| 文件 | 最后提交记录 | 最后更新时间 |
|---|---|---|
Get into gameplay state (#22) * Add some symbol maps to Rev0 * Complete the symbol map * Add asset importers and get further into boot * Actually call mainLoop * Include model.h * Add missing assets in symbol map (unused) * Fix a bug in importer * Fix a vtx desync * The pointer truncationing begins * Declare callers * More fixing * Moar * Update code_0.c * Stub this * itemprint_init, welcome back * Sprites misaligned * More truncation * More sprite alignment * More truncation * Maybe the last one? * Update spawnqueue.c * Enable comusic init and fix a few pointers * Freelist * The great truncationing fix \ * Stub out things that try to use the defunct custom heap * Init music system allocation and state, but don't let anything reach the synth driver * Update os_convert.h * Couple more truncations * Update modelRender.c * Update modelRender.c * Truncations in model drawing * More function prototype mess * More truncation, infinite loop fix * Fix ActorProp union, ALDMAproc, some audio ptr truncation * Update model.h * Fix ActorProp union, ALDMAproc, some audio ptr truncation * Uncomment include in ultra64.h. Comment includes necessary to run with aforementioned change. * Last of the prototypes maybe * Nope, not the last protos * Fix infinite loop * Try fixing a heap corruption with model loading * Correct misclassified assets and log asset loads * Holy crap it's at drawing * Render to skybox * Fix more truncations and some misc things * Gather forward function declarations into a single prototypes.h file * Forward declare AnimMtxList * Enable overlays with static linking hook function * Bump scratch size for sprite display data * Read in TextureDataOffset DL commands contain hardcoded segment 2 offsets from the original ROM layout. Previously, the port packed texture blobs contiguously, which shifted offsets whenever a texture occupied more ROM space than the extracted pixel data (e.g., RGBA16 textures loaded via G_LOADBLOCK span more bytes than width*height*bpp). Now each blob is placed at its original ROM position, so DL offsets match exactly. * Fix sprite texture rendering via gDPSetTextureImage override Raw BK sprite textures pass heap pointers through gDPSetTextureImage, which crashes OTR signature checks. Add port_gDPSetTextureImage to safely pass raw pointers and enable TMEM derivation for sprite tiles. * Make render fill the window * Move logging to debug * Logging for cubes and cameras * Adjust setup importer * Boot directly to file select for diag * Allow RelWithDebInfo * Remove diag logging and ubstub glspline GLspline sets up cutscene camera system, it's needed now * More truncations * Fill the display window * The annoying opt-in we have to do until LUS #1004 is merged * Fix animations a bit * Update ultra64.h * Boot into file select map for now * Purge dead 2.0L header files * Asset lookups now come from aBKAssetTable within the o2r * Standardize c logging by wrapping spdlog in BK_LOG_* levels * Fix more truncated pointers * Adapt some filenames to reflect their purpose * Dix more stuff including logic fps * Cut log spam * Fix sprite billboarding (needs Torch update) * Functional controls * Fix several truncated pointers and prototypes * Show the current map id in the window title * Import and apply correct sprite animation data (needs Torch update) * Dix collision pointer truncations and segaddr tagging in models * ifdef a few init things not used for safety * Identified an animation * Clean up and rename some files based on content * Game logic needs to run independent of render logic * Fix a glspline bug where an int declared as bool truncated the value * Fix more 32->64 bugs * Fix some audio truncations * Give friendly names to all code_* files and create a directory reference in docs/, eliminate cmake excludes Most if not all code_* files have been given friendly, meaningful names which will help in trace logs. A table of contents has been created in the docs/ folder. CMakeLists no longer needs excludsion logic, all excludes were verified no longer needed for reference. * Change references in BUILDING.md * Add documentation and correct some comments, removbe deadcode from factory * Update LUS submodule to JeodC/libultraship TMEM branch * Fix ingame dialog conversations and hud sprites * Correct more unknown assets by comparing to enum.h * Unsure if this is correct, we'll find out. Detect between models and sprites. * MASH B TO SKIP DIALOG LOL BYE BOTTLES * Glasses toad lol sorry bottles Kazooie's idea * Clang-format * Name some dialog * Revert "Name some dialog" This reverts commit 5903b00f692ef230d64ed4cbfb7b7dae504ca3e2. * Split text up into dialog, quizq and gruntyq * Clang-format lus * More 32-64bit fixes --------- Co-authored-by: Malkierian <malkierian@live.com> | 5 个月前 |