutscene_sliding_doors_follow_mario(struct Camera *c) {
BAD_RETURN(s32) cutscene_sliding_doors_open(struct Camera *c) {
UNUSED u32 pad[2];
#ifdef BETTERCAMERA
newcam_apply_outside_values(c,1);
#endif
reset_pan_distance(c);
cutscene_event(cutscene_sliding_doors_open_start, c, 0, 8);
cutscene_event(cutscene_sliding_doors_open_set_cvars, c, 8, 8);
@ -10154,7 +10226,12 @@ BAD_RETURN(s32) cutscene_unused_exit_focus_mario(struct Camera *c) {
* Give control back to the player.
*/
BAD_RETURN(s32) cutscene_exit_painting_end(struct Camera *c) {
c->mode = CAMERA_MODE_CLOSE;
#ifdef BETTERCAMERA
if (newcam_active == 1)
c->mode = CAMERA_MODE_NEWCAM;
else
#endif
c->mode = CAMERA_MODE_CLOSE;
c->cutscene = 0;
gCutsceneTimer = CUTSCENE_STOP;
sStatusFlags |= CAM_FLAG_SMOOTH_MOVEMENT;
@ -10314,11 +10391,24 @@ BAD_RETURN(s32) cutscene_door_follow_mario(struct Camera *c) {
* Ends the door cutscene. Sets the camera mode to close mode unless the default is free roam.
*/
BAD_RETURN(s32) cutscene_door_end(struct Camera *c) {
#ifndef BETTERCAMERA
if (c->defMode == CAMERA_MODE_FREE_ROAM) {
c->mode = CAMERA_MODE_FREE_ROAM;
} else {
c->mode = CAMERA_MODE_CLOSE;
}
#else
if (c->defMode == CAMERA_MODE_CLOSE) {
c->mode = CAMERA_MODE_CLOSE;
} else
if (c->defMode == CAMERA_MODE_NEWCAM) {
c->mode = CAMERA_MODE_NEWCAM;
}
else
{
c->mode = CAMERA_MODE_FREE_ROAM;
}
#endif
c->cutscene = 0;
gCutsceneTimer = CUTSCENE_STOP;

View File

@ -110,6 +110,9 @@
#define CAMERA_MODE_8_DIRECTIONS 0x0E // AKA Parallel Camera, Bowser Courses & Rainbow Road
#define CAMERA_MODE_FREE_ROAM 0x10
#define CAMERA_MODE_SPIRAL_STAIRS 0x11
#ifdef BETTERCAMERA
#define CAMERA_MODE_NEWCAM 0x12
#endif
#define CAM_MOVE_RETURN_TO_MIDDLE 0x0001
#define CAM_MOVE_ZOOMED_OUT 0x0002

