Implement play/stop cap and shell music
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This commit is contained in:
2026-05-27 19:00:04 -05:00
parent a499b4f032
commit d6bafb4403
9 changed files with 868 additions and 73 deletions
+2 -1
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@@ -15,7 +15,7 @@
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatMixedArgs/@EntryIndexedValue" value="ERROR" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatMixedArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooFewArgs/@EntryIndexedValue" value="ERROR" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooFewArgs/@EntryIndexedValue" value="ERROR" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppBoostFormatTooManyArgs/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCVQualifierCanNotBeAppliedToReference/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassCanBeFinal/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassCanBeFinal/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassIsIncomplete/@EntryIndexedValue" value="WARNING" type="string" /> <option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppClassIsIncomplete/@EntryIndexedValue" value="WARNING" type="string" />
@@ -328,6 +328,7 @@
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ENUMERATION_STYLE/@EntryValue" value="CHOP_ALWAYS" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_LINES/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_LINES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
Generated
+1
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@@ -2,5 +2,6 @@
<project version="4"> <project version="4">
<component name="VcsDirectoryMappings"> <component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" /> <mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/test/imgui" vcs="Git" />
</component> </component>
</project> </project>
+17 -10
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@@ -40,8 +40,15 @@ else
DEP_FILES := $(O_FILES:.o=.d) DEP_FILES := $(O_FILES:.o=.d)
endif endif
TEST_SRCS_C := test/context.c test/level.c test/gl33core/gl33core_renderer.c test/gl20/gl20_renderer.c TEST_SRCS_C := test/level.c test/gl33core/gl33core_renderer.c test/gl20/gl20_renderer.c
TEST_SRCS_CPP := test/main.cpp test/audio.cpp TEST_SRCS_CPP := test/main.cpp test/audio.cpp test/context.cpp \
test/imgui/imgui.cpp \
test/imgui/imgui_demo.cpp \
test/imgui/imgui_draw.cpp \
test/imgui/imgui_tables.cpp \
test/imgui/imgui_widgets.cpp \
test/imgui/backends/imgui_impl_sdl2.cpp \
test/imgui/backends/imgui_impl_opengl3.cpp
TEST_OBJS := $(foreach file,$(TEST_SRCS_C),$(BUILD_DIR)/$(file:.c=.o)) $(foreach file,$(TEST_SRCS_CPP),$(BUILD_DIR)/$(file:.cpp=.o)) TEST_OBJS := $(foreach file,$(TEST_SRCS_C),$(BUILD_DIR)/$(file:.c=.o)) $(foreach file,$(TEST_SRCS_CPP),$(BUILD_DIR)/$(file:.cpp=.o))
ifdef WINDOWS_BUILD ifdef WINDOWS_BUILD
@@ -51,7 +58,7 @@ else ifdef MACOS_BUILD
LIB_FILE := $(DIST_DIR)/sm64.dylib LIB_FILE := $(DIST_DIR)/sm64.dylib
endif endif
DUMMY := $(shell mkdir -p $(ALL_DIRS) build/test build/test/gl33core build/test/gl20 src/decomp/mario $(DIST_DIR)/include) DUMMY := $(shell mkdir -p $(ALL_DIRS) build/test build/test/gl33core build/test/gl20 build/test/imgui build/test/imgui/backends src/decomp/mario $(DIST_DIR)/include)
$(filter-out src/decomp/mario/geo.inc.c,$(IMPORTED)): src/decomp/mario/geo.inc.c $(filter-out src/decomp/mario/geo.inc.c,$(IMPORTED)): src/decomp/mario/geo.inc.c
src/decomp/mario/geo.inc.c: ./import-mario-geo.py src/decomp/mario/geo.inc.c: ./import-mario-geo.py
@@ -88,21 +95,21 @@ test/level.c: ./import-test-collision.py
test/main.cpp test/gl20/gl20_renderer.c test/gl33core/gl33core_renderer.c: test/level.c test/main.cpp test/gl20/gl20_renderer.c test/gl33core/gl33core_renderer.c: test/level.c
SDL2_CFLAGS := $(shell sdl2-config --cflags)
$(BUILD_DIR)/test/%.o: test/%.c $(BUILD_DIR)/test/%.o: test/%.c
@$(CC) $(CFLAGS) -I src/decomp/include -MM -MP -MT $@ -MF $(BUILD_DIR)/test/$*.d $< $(CC) -c $(CFLAGS) $(SDL2_CFLAGS) -I src/decomp/include -o $@ $<
$(CC) -c $(CFLAGS) -I src/decomp/include -o $@ $<
$(BUILD_DIR)/test/%.o: test/%.cpp $(BUILD_DIR)/test/%.o: test/%.cpp
@$(CXX) $(CFLAGS) -I src/decomp/include -MM -MP -MT $@ -MF $(BUILD_DIR)/test/$*.d $< $(CXX) -c $(CFLAGS) $(SDL2_CFLAGS) -I src/decomp/include -std=c++17 -o $@ $<
$(CXX) -c $(CFLAGS) -I src/decomp/include -std=c++17 -o $@ $<
$(TEST_FILE): $(LIB_FILE) $(TEST_OBJS) $(TEST_FILE): $(LIB_FILE) $(TEST_OBJS)
ifdef WINDOWS_BUILD ifdef WINDOWS_BUILD
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -lglew32 -lopengl32 -lSDL2 -lSDL2main -lm $(CXX) -o $@ $(TEST_OBJS) $(LIB_FILE) -lglew32 -lopengl32 -lSDL2 -lSDL2main -lm
else ifdef MACOS_BUILD else ifdef MACOS_BUILD
