Commit graph

105 commits

Author SHA1 Message Date
PeachyPeach
32f395fb0c
ModFs improvements (#907)
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* zip + json properties; check existing file in create file

* smlua_audio_utils_replace_sequence

* audio_stream_load, audio_sample_load, smlua_model_util_get_id

* get_texture_info + can also load PNG files

* smlua_collision_util_get

* add wildcard in properties files + set text mode

* filepath restrictions

* Some mod_storage improvements

- Cache mod storage files into a map to reduce file I/O
- Fix a bug in mod_storage_save
- Add mod_storage_load_all that returns all keys/values as a table

* shutdown; fix buffer overflow; fix warnings; lua table

* reject binary files starting with MZ or ELF

* function members

* better doc

* adding file rewind

* ModFS guide; replace yaml by ini; read string buffer changes
2025-10-21 19:42:06 +02:00
PeachyPeach
d9f5869fcd
Fix Texture type; add various get_name functions (#945)
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2025-09-15 20:59:26 +02:00
PeachyPeachSM64
b671458f81 Enforce function pointers types in dynos
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geo layouts -> geo_* functions only
behaviors -> bhv_* functions only
level scripts -> lvl_* functions only
other -> no function allowed

thanks maniscat for reporting the issue
2025-08-17 19:27:41 +02:00
djoslin0
81af37eef6
Regenerate DynOS assets when source files are modified (#873)
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Previously to recompile DynOS assets you had to remove the
bin/lvl/bhv/tex/col/etc files. Now the game will compare the
last-modified-timestamps of the generated/compiled assets vs
the other files that are within those directories. If the presumed-
source files have a later modified timestamp DynOS will regenerate
those assets.

While this results in scanning the attributes of files more, it
also prevents parsing files unnecessarily. Previously actors
would always parse their source files and build up GfxData
unnecessarily.

---------

Co-authored-by: MysterD <myster@d>
2025-07-02 23:24:35 +10:00
djoslin0
c68ee859ea
Add mod development mode (#851)
With mod development mode on you can press the L bind while paused to
reload the active mods. This reload will rescan the directories for
the active modes and thus refresh their file caches.

Mod development mode also enables live lua module reloading. Any time
a lua module is updated, coop will live reload the functions that changed
and do its best to maintain the previous variable states.

---------

Co-authored-by: MysterD <myster@d>
2025-06-22 19:07:15 +10:00
Isaac0-dev
d4ca501a5c fix graph node reset memory corruption
by only resetting permanent models (which is all that needs to be reset anyway).
2025-06-18 17:10:01 +10:00
djoslin0
24b92ecc2a
Add a safer version of Lua's require() (#847)
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I didn't add standard Lua require() because I've always been
afraid of it. I'm not sure we can guarantee which files it
will read (or not read).

Instead, here is a custom implementation. It should work more
or less the same and allow for more modular code.

For backwards compatibility reasons, all of the lua files in
the base mod folder will be loaded as in the past. Aka one at
a time and alphabetically.

However, now coop will look for Lua files in subdirectories
and will load them in when another Lua file calls require().

The file search order is more reasonable than normal Lua
require(). It will first look for files relative to the
currently running script. If there is no matching relative
file, it will pick from any Lua file that is in any of the
mod's subdirectories.

---------

Co-authored-by: MysterD <myster@d>
2025-06-14 19:49:07 +10:00
Isaac0-dev
98ff007818 get_texture_average_color
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pass in a texture, it returns the average color of the texture
2025-06-05 22:33:24 +10:00
Isaac0-dev
f0d6e4331d reset modified graph nodes on network shutdown 2025-06-04 02:36:35 +10:00
PeachyPeach
0f351e11fb
Gfx/Vtx improvements (#756)
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- Renamed the `new` and `realloc` functions to `create` and `resize`
- Added `delete_all`
- Made Mod Data a class:
  - Allocation is now limited to prevent out-of-memory crashes: 1024 display lists of max size 2048 and 1024 vertex buffers of max size 4096 per mod
  - Added error codes to identify the cause of a failure (name not found, pointer not found, max size exceeded, item pool is full, ...)
2025-04-24 14:03:17 +10:00
Isaac0-dev
25ff0c93c4 fix scrolling textures again
now that only vanilla vertices are duplicated
2025-04-17 11:49:04 +10:00
PeachyPeach
467b22e939
Gfx set command: v2 + Gfx/Vtx dynamic alloc (#718)
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* set_gfx_command part 2