View File

@ -19,6 +19,9 @@
#include "main_entry.h"
#include "thread6.h"
#include <prevent_bss_reordering.h>
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
// FIXME: I'm not sure all of these variables belong in this file, but I don't
// know of a good way to split them
@ -58,6 +61,8 @@ struct DemoInput *gCurrDemoInput = NULL; // demo input sequence
u16 gDemoInputListID = 0;
struct DemoInput gRecordedDemoInput = { 0 }; // possibly removed in EU. TODO: Check
extern int c_rightx;
extern int c_righty;
/**
* Initializes the Reality Display Processor (RDP).
* This function initializes settings such as texture filtering mode,
@ -225,7 +230,7 @@ void create_task_structure(void) {
gGfxSPTask->task.t.dram_stack_size = SP_DRAM_STACK_SIZE8;
#ifdef VERSION_EU
// terrible hack
gGfxSPTask->task.t.output_buff =
gGfxSPTask->task.t.output_buff =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer - 0x670 + 0x280);
gGfxSPTask->task.t.output_buff_size =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer+ 0x280 + 0x17790);
@ -306,7 +311,7 @@ void rendering_init(void) {
}
void config_gfx_pool(void) {
gGfxPool = &gGfxPools[gGlobalTimer % 2];
gGfxPool = &gGfxPools[gGlobalTimer % GFX_NUM_POOLS];
set_segment_base_addr(1, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
@ -482,36 +487,72 @@ void read_controller_inputs(void) {
if (gControllerBits) {
osRecvMesg(&gSIEventMesgQueue, &D_80339BEC, OS_MESG_BLOCK);
osContGetReadData(&gControllerPads[0]);
#ifdef VERSION_SH
release_rumble_pak_control();
#endif
}
run_demo_inputs();
for (i = 0; i < 2; i++) {
#ifdef BETTERCAMERA
for (i = 0; i < 2; i++)
{
struct Controller *controller = &gControllers[i];
// if we're receiving inputs, update the controller struct
// with the new button info.
if (controller->controllerData != NULL) {
controller->rawStickX = controller->controllerData->stick_x;
controller->rawStickY = controller->controllerData->stick_y;
controller->buttonPressed = controller->controllerData->button
& (controller->controllerData->button ^ controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controller->controllerData->button;
adjust_analog_stick(controller);
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
if (i==1) // This is related to the analog camera control, using a P2 controller hack. P2 will no longer be correctly available for multiplayer.
{
controller->rawStickX = 0;
controller->rawStickY = 0;
controller->buttonPressed = 0;
controller->buttonDown = 0;
controller->stickX = 0;
controller->stickY = 0;
controller->stickMag = 0;
controller->rawStickX = c_rightx;
controller->rawStickY = c_righty;
controller->stickX = c_rightx;
controller->stickY = c_righty;
}
else
{
// if we're receiving inputs, update the controller struct
// with the new button info.
if (controller->controllerData != NULL) {
controller->rawStickX = controller->controllerData->stick_x;
controller->rawStickY = controller->controllerData->stick_y;
controller->buttonPressed = controller->controllerData->button
& (controller->controllerData->button ^ controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controller->controllerData->button;
adjust_analog_stick(controller);
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
{
controller->rawStickX = 0;
controller->rawStickY = 0;
controller->buttonPressed = 0;
controller->buttonDown = 0;
controller->stickX = 0;
controller->stickY = 0;
controller->stickMag = 0;
}
}
}
#else
for (i = 0; i < 2; i++) {
struct Controller *controller = &gControllers[i];
// if we're receiving inputs, update the controller struct
// with the new button info.
if (controller->controllerData != NULL) {
controller->rawStickX = controller->controllerData->stick_x;
controller->rawStickY = controller->controllerData->stick_y;
controller->buttonPressed = controller->controllerData->button
& (controller->controllerData->button ^ controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controller->controllerData->button;
adjust_analog_stick(controller);
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
{
controller->rawStickX = 0;
controller->rawStickY = 0;
controller->buttonPressed = 0;
controller->buttonDown = 0;
controller->stickX = 0;
controller->stickY = 0;
controller->stickMag = 0;
}
}
#endif
// For some reason, player 1's inputs are copied to player 3's port. This
// potentially may have been a way the developers "recorded" the inputs

View File

@ -19,6 +19,9 @@
#include "print.h"
#include "engine/math_util.h"
#include "course_table.h"
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
extern Gfx *gDisplayListHead;
extern s16 gCurrCourseNum;
@ -693,7 +696,7 @@ void print_credits_string(s16 x, s16 y, const u8 *str) {
gDPSetTile(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD);
gDPTileSync(gDisplayListHead++);
gDPSetTile(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 2, 0, G_TX_RENDERTILE, 0,
gDPSetTile(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 2, 0, G_TX_RENDERTILE, 0,
G_TX_CLAMP, 3, G_TX_NOLOD, G_TX_CLAMP, 3, G_TX_NOLOD);
gDPSetTileSize(gDisplayListHead++, G_TX_RENDERTILE, 0, 0, (8 - 1) << G_TEXTURE_IMAGE_FRAC, (8 - 1) << G_TEXTURE_IMAGE_FRAC);
@ -2615,7 +2618,10 @@ s16 render_pause_courses_and_castle(void) {
#ifdef VERSION_EU
gInGameLanguage = eu_get_language();
#endif
#ifdef BETTERCAMERA
if (newcam_option_open == 0)
{
#endif
switch (gDialogBoxState) {
case DIALOG_STATE_OPENING:
gDialogLineNum = 1;
@ -2691,6 +2697,16 @@ s16 render_pause_courses_and_castle(void) {
if (gDialogTextAlpha < 250) {
gDialogTextAlpha += 25;
}
#ifdef BETTERCAMERA
}
else
{
shade_screen();
newcam_display_options();
}
newcam_check_pause_buttons();
newcam_render_option_text();
#endif
return 0;
}