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -framework OpenGL -lGLEW -lSDL2 -lSDL2main -lm -lpthread $(CXX) -o $@ $(TEST_OBJS) $(LIB_FILE) -framework OpenGL -lGLEW -lSDL2 -lSDL2main -lm -lpthread
else else
$(CC) -o $@ $(TEST_OBJS) $(LIB_FILE) -lGLEW -lGL -lSDL2 -lSDL2main -lm -lpthread $(CXX) -o $@ $(TEST_OBJS) $(LIB_FILE) -lGLEW -lGL $(shell sdl2-config --libs) -lm -lpthread
endif endif
lib: $(LIB_FILE) $(LIB_H_FILE) lib: $(LIB_FILE) $(LIB_H_FILE)
+83 -27
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@@ -1,9 +1,10 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
import os
import shutil
import urllib.request import urllib.request
import re
COLLISION_URL = "https://raw.githubusercontent.com/n64decomp/sm64/06ec56df7f951f88da05f468cdcacecba496145a/levels/bob/areas/1/collision.inc.c"
SCRIPT_URL = "https://raw.githubusercontent.com/n64decomp/sm64/06ec56df7f951f88da05f468cdcacecba496145a/levels/bob/script.c"
BOB_COLLISION_URL = "https://raw.githubusercontent.com/n64decomp/sm64/06ec56df7f951f88da05f468cdcacecba496145a/levels/bob/areas/1/collision.inc.c"
LEVEL_H = """#pragma once LEVEL_H = """#pragma once
@@ -14,46 +15,101 @@ extern const size_t surfaces_count;
""" """
def main(): def extract_surface(token):
print("Downloading " + BOB_COLLISION_URL) token = token.strip()
in_lines = urllib.request.urlopen(BOB_COLLISION_URL).read().decode('utf8').splitlines() if "SURFACE_" in token:
token = token[token.find("SURFACE_"):]
if "," in token:
token = token.split(",")[0].strip()
return token
def parse_collision(raw):
verts = [] verts = []
tris = [] tris = []
mode = "" current_surface = "SURFACE_DEFAULT"
for line in in_lines: for line in raw:
if not line.strip().startswith("COL_"): line = line.strip()
continue;
tokens = line.strip().replace("(", ",").replace(")", "").split(",") if "COL_VERTEX(" in line:
inside = line[line.find("(") + 1:line.rfind(")")]
t = [x.strip() for x in inside.split(",")]
verts.append((int(t[0]), int(t[1]), int(t[2])))
if tokens[0] == "COL_VERTEX": elif "COL_TRI_INIT(" in line:
verts.append([int(tokens[1]), int(tokens[2]), int(tokens[3])]) inside = line[line.find("(") + 1:line.rfind(")")]
elif tokens[0] == "COL_TRI_INIT": t = [x.strip() for x in inside.split(",")]
mode = tokens[1] current_surface = extract_surface(t[0])
elif tokens[0] == "COL_TRI":
tris.append([int(tokens[1]), int(tokens[2]), int(tokens[3]), mode]) elif "COL_TRI(" in line:
inside = line[line.find("(") + 1:line.rfind(")")]
t = [x.strip() for x in inside.split(",")]
tris.append((int(t[0]), int(t[1]), int(t[2]), current_surface))
return verts, tris
def parse_script(raw):
current_area = None
area_terrain = {}
for line in raw:
line = line.strip()
m_area = re.search(r"AREA\s*\(\s*(\d+)", line)
if m_area:
current_area = int(m_area.group(1))
m_terrain = re.search(r"TERRAIN_TYPE\s*\(\s*([A-Z_0-9]+)\s*\)", line)
if m_terrain and current_area is not None:
area_terrain[current_area] = m_terrain.group(1)
return area_terrain
def main():
print("Downloading collision...")
collision_raw = urllib.request.urlopen(COLLISION_URL).read().decode("utf8").splitlines()
print("Downloading script...")
script_raw = urllib.request.urlopen(SCRIPT_URL).read().decode("utf8").splitlines()
verts, tris = parse_collision(collision_raw)
area_terrain = parse_script(script_raw)
current_terrain = area_terrain.get(1, "TERRAIN_GRASS")
out_lines = [] out_lines = []
for tri in tris: for tri in tris:
out_lines.append("{%s,0,TERRAIN_SNOW,0,{{%s,%s,%s},{%s,%s,%s},{%s,%s,%s}}}" % (tri[3], \ v1 = verts[tri[0]]
verts[tri[0]][0], verts[tri[0]][1], verts[tri[0]][2], \ v2 = verts[tri[1]]
verts[tri[1]][0], verts[tri[1]][1], verts[tri[1]][2], \ v3 = verts[tri[2]]
verts[tri[2]][0], verts[tri[2]][1], verts[tri[2]][2])) surf = tri[3]
out_lines.append(
"{%s,0,%s,0,{{%d,%d,%d},{%d,%d,%d},{%d,%d,%d}}}" % (
surf,
current_terrain,
v1[0], v1[1], v1[2],
v2[0], v2[1], v2[2],
v3[0], v3[1], v3[2],
)
)
out_str = ",\n".join(out_lines) out_str = ",\n".join(out_lines)
out_str = "const struct SM64Surface surfaces[] = {\n" + out_str + "};\n\n"
out_str += "const size_t surfaces_count = sizeof( surfaces ) / sizeof( surfaces[0] );" out_str = "const struct SM64Surface surfaces[] = {\n" + out_str + "\n};\n\n"
out_str += "const size_t surfaces_count = sizeof(surfaces) / sizeof(surfaces[0]);\n"
out_str = '#include "../src/decomp/include/surface_terrains.h"\n' + out_str out_str = '#include "../src/decomp/include/surface_terrains.h"\n' + out_str
out_str = '#include "level.h"\n' + out_str out_str = '#include "level.h"\n' + out_str
with open("test/level.c", "w") as file: with open("test/level.c", "w") as f:
file.write(out_str) f.write(out_str)
with open("test/level.h", "w") as file: with open("test/level.h", "w") as f:
file.write(LEVEL_H) f.write(LEVEL_H)
if __name__ == "__main__": if __name__ == "__main__":
+20
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@@ -720,6 +720,26 @@ SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId)