* part 3

* get gfx/vtx from name; copy gfx/vtx

* gfx/vtx dynamic allocation lua

* gfx/vtx_new: don't take level/model/vanilla names

* Clean up gbi constants

* update example

* Isaac review; add gfx_get_next_command and vtx_get_next_vertex

* make all commands length 1; missing NULL checks
2025-04-12 18:19:14 -04:00
PeachyPeach
b190ee09fb
Gfx Vtx vanilla only duplicates (#733)
Some changes for gfx vtx duplication:
- Only vanilla (read-only) stuff is duplicated
- Stuff is duplicated only once, and uses a map rom->ram for next iterations
- Stuff is restored to original values on network shutdown

also fixes incorrect types in some extern declarations
2025-04-08 10:20:50 +10:00
Isaac0-dev
049e767ac6 free stuff
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2025-04-02 12:42:14 +10:00
Isaac0-dev
54d33d28ba fix scrolling textures simply not scrolling
this was caused by the duplicated vertices commit
2025-04-02 11:42:24 +10:00
Isaac0-dev
d81512680b
duplicate every instance of a display list (#720)
Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-03-28 09:17:53 +10:00
Sonic The
e24431928c
Lvl Macros (#678)
for dynos levels that use the normal macros
2025-02-23 07:44:53 +10:00
Isaac0-dev
547e22530c fix dynos warps castle grounds bug 2025-01-07 09:04:37 +10:00
PeachyPeach
96932f5bf1
Custom geo function and switch nodes with Lua callback (#593) 2024-12-31 10:23:13 +10:00
Isaac0-dev
39826deadd add a way to find surface types in collision 2024-11-22 08:57:37 +10:00
Agent X
8525a9a2ee DynOS fixes 2024-06-26 18:51:11 -04:00
PeachyPeach
c4214ed2da
Prevent the game from caching downloaded WIP mods (#69)
* don't tmp or cache wip mods

* update
2024-06-23 11:54:07 -04:00
Agent X
a6b938df75 Shorten include paths by removing unnecessary "src/" 2024-04-17 17:28:38 -04:00
Isaac0-dev
663e4549d8
extract assets from rom at runtime (#4)
* Proof of concept for loading rom assets at runtime

* Added skybox textures

* Adjusted format

* Load all texture assets from rom

* Adjusted rom asset loading

* Load all Vtx lists from rom

* clean up toad, wario and his cap conflicts

* Load sound samples from rom

* fix toad sounds

* Loaded sequences from rom

* Load collisions from rom

* Object animations are now loaded from the rom

* Load player animations from rom

* Load goddard anims from rom

* whoops

* fix some compile errors

* drag and drop rom checker, everything works now.