View File

@ -31,6 +31,9 @@
#include "engine/surface_collision.h"
#include "level_table.h"
#include "thread6.h"
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
u32 unused80339F10;
s8 filler80339F1C[20];
@ -350,7 +353,7 @@ void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits) {
void play_mario_sound(struct MarioState *m, s32 actionSound, s32 marioSound) {
if (actionSound == SOUND_ACTION_TERRAIN_JUMP) {
play_mario_action_sound(
m, (m->flags & MARIO_METAL_CAP) ? (s32)SOUND_ACTION_METAL_JUMP
m, (m->flags & MARIO_METAL_CAP) ? (s32)SOUND_ACTION_METAL_JUMP
: (s32)SOUND_ACTION_TERRAIN_JUMP, 1);
} else {
play_sound_if_no_flag(m, actionSound, MARIO_ACTION_SOUND_PLAYED);
@ -1306,7 +1309,14 @@ void update_mario_joystick_inputs(struct MarioState *m) {
}
if (m->intendedMag > 0.0f) {
#ifndef BETTERCAMERA
m->intendedYaw = atan2s(-controller->stickY, controller->stickX) + m->area->camera->yaw;
#else
if (gLakituState.mode != CAMERA_MODE_NEWCAM)
m->intendedYaw = atan2s(-controller->stickY, controller->stickX) + m->area->camera->yaw;
else
m->intendedYaw = atan2s(-controller->stickY, controller->stickX)-newcam_yaw+0x4000;
#endif
m->input |= INPUT_NONZERO_ANALOG;
} else {
m->intendedYaw = m->faceAngle[1];

View File

@ -13,6 +13,9 @@
#include "audio/external.h"
#include "engine/graph_node.h"
#include "thread6.h"
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
void play_flip_sounds(struct MarioState *m, s16 frame1, s16 frame2, s16 frame3) {
s32 animFrame = m->marioObj->header.gfx.unk38.animFrame;
@ -455,8 +458,8 @@ s32 act_jump(struct MarioState *m) {
}
s32 act_double_jump(struct MarioState *m) {
s32 animation = (m->vel[1] >= 0.0f)
? MARIO_ANIM_DOUBLE_JUMP_RISE
s32 animation = (m->vel[1] >= 0.0f)
? MARIO_ANIM_DOUBLE_JUMP_RISE
: MARIO_ANIM_DOUBLE_JUMP_FALL;
if (check_kick_or_dive_in_air(m)) {
@ -1676,7 +1679,17 @@ s32 act_shot_from_cannon(struct MarioState *m) {
case AIR_STEP_LANDED:
set_mario_action(m, ACT_DIVE_SLIDE, 0);
m->faceAngle[0] = 0;
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
@ -1692,7 +1705,17 @@ s32 act_shot_from_cannon(struct MarioState *m) {
m->particleFlags |= PARTICLE_VERTICAL_STAR;
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0);
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
break;
case AIR_STEP_HIT_LAVA_WALL:
@ -1722,20 +1745,50 @@ s32 act_flying(struct MarioState *m) {
if (m->input & INPUT_Z_PRESSED) {
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
}
return set_mario_action(m, ACT_GROUND_POUND, 1);
}
if (!(m->flags & MARIO_WING_CAP)) {
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
}
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
}
if (m->actionState == 0) {
@ -1775,7 +1828,17 @@ s32 act_flying(struct MarioState *m) {
set_anim_to_frame(m, 7);
m->faceAngle[0] = 0;
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
@ -1796,7 +1859,17 @@ s32 act_flying(struct MarioState *m) {
m->particleFlags |= PARTICLE_VERTICAL_STAR;
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0);
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
} else {
if (m->actionTimer++ == 0) {
play_sound(SOUND_ACTION_HIT, m->marioObj->header.gfx.cameraToObject);
@ -1877,7 +1950,17 @@ s32 act_flying_triple_jump(struct MarioState *m) {
#ifndef VERSION_JP
if (m->input & (INPUT_B_PRESSED | INPUT_Z_PRESSED)) {
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_DIVE, 0);
@ -1918,7 +2001,17 @@ s32 act_flying_triple_jump(struct MarioState *m) {
if (m->vel[1] < 4.0f) {
if (m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
#ifndef BETTERCAMERA
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
#else
if (newcam_active == 0)
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
else
{
m->area->camera->mode = CAMERA_MODE_NEWCAM;
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
}
if (m->forwardVel < 32.0f) {
@ -1928,9 +2021,11 @@ s32 act_flying_triple_jump(struct MarioState *m) {
set_mario_action(m, ACT_FLYING, 1);
}
#ifndef BETTERCAMERA
if (m->actionTimer++ == 10 && m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
}
#endif
update_air_without_turn(m);