stop_background_music(seqId); stop_background_music(seqId);
} }
extern SM64_LIB_FN void sm64_play_cap_music(uint16_t playMusic)
{
play_cap_music(playMusic);
}
SM64_LIB_FN void sm64_stop_cap_music()
{
stop_cap_music();
}
extern SM64_LIB_FN void sm64_play_shell_music()
{
play_shell_music();
}
SM64_LIB_FN void sm64_stop_shell_music()
{
stop_shell_music();
}
SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut) SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut)
{ {
fadeout_background_music(arg0, fadeOut); fadeout_background_music(arg0, fadeOut);
+8
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@@ -245,6 +245,14 @@ extern SM64_LIB_FN void sm64_play_music(uint8_t player, uint16_t seqArgs, uint16
extern SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId); extern SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId);
extern SM64_LIB_FN void sm64_play_cap_music(uint16_t playMusic);
extern SM64_LIB_FN void sm64_stop_cap_music();
extern SM64_LIB_FN void sm64_play_shell_music();
extern SM64_LIB_FN void sm64_stop_shell_music();
extern SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut); extern SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut);
extern SM64_LIB_FN uint16_t sm64_get_current_background_music(); extern SM64_LIB_FN uint16_t sm64_get_current_background_music();
+24 -24
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@@ -1,6 +1,7 @@
#include "context.h" #include "context.h"
#include <string.h> #include <string.h>
#include "imgui/imgui.h"
#include "imgui/backends/imgui_impl_sdl2.h"
static SDL_Window *s_sdlWindow; static SDL_Window *s_sdlWindow;
static SDL_GLContext s_sdlGlContext; static SDL_GLContext s_sdlGlContext;
@@ -10,50 +11,47 @@ int WINDOW_HEIGHT;
void context_init(const char *title, int width, int height, int major, int minor) void context_init(const char *title, int width, int height, int major, int minor)
{ {
int profile;
#ifndef __APPLE__
GLenum glewInitResult;
#endif
int i;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) goto err; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) goto err;
int profile = major < 3 ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE; profile = major < 3 ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
WINDOW_WIDTH = width; WINDOW_WIDTH = width;
WINDOW_HEIGHT = height; WINDOW_HEIGHT = height;
s_sdlWindow = SDL_CreateWindow( s_sdlWindow = SDL_CreateWindow(
title, title,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height, width, height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
); );
if (!s_sdlWindow) goto err; if (!s_sdlWindow) goto err;
s_sdlGlContext = SDL_GL_CreateContext(s_sdlWindow); s_sdlGlContext = SDL_GL_CreateContext(s_sdlWindow);
SDL_GL_SetSwapInterval(1); SDL_GL_SetSwapInterval(1);
if (!s_sdlGlContext) goto err; if (!s_sdlGlContext) goto err;
#ifndef __APPLE__ #ifndef __APPLE__
glewExperimental = GL_TRUE; glewExperimental = GL_TRUE;
const GLenum glewInitResult = glewInit(); glewInitResult = glewInit();
if (glewInitResult != GLEW_OK) goto err; if (glewInitResult != GLEW_OK) goto err;
#endif #endif
s_controller = NULL; s_controller = NULL;
for (i = 0; i < SDL_NumJoysticks(); ++i)
for (int i = 0; i < SDL_NumJoysticks(); ++i)
{ {
if (!SDL_IsGameController(i)) continue; if (!SDL_IsGameController(i)) continue;
s_controller = SDL_GameControllerOpen(i); s_controller = SDL_GameControllerOpen(i);
printf("Using game controller: %s", SDL_GameControllerName(s_controller)); printf("Using game controller: %s", SDL_GameControllerName(s_controller));
if (s_controller) break; if (s_controller) break;
} }
return; return;
err: SDL_GL_DeleteContext(s_sdlGlContext); err:
SDL_GL_DeleteContext(s_sdlGlContext);
SDL_DestroyWindow(s_sdlWindow); SDL_DestroyWindow(s_sdlWindow);
SDL_Quit(); SDL_Quit();
} }
@@ -63,26 +61,32 @@ SDL_GameController *context_get_controller(void)
return s_controller; return s_controller;
} }
SDL_Window *context_get_window(void)
{
return s_sdlWindow;
}
SDL_GLContext context_get_gl_context(void)
{
return s_sdlGlContext;
}
bool context_flip_frame_poll_events(void) bool context_flip_frame_poll_events(void)
{ {
bool still_running = true; bool still_running = true;
SDL_GL_SwapWindow(s_sdlWindow); SDL_GL_SwapWindow(s_sdlWindow);
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
ImGui_ImplSDL2_ProcessEvent(&event);
switch (event.type) switch (event.type)
{ {
case SDL_QUIT: case SDL_QUIT:
still_running = false; still_running = false;
break; break;
case SDL_KEYDOWN: case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) if (event.key.keysym.sym == SDLK_ESCAPE)
still_running = false; still_running = false;
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{ {
@@ -93,7 +97,6 @@ bool context_flip_frame_poll_events(void)
break; break;
} }
} }