* fix errors due to merge conflicts

* fix compile errors on windows, switch to md5

* fix vertex colors during load

Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com>

* Load dialogs from rom

* Loaded course/act names from rom

* Loaded ingame text from rom

* rerun autogen & blacklist smlua_text_utils_init

* fix ttc_seg7_vertex_0700B238 colors

---------

Co-authored-by: MysterD <myster@d>
Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
2024-03-23 16:11:30 -04:00
Agent X
a2fd2983b2 Add crash preventions to DynOS_Tex_Get 2024-03-22 18:54:24 -04:00
Agent X
7dd02b5c4d Massively improve "Global Player Models" option 2024-03-17 20:58:38 -04:00
Agent X
4a05debccd Quick fixes 2023-12-18 17:00:31 -05:00
Agent X
5cb9e25090 Overhaul console logging 2023-11-26 16:49:32 -05:00
Agent X
f8e0bfc2e4 Fix path backslashes with DJUI console 2023-11-23 12:21:01 -05:00
Isaac0-dev
2c0b112cba more fixes and dynos cleanup (#520)
- fix paginated panels when a page doesn't exist anymore
- fix colored mod names carrying over to other mod names in lobby mod lists
- even more dynos cleanup
    - remove unused code
    - more clean up for dynos levels code (mostly just better code layout)
2023-11-21 17:14:25 -05:00
Agent X
802affd839 ENHANCE_LEVEL_TEXTURES and make all DynOS textures overridable in Lua 2023-11-11 12:15:32 -05:00
David Joslin
732c646d0c Cleanup from Isaac 2023-11-08 20:03:46 -05:00
Isaac0-dev
c9e4efdb31
custom level fixes and fixes from other pr (#483)
clean up custom level code
    fixed a bug where custom level course numbers weren't used by dynos warps
    removed a bunch of unused dynos code
    fix demos triggering incorrectly
    allowed the right Ctrl key to be used when opening the in game console
    fixed a softlock that was possible to experience when talking to the snowman in CCM
    fixed the bug where you can permanently lose your cap (bug created by my own PR from beta 32)
    fix the moderator feature I made a while back; I am amazed it even worked at all before
    fixed dynos warp initial actions being skipped (read ec8aabc for explanation)
    completely changed the way star names and course names work
2023-10-27 16:42:27 -07:00
PeachyPeach
610bdfcf04
fix C string typing (#459) 2023-08-18 18:31:59 +02:00
MysterD
c82e45c0a0 Add level script pointer validation 2023-06-22 01:13:38 -07:00
MysterD
3331b5c98b Add Lights0 support to DynOS 2023-06-12 02:08:20 -07:00
MysterD
d043fdd22d Added in-game console for DynOS and Lua errors 2023-05-19 04:20:08 -07:00
MysterD
cf7d4bc8d2 Prevent deduplication of area models - it would overwrite the areaIndex 2023-05-18 21:29:57 -07:00
MysterD
87f076cd26 Fix sync of models on late join 2023-05-17 23:32:39 -07:00
MysterD
688cd3b399 Rewrite how models are loaded and retrieved... yet again 2023-05-16 00:01:10 -07:00
MysterD
ef9f323b9c Schedule level pool to be freed at a later time 2023-05-15 12:03:57 -07:00
MysterD
bc73468e64 Load all models into dynamic memory, and store them in a way for reuse 2023-05-12 16:15:35 -07:00
PeachyPeach
adba0f6de8
Bug fix: level_script_parse (#366)
* Bug fix: level_script_parse

* level_is_vanilla_level
2023-04-29 01:55:29 +02:00
Prince Frizzy
5e95fb14f1
Sanity checks for the .bhv system (#293)
* Barebones fix.

* Sanity checks for the .bhv system.

* Two more sanity checks.
2023-02-22 15:12:09 -05:00
Isaac0-dev
0b6f0dcf0e
Give Lua mods access to a form of level script preprocessing (#258)
* Give Lua mods access to a form of level script preprocessing

* Disable acts setting
2023-01-31 07:24:56 -05:00
wRadion
e4e9c02d51
Added warp_to_warpnode function (#157)
* Added warp to warp node function

* Added generated docs

* Restored Makefile (will put in other branch)
2022-09-30 20:02:34 -07:00
wRadion
94d5dfcf10
Scrolling textures (continued) (#175)
* Handle scroll targets as dynamic array + some error handling

* Remove the need to call init (clean automatically scroll targets)

* Free iteratively instead of recursive

* Added comments + handled some potential errors

* Completed comments

* Remove debug print
2022-09-12 19:57:28 -07:00
wRadion
44bbd23f83
Handle RM_Scroll_Texture and editor_Scroll_Texture behaviors from RM2C hacks (#173) 2022-08-25 17:46:33 -07:00
PeachyPeach
f0c6668423
DynOS Bin Compression (#131) 2022-06-25 00:52:53 -07:00
MysterD
946f16329c Added ability to have completely custom levels that don't override anything 2022-06-05 21:55:31 -07:00