View File

@ -11,6 +11,9 @@
#include "level_table.h"
#include "course_table.h"
#include "thread6.h"
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
#define MENU_DATA_MAGIC 0x4849
#define SAVE_FILE_MAGIC 0x4441
@ -565,6 +568,50 @@ u16 save_file_get_sound_mode(void) {
return gSaveBuffer.menuData[0].soundMode;
}
#ifdef BETTERCAMERA
void save_file_set_setting(void) {
gSaveBuffer.menuData[0].camx = newcam_sensitivityX;
gSaveBuffer.menuData[0].camy = newcam_sensitivityY;
gSaveBuffer.menuData[0].invertx = newcam_invertX;
gSaveBuffer.menuData[0].inverty = newcam_invertY;
gSaveBuffer.menuData[0].camc = newcam_aggression;
gSaveBuffer.menuData[0].camp = newcam_panlevel;
gSaveBuffer.menuData[0].analogue = newcam_analogue;
gSaveBuffer.menuData[0].firsttime = 1;
gMainMenuDataModified = TRUE;
save_main_menu_data();
}
void save_file_get_setting(void) {
newcam_sensitivityX = gSaveBuffer.menuData[0].camx;
newcam_sensitivityY = gSaveBuffer.menuData[0].camy;
newcam_invertX = gSaveBuffer.menuData[0].invertx;
newcam_invertY = gSaveBuffer.menuData[0].inverty;
newcam_aggression = gSaveBuffer.menuData[0].camc;
newcam_panlevel = gSaveBuffer.menuData[0].camp;
newcam_analogue = gSaveBuffer.menuData[0].analogue;
}
u8 save_check_firsttime(void)
{
return gSaveBuffer.menuData[0].firsttime;
}
void save_set_firsttime(void)
{
gSaveBuffer.menuData[0].firsttime = 1;
gMainMenuDataModified = TRUE;
save_main_menu_data();
}
#endif
void save_file_move_cap_to_default_location(void) {
if (save_file_get_flags() & SAVE_FLAG_CAP_ON_GROUND) {
switch (gSaveBuffer.files[gCurrSaveFileNum - 1][0].capLevel) {