return still_running; return still_running;
} }
@@ -101,13 +104,10 @@ void context_terminate(void)
{ {
if (!s_sdlWindow) if (!s_sdlWindow)
return; return;
if (s_controller) if (s_controller)
SDL_GameControllerClose(s_controller); SDL_GameControllerClose(s_controller);
SDL_GL_DeleteContext(s_sdlGlContext); SDL_GL_DeleteContext(s_sdlGlContext);
SDL_DestroyWindow(s_sdlWindow); SDL_DestroyWindow(s_sdlWindow);
SDL_Quit(); SDL_Quit();
s_sdlWindow = NULL; s_sdlWindow = NULL;
} }
+10 -5
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@@ -1,7 +1,5 @@
#pragma once #pragma once
#include <stdbool.h> #include <stdbool.h>
#ifdef __APPLE__ #ifdef __APPLE__
# include <OpenGL/gl3.h> # include <OpenGL/gl3.h>
# include <SDL2/SDL.h> # include <SDL2/SDL.h>
@@ -17,10 +15,17 @@
extern int WINDOW_WIDTH; extern int WINDOW_WIDTH;
extern int WINDOW_HEIGHT; extern int WINDOW_HEIGHT;
#ifdef __cplusplus
extern "C" {
#endif
extern void context_init(const char *title, int width, int height, int major, int minor); extern void context_init(const char *title, int width, int height, int major, int minor);
extern bool context_flip_frame_poll_events(void); extern bool context_flip_frame_poll_events(void);
extern SDL_GameController *context_get_controller(void); extern SDL_GameController *context_get_controller(void);
extern SDL_Window *context_get_window(void);
extern SDL_GLContext context_get_gl_context(void);
extern void context_terminate(void); extern void context_terminate(void);
#ifdef __cplusplus
}
#endif
+699 -2
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@@ -21,7 +21,671 @@ extern "C"
#include "gl20/gl20_renderer.h" #include "gl20/gl20_renderer.h"
} }
#include "imgui/imgui.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_opengl3.h"
#include "audio.h" #include "audio.h"
#include "sm64.h"
// Add this include near the top, after libsm64.h
// AnimInfo is defined in the decomp headers, not the public API
#include "../src/decomp/include/types.h" // or wherever AnimInfo is fully defined in your tree
// -------------------------------------------------------
// Named struct so it can be used as a parameter type
struct FlagEntry
{
uint32_t bit;
const char *name;
};
static const FlagEntry sMarioFlags[] = {
{MARIO_NORMAL_CAP, "MARIO_NORMAL_CAP"},
{MARIO_VANISH_CAP, "MARIO_VANISH_CAP"},
{MARIO_METAL_CAP, "MARIO_METAL_CAP"},
{MARIO_WING_CAP, "MARIO_WING_CAP"},
{MARIO_CAP_ON_HEAD, "MARIO_CAP_ON_HEAD"},
{MARIO_CAP_IN_HAND, "MARIO_CAP_IN_HAND"},
{MARIO_METAL_SHOCK, "MARIO_METAL_SHOCK"},
{MARIO_TELEPORTING, "MARIO_TELEPORTING"},
{MARIO_UNKNOWN_08, "MARIO_UNKNOWN_08"},
{MARIO_UNKNOWN_13, "MARIO_UNKNOWN_13"},
{MARIO_ACTION_SOUND_PLAYED, "MARIO_ACTION_SOUND_PLAYED"},
{MARIO_MARIO_SOUND_PLAYED, "MARIO_MARIO_SOUND_PLAYED"},
{MARIO_UNKNOWN_18, "MARIO_UNKNOWN_18"},
{MARIO_PUNCHING, "MARIO_PUNCHING"},
{MARIO_KICKING, "MARIO_KICKING"},
{MARIO_TRIPPING, "MARIO_TRIPPING"},
{MARIO_UNKNOWN_25, "MARIO_UNKNOWN_25"},
{MARIO_UNKNOWN_30, "MARIO_UNKNOWN_30"},
{MARIO_UNKNOWN_31, "MARIO_UNKNOWN_31"},
};
static const FlagEntry sParticleFlags[] = {
{PARTICLE_DUST, "PARTICLE_DUST"},
{PARTICLE_VERTICAL_STAR, "PARTICLE_VERTICAL_STAR"},
{PARTICLE_2, "PARTICLE_2"},
{PARTICLE_SPARKLES, "PARTICLE_SPARKLES"},
{PARTICLE_HORIZONTAL_STAR, "PARTICLE_HORIZONTAL_STAR"},
{PARTICLE_BUBBLE, "PARTICLE_BUBBLE"},
{PARTICLE_WATER_SPLASH, "PARTICLE_WATER_SPLASH"},
{PARTICLE_IDLE_WATER_WAVE, "PARTICLE_IDLE_WATER_WAVE"},
{PARTICLE_SHALLOW_WATER_WAVE, "PARTICLE_SHALLOW_WATER_WAVE"},
{PARTICLE_PLUNGE_BUBBLE, "PARTICLE_PLUNGE_BUBBLE"},
{PARTICLE_WAVE_TRAIL, "PARTICLE_WAVE_TRAIL"},
{PARTICLE_FIRE, "PARTICLE_FIRE"},
{PARTICLE_SHALLOW_WATER_SPLASH, "PARTICLE_SHALLOW_WATER_SPLASH"},
{PARTICLE_LEAF, "PARTICLE_LEAF"},
{PARTICLE_SNOW, "PARTICLE_SNOW"},
{PARTICLE_DIRT, "PARTICLE_DIRT"},
{PARTICLE_MIST_CIRCLE, "PARTICLE_MIST_CIRCLE"},
{PARTICLE_BREATH, "PARTICLE_BREATH"},
{PARTICLE_TRIANGLE, "PARTICLE_TRIANGLE"},
{PARTICLE_19, "PARTICLE_19"},
};
static const char *GetActionName(uint32_t action)
{
switch (action)
{
case ACT_UNINITIALIZED:
return "ACT_UNINITIALIZED";
// stationary
case ACT_IDLE:
return "ACT_IDLE";
case ACT_START_SLEEPING:
return "ACT_START_SLEEPING";
case ACT_SLEEPING:
return "ACT_SLEEPING";
case ACT_WAKING_UP:
return "ACT_WAKING_UP";
case ACT_PANTING:
return "ACT_PANTING";
case ACT_HOLD_PANTING_UNUSED:
return "ACT_HOLD_PANTING_UNUSED";
case ACT_HOLD_IDLE:
return "ACT_HOLD_IDLE";
case ACT_HOLD_HEAVY_IDLE:
return "ACT_HOLD_HEAVY_IDLE";
case ACT_STANDING_AGAINST_WALL:
return "ACT_STANDING_AGAINST_WALL";
case ACT_COUGHING:
return "ACT_COUGHING";
case ACT_SHIVERING:
return "ACT_SHIVERING";
case ACT_IN_QUICKSAND:
return "ACT_IN_QUICKSAND";
case ACT_UNKNOWN_0002020E:
return "ACT_UNKNOWN_0002020E";
case ACT_CROUCHING:
return "ACT_CROUCHING";
case ACT_START_CROUCHING:
return "ACT_START_CROUCHING";
case ACT_STOP_CROUCHING:
