Commit graph

53 commits

Author SHA1 Message Date
MysterD
18d7140954 Add headPos to marioBodyState 2022-04-20 18:21:36 -07:00
MysterD
c75e71f24e Unhardcoded all behavior dialogs, allowed replacement of dialogs 2022-04-09 19:50:50 -07:00
MysterD
b5b9d509e8 Memory management improvements
Log errors on allocation failure
NULL check all display list allocations
Fix reading a freed string
2022-04-06 18:10:22 -07:00
Prince Frizzy
54a6135cb9
Cleanup Deluxe (#45) 2022-03-29 20:45:56 -07:00
MysterD
5b45e44b81 Improve sanity check for torsoPos (fixes PVP when using non-player-models) 2022-03-25 21:36:46 -07:00
binarylol
4123cf50f9
Add 5 New Palettes (#31) 2022-03-13 19:19:39 -07:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD
497a250476 Allowed Lua mods to override player models and palettes 2022-03-10 18:23:25 -08:00
MysterD
1fcf776e34 Enforce limits in player settings packet to prevent possible crash 2022-03-04 21:33:29 -08:00
MysterD
d51c82e235 Fixed many bugs pointed out by cppcheck 2022-03-01 20:32:33 -08:00
MysterD
32d62272b4 Merge branch 'unstable' of github.com:djoslin0/sm64ex-coop into unstable 2022-02-26 16:49:30 -08:00
SonicDarkYT
9cf1061d59
More Color Palettes (#137)
* Update pc_main.c

* Update mario_misc.c

* Update djui_panel_player.c
2022-02-26 16:49:24 -08:00
MysterD
1131fb02db Prevented SM64 hang on object count overflow 2022-02-22 01:10:17 -08:00
Prince Frizzy
32b0c91935
Fixes for Refresh 12 2022-02-19 01:39:38 -05:00
MysterD
6f8714c764 Added FluffaLuigi's Wario model 2022-02-13 21:52:35 -08:00
MysterD
7294e127f5 Fixed over 100 code warnings 2021-08-19 18:16:16 -07:00
MysterD
1d23f07429 Added an argument to backface culling 2021-08-18 22:52:48 -07:00
MysterD
8a40aeddea Refactored how enemies display a cap in their hand 2021-08-18 21:39:39 -07:00
MysterD
d772764c4e Fixed cap-on-ground colorization behavior 2021-08-09 23:39:29 -07:00
MysterD
710a7e4749 Color detached caps according to player palette 2021-08-06 01:02:07 -07:00
MysterD
d7b0945410 Added configurable player name, model, and palette 2021-08-02 22:33:38 -07:00
MysterD
cd48d177b0 Additional synchronization + misc fixes
Prevented crash that happened when an upstairs painting was entered
Synchronized TTC speed setting
Synchronized WDW water level on late join
Player packets no longer broadcasted to clients in a different location
2021-06-14 18:13:58 -07:00
fgsfds
abd3a0a130 add more player colors 2021-04-06 18:08:41 +03:00
fgsfds
511b1352b8 colorize chat messages with player color 2021-04-06 02:30:37 +03:00
fgsfds
109e713689 implement changeable model colors
in a very dumb way:

the custom colors are set for lights 3, 4, 5, 6 in a GEO_ASM callback, then copied to lights 1, 2 using gsSPCopyLightEXT
2021-04-06 00:22:42 +03:00
fgsfds
8f4965e05d partially fix jitter with two of the same model 2021-04-05 04:21:14 +03:00
MysterD
edc275b5e8 Enhancements to networked player infrastructure 2020-10-10 01:18:45 -07:00
MysterD
6f23b63e61 Prevent hang due to mirror mario nodes 2020-10-04 22:10:41 -07:00
MysterD
c98edbcb4b Add remote players to mirror 2020-10-04 20:18:09 -07:00
MysterD
b673457a48 Synchronized mips/toad star spawning 2020-10-02 21:05:02 -07:00
MysterD
3e5b08b487 Fixed small crimes against C 2020-09-10 09:43:32 -07:00
MysterD
88b935e9dd Force marioObj player indices to be well behaved
Fixes a crash when spawning the secret star in The Princess's Secret
Slide.

Fixes #32
2020-09-07 20:30:20 -07:00
MysterD
e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD
df7904e288 Geo2 removal wip 2020-09-06 13:54:01 -07:00
MysterD
ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00
MysterD
efa1600ad0 Truly deal with the NPC dialog softlock problem
Reported by somario360:
After I (Luigi) gave the baby penguin to the mother, the start spawned,
but I was stuck in the looking up animation.
My friend (Mario) talked to Bowser after defeating him, Bowser turned into
a key, but he was stuck in the looking up animation after (I was able to
grab the key though, but Bowser was slightly visible) (Also don't mind 0
stars, he loves doing the lobby BLJ)

The issue is the state machine moved on without removing the reading
dialog action. There was no straight forward way to deal with this.
Custom functions were written for each call to dialog to ensure that we
should stay reading the dialog.
2020-08-31 21:10:34 -07:00
MysterD
d2a2a80d56 Synchronized Big Boo's Haunt + major changes
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware

Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
2020-08-26 23:29:40 -07:00
MysterD
eeec6aae49 L is real 2020
Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.

Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD
7f5dec337e Synchronized King Bobomb
Tried to synchronize dialog stuff, it's way too much of a mess to do
2020-08-08 17:13:11 -07:00
MysterD
8b24d364bb Synchronized purple switch
Started working toward synchronizing star spawning, not quite there yet
2020-08-07 19:37:19 -07:00
MysterD
5ec9ab9ec0 Synchronized seesaw, started moving toward a MAX_PLAYERS define 2020-08-06 22:52:32 -07:00
MysterD
0737d2e03f Separated animations between players 2020-07-30 18:09:47 -07:00
n64
6330644371 Refresh 11 2020-07-05 14:15:43 +03:00
n64
4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
n64
c45aa301bb Refresh 8 2020-04-03 14:57:26 -04:00
n64
06ec56df7f Refresh 7 2020-03-01 22:42:52 -05:00
n64
9a801cb96d refresh 6 2020-02-03 00:51:26 -05:00
n64
9273f38df1 refresh 5 2020-01-03 10:38:57 -05:00
n64
04732af90b refresh 4 2019-12-01 21:52:53 -05:00
n64
a7c423cb43 Refresh 3 2019-11-03 14:36:27 -05:00