View File

@ -6,7 +6,11 @@
#include "course_table.h"
#ifndef BETTERCAMERA
#define EEPROM_SIZE 0x200
#else
#define EEPROM_SIZE 0x800
#endif
#define NUM_SAVE_FILES 4
struct SaveBlockSignature
@ -50,7 +54,16 @@ struct MainMenuSaveData
// on the high score screen.
u32 coinScoreAges[NUM_SAVE_FILES];
u16 soundMode;
#ifdef BETTERCAMERA
u8 camx;
u8 camy;
u8 analogue;
u8 invertx;
u8 inverty;
u8 camc;
u8 camp;
u8 firsttime;
#endif
#ifdef VERSION_EU
u16 language;
#define SUBTRAHEND 8
@ -58,8 +71,11 @@ struct MainMenuSaveData
#define SUBTRAHEND 6
#endif
// Pad to match the EEPROM size of 0x200 (10 bytes on JP/US, 8 bytes on EU)
#ifndef BETTERCAMERA
u8 filler[EEPROM_SIZE / 2 - SUBTRAHEND - NUM_SAVE_FILES * (4 + sizeof(struct SaveFile))];
#endif
struct SaveBlockSignature signature;
};
@ -70,6 +86,9 @@ struct SaveBuffer
struct SaveFile files[NUM_SAVE_FILES][2];
// The main menu data has two copies. If one is bad, the other is used as a backup.
struct MainMenuSaveData menuData[2];
#ifdef BETTERCAMERA
u8 filler[1535]; //!I still haven't done an algorithm for this yet lol
#endif
};
struct WarpNode;
@ -144,6 +163,12 @@ s32 save_file_get_cap_pos(Vec3s capPos);
void save_file_set_sound_mode(u16 mode);
u16 save_file_get_sound_mode(void);
void save_file_move_cap_to_default_location(void);
#ifdef BETTERCAMERA
void save_set_firsttime(void);
u8 save_check_firsttime(void);
void save_file_get_setting(void);
void save_file_set_setting(void);
#endif
void disable_warp_checkpoint(void);
void check_if_should_set_warp_checkpoint(struct WarpNode *a);

View File

@ -20,6 +20,6 @@ enum GdSfx {
extern void gd_reset_sfx(void);
extern u32 gd_new_sfx_to_play(void);
extern void gd_sfx_played(void);
extern void gd_play_sfx(u32);
extern void gd_play_sfx(enum GdSfx sfx);
#endif /* GD_MARIO_HEAD_SFX_H */

View File

@ -34,6 +34,7 @@ bool configFullscreen = false;
unsigned int configKeyA = 0x26;
unsigned int configKeyB = 0x33;
unsigned int configKeyStart = 0x39;
unsigned int configKeyL = 0x34;
unsigned int configKeyR = 0x36;
unsigned int configKeyZ = 0x25;
unsigned int configKeyCUp = 0x148;
@ -44,6 +45,19 @@ unsigned int configKeyStickUp = 0x11;
unsigned int configKeyStickDown = 0x1F;
unsigned int configKeyStickLeft = 0x1E;
unsigned int configKeyStickRight = 0x20;
// Gamepad mappings (SDL_GameControllerButton values)
unsigned int configJoyA = 0;
unsigned int configJoyB = 2;
unsigned int configJoyStart = 6;
unsigned int configJoyL = 7;
unsigned int configJoyR = 10;
unsigned int configJoyZ = 9;
// Mouse button mappings (0 for none, 1 for left, 2 for middle, 3 for right)
unsigned int configMouseA = 3;
unsigned int configMouseB = 1;
unsigned int configMouseL = 4;
unsigned int configMouseR = 5;
unsigned int configMouseZ = 2;
static const struct ConfigOption options[] = {
@ -51,6 +65,7 @@ static const struct ConfigOption options[] = {
{.name = "key_a", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyA},
{.name = "key_b", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyB},
{.name = "key_start", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyStart},
{.name = "key_l", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyL},
{.name = "key_r", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyR},
{.name = "key_z", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyZ},
{.name = "key_cup", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyCUp},
@ -61,6 +76,17 @@ static const struct ConfigOption options[] = {
{.name = "key_stickdown", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyStickDown},
{.name = "key_stickleft", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyStickLeft},
{.name = "key_stickright", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyStickRight},
{.name = "joy_a", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyA},
{.name = "joy_b", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyB},
{.name = "joy_start", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyStart},
{.name = "joy_l", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyL},
{.name = "joy_r", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyR},
{.name = "joy_z", .type = CONFIG_TYPE_UINT, .uintValue = &configJoyZ},
{.name = "mouse_a", .type = CONFIG_TYPE_UINT, .uintValue = &configMouseA},
{.name = "mouse_b", .type = CONFIG_TYPE_UINT, .uintValue = &configMouseB},
{.name = "mouse_l", .type = CONFIG_TYPE_UINT, .uintValue = &configMouseL},
{.name = "mouse_r", .type = CONFIG_TYPE_UINT, .uintValue = &configMouseR},
{.name = "mouse_z", .type = CONFIG_TYPE_UINT, .uintValue = &configMouseZ},
};
// Reads an entire line from a file (excluding the newline character) and returns an allocated string