return "ACT_STOP_CROUCHING";
case ACT_START_CRAWLING:
return "ACT_START_CRAWLING";
case ACT_STOP_CRAWLING:
return "ACT_STOP_CRAWLING";
case ACT_SLIDE_KICK_SLIDE_STOP:
return "ACT_SLIDE_KICK_SLIDE_STOP";
case ACT_SHOCKWAVE_BOUNCE:
return "ACT_SHOCKWAVE_BOUNCE";
case ACT_FIRST_PERSON:
return "ACT_FIRST_PERSON";
case ACT_BACKFLIP_LAND_STOP:
return "ACT_BACKFLIP_LAND_STOP";
case ACT_JUMP_LAND_STOP:
return "ACT_JUMP_LAND_STOP";
case ACT_DOUBLE_JUMP_LAND_STOP:
return "ACT_DOUBLE_JUMP_LAND_STOP";
case ACT_FREEFALL_LAND_STOP:
return "ACT_FREEFALL_LAND_STOP";
case ACT_SIDE_FLIP_LAND_STOP:
return "ACT_SIDE_FLIP_LAND_STOP";
case ACT_HOLD_JUMP_LAND_STOP:
return "ACT_HOLD_JUMP_LAND_STOP";
case ACT_HOLD_FREEFALL_LAND_STOP:
return "ACT_HOLD_FREEFALL_LAND_STOP";
case ACT_AIR_THROW_LAND:
return "ACT_AIR_THROW_LAND";
case ACT_TWIRL_LAND:
return "ACT_TWIRL_LAND";
case ACT_LAVA_BOOST_LAND:
return "ACT_LAVA_BOOST_LAND";
case ACT_TRIPLE_JUMP_LAND_STOP:
return "ACT_TRIPLE_JUMP_LAND_STOP";
case ACT_LONG_JUMP_LAND_STOP:
return "ACT_LONG_JUMP_LAND_STOP";
case ACT_GROUND_POUND_LAND:
return "ACT_GROUND_POUND_LAND";
case ACT_BRAKING_STOP:
return "ACT_BRAKING_STOP";
case ACT_BUTT_SLIDE_STOP:
return "ACT_BUTT_SLIDE_STOP";
case ACT_HOLD_BUTT_SLIDE_STOP:
return "ACT_HOLD_BUTT_SLIDE_STOP";
// moving
case ACT_WALKING:
return "ACT_WALKING";
case ACT_HOLD_WALKING:
return "ACT_HOLD_WALKING";
case ACT_TURNING_AROUND:
return "ACT_TURNING_AROUND";
case ACT_FINISH_TURNING_AROUND:
return "ACT_FINISH_TURNING_AROUND";
case ACT_BRAKING:
return "ACT_BRAKING";
case ACT_RIDING_SHELL_GROUND:
return "ACT_RIDING_SHELL_GROUND";
case ACT_HOLD_HEAVY_WALKING:
return "ACT_HOLD_HEAVY_WALKING";
case ACT_CRAWLING:
return "ACT_CRAWLING";
case ACT_BURNING_GROUND:
return "ACT_BURNING_GROUND";
case ACT_DECELERATING:
return "ACT_DECELERATING";
case ACT_HOLD_DECELERATING:
return "ACT_HOLD_DECELERATING";
case ACT_BEGIN_SLIDING:
return "ACT_BEGIN_SLIDING";
case ACT_HOLD_BEGIN_SLIDING:
return "ACT_HOLD_BEGIN_SLIDING";
case ACT_BUTT_SLIDE:
return "ACT_BUTT_SLIDE";
case ACT_STOMACH_SLIDE:
return "ACT_STOMACH_SLIDE";
case ACT_HOLD_BUTT_SLIDE:
return "ACT_HOLD_BUTT_SLIDE";
case ACT_HOLD_STOMACH_SLIDE:
return "ACT_HOLD_STOMACH_SLIDE";
case ACT_DIVE_SLIDE:
return "ACT_DIVE_SLIDE";
case ACT_MOVE_PUNCHING:
return "ACT_MOVE_PUNCHING";
case ACT_CROUCH_SLIDE:
return "ACT_CROUCH_SLIDE";
case ACT_SLIDE_KICK_SLIDE:
return "ACT_SLIDE_KICK_SLIDE";
case ACT_HARD_BACKWARD_GROUND_KB:
return "ACT_HARD_BACKWARD_GROUND_KB";
case ACT_HARD_FORWARD_GROUND_KB:
return "ACT_HARD_FORWARD_GROUND_KB";
case ACT_BACKWARD_GROUND_KB:
return "ACT_BACKWARD_GROUND_KB";
case ACT_FORWARD_GROUND_KB:
return "ACT_FORWARD_GROUND_KB";
case ACT_SOFT_BACKWARD_GROUND_KB:
return "ACT_SOFT_BACKWARD_GROUND_KB";
case ACT_SOFT_FORWARD_GROUND_KB:
return "ACT_SOFT_FORWARD_GROUND_KB";
case ACT_GROUND_BONK:
return "ACT_GROUND_BONK";
case ACT_DEATH_EXIT_LAND:
return "ACT_DEATH_EXIT_LAND";
case ACT_JUMP_LAND:
return "ACT_JUMP_LAND";
case ACT_FREEFALL_LAND:
return "ACT_FREEFALL_LAND";
case ACT_DOUBLE_JUMP_LAND:
return "ACT_DOUBLE_JUMP_LAND";
case ACT_SIDE_FLIP_LAND:
return "ACT_SIDE_FLIP_LAND";
case ACT_HOLD_JUMP_LAND:
return "ACT_HOLD_JUMP_LAND";
case ACT_HOLD_FREEFALL_LAND:
return "ACT_HOLD_FREEFALL_LAND";
case ACT_QUICKSAND_JUMP_LAND:
return "ACT_QUICKSAND_JUMP_LAND";
case ACT_HOLD_QUICKSAND_JUMP_LAND:
return "ACT_HOLD_QUICKSAND_JUMP_LAND";
case ACT_TRIPLE_JUMP_LAND:
return "ACT_TRIPLE_JUMP_LAND";
case ACT_LONG_JUMP_LAND:
return "ACT_LONG_JUMP_LAND";
case ACT_BACKFLIP_LAND:
return "ACT_BACKFLIP_LAND";
// airborne
case ACT_JUMP:
return "ACT_JUMP";
case ACT_DOUBLE_JUMP:
return "ACT_DOUBLE_JUMP";
case ACT_TRIPLE_JUMP:
return "ACT_TRIPLE_JUMP";
case ACT_BACKFLIP:
return "ACT_BACKFLIP";
case ACT_STEEP_JUMP:
return "ACT_STEEP_JUMP";
case ACT_WALL_KICK_AIR:
return "ACT_WALL_KICK_AIR";
case ACT_SIDE_FLIP:
return "ACT_SIDE_FLIP";
case ACT_LONG_JUMP:
return "ACT_LONG_JUMP";
case ACT_WATER_JUMP:
return "ACT_WATER_JUMP";
case ACT_DIVE:
return "ACT_DIVE";
case ACT_FREEFALL:
return "ACT_FREEFALL";
case ACT_TOP_OF_POLE_JUMP:
return "ACT_TOP_OF_POLE_JUMP";
case ACT_BUTT_SLIDE_AIR:
return "ACT_BUTT_SLIDE_AIR";
case ACT_FLYING_TRIPLE_JUMP:
return "ACT_FLYING_TRIPLE_JUMP";
case ACT_SHOT_FROM_CANNON:
return "ACT_SHOT_FROM_CANNON";
case ACT_FLYING:
return "ACT_FLYING";
case ACT_RIDING_SHELL_JUMP:
return "ACT_RIDING_SHELL_JUMP";
case ACT_RIDING_SHELL_FALL:
return "ACT_RIDING_SHELL_FALL";
case ACT_VERTICAL_WIND:
return "ACT_VERTICAL_WIND";
case ACT_HOLD_JUMP:
return "ACT_HOLD_JUMP";
case ACT_HOLD_FREEFALL:
return "ACT_HOLD_FREEFALL";
case ACT_HOLD_BUTT_SLIDE_AIR:
return "ACT_HOLD_BUTT_SLIDE_AIR";
case ACT_HOLD_WATER_JUMP:
return "ACT_HOLD_WATER_JUMP";
case ACT_TWIRLING:
return "ACT_TWIRLING";
case ACT_FORWARD_ROLLOUT:
return "ACT_FORWARD_ROLLOUT";