View File

@ -5,6 +5,7 @@ extern bool configFullscreen;
extern unsigned int configKeyA;
extern unsigned int configKeyB;
extern unsigned int configKeyStart;
extern unsigned int configKeyL;
extern unsigned int configKeyR;
extern unsigned int configKeyZ;
extern unsigned int configKeyCUp;
@ -15,6 +16,18 @@ extern unsigned int configKeyStickUp;
extern unsigned int configKeyStickDown;
extern unsigned int configKeyStickLeft;
extern unsigned int configKeyStickRight;
extern unsigned int configJoyA;
extern unsigned int configJoyB;
extern unsigned int configJoyStart;
extern unsigned int configJoyL;
extern unsigned int configJoyR;
extern unsigned int configJoyZ;
extern unsigned int configMouseA;
extern unsigned int configMouseB;
extern unsigned int configMouseStart;
extern unsigned int configMouseL;
extern unsigned int configMouseR;
extern unsigned int configMouseZ;
void configfile_load(const char *filename);
void configfile_save(const char *filename);

View File

@ -1,6 +1,11 @@
#ifndef CONTROLLER_API
#define CONTROLLER_API
#define DEADZONE 4960
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
#include <ultra64.h>
struct ControllerAPI {

View File

@ -6,6 +6,14 @@
#include "controller_sdl.h"
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
int16_t rightx;
int16_t righty;
int c_rightx;
int c_righty;
static struct ControllerAPI *controller_implementations[] = {
&controller_recorded_tas,
&controller_sdl,
@ -30,6 +38,20 @@ void osContGetReadData(OSContPad *pad) {
pad->stick_y = 0;
pad->errnum = 0;
#ifdef BETTERCAMERA
uint32_t magnitude_sq = (uint32_t)(rightx * rightx) + (uint32_t)(righty * righty);
if (magnitude_sq > (uint32_t)(DEADZONE * DEADZONE)) {
c_rightx = rightx / 0x100;
int stick_y = -righty / 0x100;
c_righty = stick_y == 128 ? 127 : stick_y;
} else
{
c_rightx = 0;
c_righty = 0;
}
#endif
for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++) {
controller_implementations[i]->read(pad);
}

View File

@ -11,7 +11,7 @@
static int keyboard_buttons_down;
static int keyboard_mapping[13][2];
static int keyboard_mapping[14][2];
static int keyboard_map_scancode(int scancode) {
int ret = 0;
@ -58,6 +58,7 @@ static void keyboard_init(void) {
set_keyboard_mapping(i++, L_CBUTTONS, configKeyCLeft);
set_keyboard_mapping(i++, D_CBUTTONS, configKeyCDown);
set_keyboard_mapping(i++, R_CBUTTONS, configKeyCRight);
set_keyboard_mapping(i++, L_TRIG, configKeyL);
set_keyboard_mapping(i++, R_TRIG, configKeyR);
set_keyboard_mapping(i++, START_BUTTON, configKeyStart);

View File

@ -5,21 +5,40 @@
#include <SDL2/SDL.h>
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
#include <ultra64.h>
#include "controller_api.h"
#define DEADZONE 4960
#include "../configfile.h"
extern int16_t rightx;
extern int16_t righty;
#ifdef BETTERCAMERA
int mouse_x;
int mouse_y;
extern u8 newcam_mouse;
#endif
static bool init_ok;
static SDL_GameController *sdl_cntrl;
static void controller_sdl_init(void) {
if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0) {
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS) != 0) {
fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
return;
}
#ifdef BETTERCAMERA
if (newcam_mouse == 1)
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
#endif
init_ok = true;
}
@ -28,6 +47,21 @@ static void controller_sdl_read(OSContPad *pad) {
return;
}
#ifdef BETTERCAMERA
if (newcam_mouse == 1)
SDL_SetRelativeMouseMode(SDL_TRUE);
else
SDL_SetRelativeMouseMode(SDL_FALSE);
const u32 mbuttons = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
if (configMouseA && (mbuttons & SDL_BUTTON(configMouseA))) pad->button |= A_BUTTON;
if (configMouseB && (mbuttons & SDL_BUTTON(configMouseB))) pad->button |= B_BUTTON;
if (configMouseL && (mbuttons & SDL_BUTTON(configMouseL))) pad->button |= L_TRIG;
if (configMouseR && (mbuttons & SDL_BUTTON(configMouseR))) pad->button |= R_TRIG;
if (configMouseZ && (mbuttons & SDL_BUTTON(configMouseZ))) pad->button |= Z_TRIG;
#endif
SDL_GameControllerUpdate();
if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
@ -48,16 +82,17 @@ static void controller_sdl_read(OSContPad *pad) {
}
}
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_START)) pad->button |= START_BUTTON;
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) pad->button |= Z_TRIG;
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) pad->button |= R_TRIG;
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_A)) pad->button |= A_BUTTON;
if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_X)) pad->button |= B_BUTTON;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyStart)) pad->button |= START_BUTTON;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyZ)) pad->button |= Z_TRIG;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyL)) pad->button |= L_TRIG;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyR)) pad->button |= R_TRIG;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyA)) pad->button |= A_BUTTON;
if (SDL_GameControllerGetButton(sdl_cntrl, configJoyB)) pad->button |= B_BUTTON;
int16_t leftx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTX);
int16_t lefty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTY);
int16_t rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
int16_t righty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTY);
rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
righty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTY);
int16_t ltrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
int16_t rtrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);

View File

@ -78,13 +78,31 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
{SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN}
};
static void gfx_sdl_set_fullscreen(bool fullscreen)
{
if (fullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(SDL_DISABLE);
}
else
{
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
}
configFullscreen = fullscreen;
}
static void gfx_sdl_init(void) {
Uint32 window_flags = 0;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef TARGET_RPI
#ifdef USE_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
@ -92,23 +110,33 @@ static void gfx_sdl_init(void) {
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
#ifndef TARGET_RPI
wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
#else
wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
#endif
if (configFullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(SDL_DISABLE);
window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
if (configFullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_DisplayMode sdl_displaymode;
SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
const char* window_title =
#ifndef USE_GLES
"Super Mario 64 PC port (OpenGL)";
#else
"Super Mario 64 PC port (OpenGL_ES2)";
#endif
if (configFullscreen) {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
sdl_displaymode.w, sdl_displaymode.h, window_flags);
} else {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
}
SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(2); // TODO 0, 1 or 2 or remove this line
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
inverted_scancode_table[windows_scancode_table[i]] = i;
@ -119,8 +147,8 @@ static void gfx_sdl_init(void) {
}
for (size_t i = 0; i < sizeof(scancode_rmapping_nonextended) / sizeof(scancode_rmapping_nonextended[0]); i++) {
inverted_scancode_table[scancode_rmapping_extended[i][0]] = inverted_scancode_table[scancode_rmapping_extended[i][1]];
inverted_scancode_table[scancode_rmapping_extended[i][1]] += 0x100;
inverted_scancode_table[scancode_rmapping_nonextended[i][0]] = inverted_scancode_table[scancode_rmapping_nonextended[i][1]];
inverted_scancode_table[scancode_rmapping_nonextended[i][1]] += 0x100;
}
}
@ -156,24 +184,11 @@ static void gfx_sdl_onkeydown(int scancode) {
if (state[SDL_SCANCODE_LALT] && state[SDL_SCANCODE_RETURN])
{
if (!configFullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(SDL_DISABLE);
}
else
{
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
}
configFullscreen = !configFullscreen;
gfx_sdl_set_fullscreen(!configFullscreen);
}
else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen)
{
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
configFullscreen = false;
gfx_sdl_set_fullscreen(false);
}
}