case ACT_AIR_HIT_WALL:
return "ACT_AIR_HIT_WALL";
case ACT_RIDING_HOOT:
return "ACT_RIDING_HOOT";
case ACT_GROUND_POUND:
return "ACT_GROUND_POUND";
case ACT_SLIDE_KICK:
return "ACT_SLIDE_KICK";
case ACT_AIR_THROW:
return "ACT_AIR_THROW";
case ACT_JUMP_KICK:
return "ACT_JUMP_KICK";
case ACT_BACKWARD_ROLLOUT:
return "ACT_BACKWARD_ROLLOUT";
case ACT_CRAZY_BOX_BOUNCE:
return "ACT_CRAZY_BOX_BOUNCE";
case ACT_SPECIAL_TRIPLE_JUMP:
return "ACT_SPECIAL_TRIPLE_JUMP";
case ACT_BACKWARD_AIR_KB:
return "ACT_BACKWARD_AIR_KB";
case ACT_FORWARD_AIR_KB:
return "ACT_FORWARD_AIR_KB";
case ACT_HARD_FORWARD_AIR_KB:
return "ACT_HARD_FORWARD_AIR_KB";
case ACT_HARD_BACKWARD_AIR_KB:
return "ACT_HARD_BACKWARD_AIR_KB";
case ACT_BURNING_JUMP:
return "ACT_BURNING_JUMP";
case ACT_BURNING_FALL:
return "ACT_BURNING_FALL";
case ACT_SOFT_BONK:
return "ACT_SOFT_BONK";
case ACT_LAVA_BOOST:
return "ACT_LAVA_BOOST";
case ACT_GETTING_BLOWN:
return "ACT_GETTING_BLOWN";
case ACT_THROWN_FORWARD:
return "ACT_THROWN_FORWARD";
case ACT_THROWN_BACKWARD:
return "ACT_THROWN_BACKWARD";
// submerged
case ACT_WATER_IDLE:
return "ACT_WATER_IDLE";
case ACT_HOLD_WATER_IDLE:
return "ACT_HOLD_WATER_IDLE";
case ACT_WATER_ACTION_END:
return "ACT_WATER_ACTION_END";
case ACT_HOLD_WATER_ACTION_END:
return "ACT_HOLD_WATER_ACTION_END";
case ACT_DROWNING:
return "ACT_DROWNING";
case ACT_BACKWARD_WATER_KB:
return "ACT_BACKWARD_WATER_KB";
case ACT_FORWARD_WATER_KB:
return "ACT_FORWARD_WATER_KB";
case ACT_WATER_DEATH:
return "ACT_WATER_DEATH";
case ACT_WATER_SHOCKED:
return "ACT_WATER_SHOCKED";
case ACT_BREASTSTROKE:
return "ACT_BREASTSTROKE";
case ACT_SWIMMING_END:
return "ACT_SWIMMING_END";
case ACT_FLUTTER_KICK:
return "ACT_FLUTTER_KICK";
case ACT_HOLD_BREASTSTROKE:
return "ACT_HOLD_BREASTSTROKE";
case ACT_HOLD_SWIMMING_END:
return "ACT_HOLD_SWIMMING_END";
case ACT_HOLD_FLUTTER_KICK:
return "ACT_HOLD_FLUTTER_KICK";
case ACT_WATER_SHELL_SWIMMING:
return "ACT_WATER_SHELL_SWIMMING";
case ACT_WATER_THROW:
return "ACT_WATER_THROW";
case ACT_WATER_PUNCH:
return "ACT_WATER_PUNCH";
case ACT_WATER_PLUNGE:
return "ACT_WATER_PLUNGE";
case ACT_CAUGHT_IN_WHIRLPOOL:
return "ACT_CAUGHT_IN_WHIRLPOOL";
case ACT_METAL_WATER_STANDING:
return "ACT_METAL_WATER_STANDING";
case ACT_HOLD_METAL_WATER_STANDING:
return "ACT_HOLD_METAL_WATER_STANDING";
case ACT_METAL_WATER_WALKING:
return "ACT_METAL_WATER_WALKING";
case ACT_HOLD_METAL_WATER_WALKING:
return "ACT_HOLD_METAL_WATER_WALKING";
case ACT_METAL_WATER_FALLING:
return "ACT_METAL_WATER_FALLING";
case ACT_HOLD_METAL_WATER_FALLING:
return "ACT_HOLD_METAL_WATER_FALLING";
case ACT_METAL_WATER_FALL_LAND:
return "ACT_METAL_WATER_FALL_LAND";
case ACT_HOLD_METAL_WATER_FALL_LAND:
return "ACT_HOLD_METAL_WATER_FALL_LAND";
case ACT_METAL_WATER_JUMP:
return "ACT_METAL_WATER_JUMP";
case ACT_HOLD_METAL_WATER_JUMP:
return "ACT_HOLD_METAL_WATER_JUMP";
case ACT_METAL_WATER_JUMP_LAND:
return "ACT_METAL_WATER_JUMP_LAND";
case ACT_HOLD_METAL_WATER_JUMP_LAND:
return "ACT_HOLD_METAL_WATER_JUMP_LAND";
// cutscene
case ACT_DISAPPEARED:
return "ACT_DISAPPEARED";
case ACT_INTRO_CUTSCENE:
return "ACT_INTRO_CUTSCENE";
case ACT_STAR_DANCE_EXIT:
return "ACT_STAR_DANCE_EXIT";
case ACT_STAR_DANCE_WATER:
return "ACT_STAR_DANCE_WATER";
case ACT_FALL_AFTER_STAR_GRAB:
return "ACT_FALL_AFTER_STAR_GRAB";
case ACT_READING_AUTOMATIC_DIALOG:
return "ACT_READING_AUTOMATIC_DIALOG";
case ACT_READING_NPC_DIALOG:
return "ACT_READING_NPC_DIALOG";
case ACT_STAR_DANCE_NO_EXIT:
return "ACT_STAR_DANCE_NO_EXIT";
case ACT_READING_SIGN:
return "ACT_READING_SIGN";
case ACT_JUMBO_STAR_CUTSCENE:
return "ACT_JUMBO_STAR_CUTSCENE";
case ACT_WAITING_FOR_DIALOG:
return "ACT_WAITING_FOR_DIALOG";
case ACT_DEBUG_FREE_MOVE:
return "ACT_DEBUG_FREE_MOVE";
case ACT_STANDING_DEATH:
return "ACT_STANDING_DEATH";
case ACT_QUICKSAND_DEATH:
return "ACT_QUICKSAND_DEATH";
case ACT_ELECTROCUTION:
return "ACT_ELECTROCUTION";
case ACT_SUFFOCATION:
return "ACT_SUFFOCATION";
case ACT_DEATH_ON_STOMACH:
return "ACT_DEATH_ON_STOMACH";
case ACT_DEATH_ON_BACK:
return "ACT_DEATH_ON_BACK";
case ACT_EATEN_BY_BUBBA:
return "ACT_EATEN_BY_BUBBA";
case ACT_END_PEACH_CUTSCENE:
return "ACT_END_PEACH_CUTSCENE";
case ACT_CREDITS_CUTSCENE:
return "ACT_CREDITS_CUTSCENE";
case ACT_END_WAVING_CUTSCENE:
return "ACT_END_WAVING_CUTSCENE";
case ACT_PULLING_DOOR:
return "ACT_PULLING_DOOR";
case ACT_PUSHING_DOOR:
return "ACT_PUSHING_DOOR";
case ACT_WARP_DOOR_SPAWN:
return "ACT_WARP_DOOR_SPAWN";
case ACT_EMERGE_FROM_PIPE:
return "ACT_EMERGE_FROM_PIPE";
case ACT_SPAWN_SPIN_AIRBORNE:
return "ACT_SPAWN_SPIN_AIRBORNE";
case ACT_SPAWN_SPIN_LANDING:
return "ACT_SPAWN_SPIN_LANDING";
case ACT_EXIT_AIRBORNE:
return "ACT_EXIT_AIRBORNE";
case ACT_EXIT_LAND_SAVE_DIALOG:
return "ACT_EXIT_LAND_SAVE_DIALOG";
case ACT_DEATH_EXIT:
return "ACT_DEATH_EXIT";
case ACT_UNUSED_DEATH_EXIT:
return "ACT_UNUSED_DEATH_EXIT";
case ACT_FALLING_DEATH_EXIT:
return "ACT_FALLING_DEATH_EXIT";
case ACT_SPECIAL_EXIT_AIRBORNE:
return "ACT_SPECIAL_EXIT_AIRBORNE";
case ACT_SPECIAL_DEATH_EXIT:
return "ACT_SPECIAL_DEATH_EXIT";
case ACT_FALLING_EXIT_AIRBORNE:
return "ACT_FALLING_EXIT_AIRBORNE";
case ACT_UNLOCKING_KEY_DOOR:
return "ACT_UNLOCKING_KEY_DOOR";
case ACT_UNLOCKING_STAR_DOOR:
return "ACT_UNLOCKING_STAR_DOOR";
case ACT_ENTERING_STAR_DOOR:
return "ACT_ENTERING_STAR_DOOR";
case ACT_SPAWN_NO_SPIN_AIRBORNE:
return "ACT_SPAWN_NO_SPIN_AIRBORNE";
case ACT_SPAWN_NO_SPIN_LANDING:
return "ACT_SPAWN_NO_SPIN_LANDING";
case ACT_BBH_ENTER_JUMP:
return "ACT_BBH_ENTER_JUMP";
case ACT_BBH_ENTER_SPIN:
return "ACT_BBH_ENTER_SPIN";
case ACT_TELEPORT_FADE_OUT:
return "ACT_TELEPORT_FADE_OUT";
case ACT_TELEPORT_FADE_IN:
return "ACT_TELEPORT_FADE_IN";
case ACT_SHOCKED:
return "ACT_SHOCKED";
case ACT_SQUISHED:
return "ACT_SQUISHED";
case ACT_HEAD_STUCK_IN_GROUND:
return "ACT_HEAD_STUCK_IN_GROUND";
case ACT_BUTT_STUCK_IN_GROUND:
return "ACT_BUTT_STUCK_IN_GROUND";
case ACT_FEET_STUCK_IN_GROUND:
return "ACT_FEET_STUCK_IN_GROUND";
case ACT_PUTTING_ON_CAP:
return "ACT_PUTTING_ON_CAP";
// automatic
case ACT_HOLDING_POLE:
return "ACT_HOLDING_POLE";
case ACT_GRAB_POLE_SLOW:
return "ACT_GRAB_POLE_SLOW";
case ACT_GRAB_POLE_FAST:
return "ACT_GRAB_POLE_FAST";
case ACT_CLIMBING_POLE:
return "ACT_CLIMBING_POLE";
case ACT_TOP_OF_POLE_TRANSITION:
return "ACT_TOP_OF_POLE_TRANSITION";
case ACT_TOP_OF_POLE:
return "ACT_TOP_OF_POLE";
case ACT_START_HANGING:
return "ACT_START_HANGING";
case ACT_HANGING:
return "ACT_HANGING";
case ACT_HANG_MOVING:
return "ACT_HANG_MOVING";
case ACT_LEDGE_GRAB:
return "ACT_LEDGE_GRAB";
case ACT_LEDGE_CLIMB_SLOW_1:
return "ACT_LEDGE_CLIMB_SLOW_1";
case ACT_LEDGE_CLIMB_SLOW_2:
return "ACT_LEDGE_CLIMB_SLOW_2";
case ACT_LEDGE_CLIMB_DOWN:
return "ACT_LEDGE_CLIMB_DOWN";
case ACT_LEDGE_CLIMB_FAST:
return "ACT_LEDGE_CLIMB_FAST";
case ACT_GRABBED:
return "ACT_GRABBED";
case ACT_IN_CANNON:
return "ACT_IN_CANNON";
case ACT_TORNADO_TWIRLING:
return "ACT_TORNADO_TWIRLING";
// object
case ACT_PUNCHING:
return "ACT_PUNCHING";
case ACT_PICKING_UP:
return "ACT_PICKING_UP";
case ACT_DIVE_PICKING_UP:
return "ACT_DIVE_PICKING_UP";
case ACT_STOMACH_SLIDE_STOP:
return "ACT_STOMACH_SLIDE_STOP";
case ACT_PLACING_DOWN:
return "ACT_PLACING_DOWN";
case ACT_THROWING:
return "ACT_THROWING";
case ACT_HEAVY_THROW:
return "ACT_HEAVY_THROW";
case ACT_PICKING_UP_BOWSER:
return "ACT_PICKING_UP_BOWSER";
case ACT_HOLDING_BOWSER:
return "ACT_HOLDING_BOWSER";
case ACT_RELEASING_BOWSER:
return "ACT_RELEASING_BOWSER";
default:
return "ACT_UNKNOWN";
}
}
// -------------------------------------------------------
// All helpers defined BEFORE DrawMarioState
static void DrawBitFlags(
const char *label, uint32_t value,
const FlagEntry *table, int count)
{
ImGui::Text("%s: 0x%08X", label, value);
ImGui::Indent();
for (int i = 0; i < count; i++)
{
bool set = (value & table[i].bit) != 0;
ImGui::TextColored(
set
? ImVec4(0.2f, 1.0f, 0.4f, 1.0f)
: ImVec4(0.4f, 0.4f, 0.4f, 1.0f),
"[%c] %s", set ? 'X' : ' ', table[i].name);
}
ImGui::Unindent();
}
static void DrawAnimInfo(const AnimInfo *anim)
{
if (!anim)
{
ImGui::TextDisabled("animInfo: (null)");
return;
}
if (ImGui::TreeNode("animInfo"))
{
ImGui::Text("animID: %d", anim->animID);
ImGui::Text("animYTrans: %d", anim->animYTrans);
ImGui::Text("curAnim: %p", (void *)anim->curAnim);
ImGui::Text("animFrame: %d", anim->animFrame);
ImGui::Text("animTimer: %u", anim->animTimer);
ImGui::Text("animFrameAccelAssist: %d", anim->animFrameAccelAssist);
ImGui::Text("animAccel: %d", anim->animAccel);
ImGui::TreePop();
}
}
static void DrawMarioState(const SM64MarioState *m)
{
ImGui::Begin("Mario State");
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Text("Position: (%.2f, %.2f, %.2f)", m->position[0], m->position[1], m->position[2]);
ImGui::Text("Velocity: (%.2f, %.2f, %.2f)", m->velocity[0], m->velocity[1], m->velocity[2]);
ImGui::Text("Face Angle: %.4f rad (%.1f deg)", m->faceAngle, m->faceAngle * (180.0f / 3.14159265f));
ImGui::Text("Fwd Velocity: %.2f", m->forwardVelocity);
}
if (ImGui::CollapsingHeader("Status", ImGuiTreeNodeFlags_DefaultOpen))
{
int hpSegs = (m->health & 0xFF00) >> 8;
ImGui::Text("Health: 0x%04X (HP segments: %d / 8)", (uint16_t)m->health, hpSegs);
ImGui::ProgressBar(hpSegs / 8.0f, ImVec2(-1, 0));
ImGui::Text("Invinc Timer: %d", m->invincTimer);
}
if (ImGui::CollapsingHeader("Action", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Text("0x%08X (%s)", m->action, GetActionName(m->action));
ImGui::Indent();
// group
switch (m->action & ACT_GROUP_MASK)
{
case ACT_GROUP_STATIONARY:
ImGui::TextDisabled("group: STATIONARY");
break;
case ACT_GROUP_MOVING:
ImGui::TextColored({0.2f, 1.0f, 0.4f, 1.0f}, "group: MOVING");
break;
case ACT_GROUP_AIRBORNE:
ImGui::TextColored({0.2f, 0.8f, 1.0f, 1.0f}, "group: AIRBORNE");
break;
case ACT_GROUP_SUBMERGED:
ImGui::TextColored({0.2f, 0.4f, 1.0f, 1.0f}, "group: SUBMERGED");
break;
case ACT_GROUP_CUTSCENE:
ImGui::TextColored({1.0f, 0.8f, 0.2f, 1.0f}, "group: CUTSCENE");
break;
case ACT_GROUP_AUTOMATIC:
ImGui::TextColored({0.8f, 0.4f, 1.0f, 1.0f}, "group: AUTOMATIC");
break;
case ACT_GROUP_OBJECT:
ImGui::TextColored({1.0f, 0.5f, 0.2f, 1.0f}, "group: OBJECT");
break;
}
// relevant flags
if (m->action & ACT_FLAG_AIR) ImGui::Text("[x] ACT_FLAG_AIR");
if (m->action & ACT_FLAG_SWIMMING) ImGui::Text("[x] ACT_FLAG_SWIMMING");
if (m->action & ACT_FLAG_ATTACKING) ImGui::Text("[x] ACT_FLAG_ATTACKING");
if (m->action & ACT_FLAG_INVULNERABLE) ImGui::Text("[x] ACT_FLAG_INVULNERABLE");
if (m->action & ACT_FLAG_INTANGIBLE) ImGui::Text("[x] ACT_FLAG_INTANGIBLE");
if (m->action & ACT_FLAG_RIDING_SHELL) ImGui::Text("[x] ACT_FLAG_RIDING_SHELL");
if (m->action & ACT_FLAG_ON_POLE) ImGui::Text("[x] ACT_FLAG_ON_POLE");
if (m->action & ACT_FLAG_HANGING) ImGui::Text("[x] ACT_FLAG_HANGING");
if (m->action & ACT_FLAG_DIVING) ImGui::Text("[x] ACT_FLAG_DIVING");
if (m->action & ACT_FLAG_SWIMMING_OR_FLYING)ImGui::Text("[x] ACT_FLAG_SWIMMING_OR_FLYING");
if (m->action & ACT_FLAG_IDLE) ImGui::Text("[x] ACT_FLAG_IDLE");
if (m->action & ACT_FLAG_THROWING) ImGui::Text("[x] ACT_FLAG_THROWING");
ImGui::Unindent();
}
if (ImGui::CollapsingHeader("Flags"))
DrawBitFlags("flags", m->flags, sMarioFlags, (int)(sizeof(sMarioFlags) / sizeof(sMarioFlags[0])));
if (ImGui::CollapsingHeader("Particle Flags"))
DrawBitFlags("particleFlags", m->particleFlags, sParticleFlags, (int)(sizeof(sParticleFlags) / sizeof(sParticleFlags[0])));
if (ImGui::CollapsingHeader("Animation"))
DrawAnimInfo(m->animInfo);
ImGui::End();
}
static SDL_Haptic *gHaptic = nullptr; static SDL_Haptic *gHaptic = nullptr;
@@ -134,7 +798,7 @@ int main(void)
sm64_register_rumble_callback_function(Rumble); sm64_register_rumble_callback_function(Rumble);
sm64_static_surfaces_load(surfaces, surfaces_count); sm64_static_surfaces_load(surfaces, surfaces_count);
int32_t marioId = sm64_mario_create(0, 1000, 0); int32_t marioId = sm64_mario_create(-6558, 0, 6464);
printf("MarioID: %i\n", marioId); printf("MarioID: %i\n", marioId);
free(rom); free(rom);
@@ -159,6 +823,16 @@ int main(void)
context_init("libsm64", 1280, 720, major, minor); context_init("libsm64", 1280, 720, major, minor);
renderer->init(&renderState, texture); renderer->init(&renderState, texture);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(context_get_window(), context_get_gl_context());
ImGui_ImplOpenGL3_Init("#version 130"); // Use #version 130 for OpenGL 3.0+
struct SM64MarioInputs marioInputs; struct SM64MarioInputs marioInputs;
struct SM64MarioState marioState; struct SM64MarioState marioState;
struct SM64MarioGeometryBuffers marioGeometry; struct SM64MarioGeometryBuffers marioGeometry;
@@ -178,10 +852,21 @@ int main(void)
audio_init(); audio_init();
sm64_play_music(0, 0x05 | 0x80, 0); // from decomp/include/seq_ids.h: SEQ_LEVEL_WATER | SEQ_VARIATION sm64_play_music(0, 0x03, 0); // from decomp/include/seq_ids.h: SEQ_LEVEL_WATER | SEQ_VARIATION
do do
{ {
// --- ImGui frame setup ---
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// --- Define ImGui content ---
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
ImGui::ShowDemoWindow();
// --- Game logic and input ---
float dt = (SDL_GetTicks() - lastTicks) / 1000.f; float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
lastTicks = SDL_GetTicks(); lastTicks = SDL_GetTicks();
tick += dt; tick += dt;
@@ -281,12 +966,24 @@ int main(void)
for (int i = 0; i < 3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f / 30)); for (int i = 0; i < 3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f / 30));
for (int i = 0; i < marioGeometry.numTrianglesUsed * 9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f / 30)); for (int i = 0; i < marioGeometry.numTrianglesUsed * 9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f / 30));
// --- Game Rendering ---
renderer->draw(&renderState, cameraPos, &marioState, &marioGeometry); renderer->draw(&renderState, cameraPos, &marioState, &marioGeometry);
DrawMarioState(&marioState);
// --- ImGui Rendering ---
ImGui::Render(); // Prepare draw data
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // Render ImGui draw data
} }
while (context_flip_frame_poll_events()); while (context_flip_frame_poll_events());
sm64_stop_background_music(sm64_get_current_background_music()); sm64_stop_background_music(sm64_get_current_background_music());
sm64_global_terminate(); sm64_global_terminate();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
context_terminate(); context_terminate();
if (gHaptic != nullptr) if (gHaptic != nullptr)