Gaming : des modders parviennent à décompiler Super Mario 64 et à publier le code en C
Grâce à un oubli de Nintendo
Tous les gamers des années ’90 devraient connaître le titre Super Mario de l’éditeur japonais de jeux vidéo Nintendo sur sa console Nintendo 64. De 1998 à nos jours, plus de vingt années se sont écoulées. Les fans de ce jeu ont depuis créé de nombreuses ressources autour du jeu, toutefois, leurs modifications étaient limitées par l'absence du code source. Cela est maintenant du passé : des moddeurs ont publié une archive reconstituée du code source – 15 mégaoctets de code, comprenant notamment la gestion du personnage Mario (en langage C).
#include
#include "sm64.h"
#include "mario.h"
#include "area.h"
#include "audio/interface_2.h"
#include "behavior_actions.h"
#include "behavior_data.h"
#include "camera.h"
#include "mario_misc.h"
#include "display.h"
#include "game.h"
#include "engine/graph_node.h"
#include "interaction.h"
#include "level_update.h"
#include "memory.h"
#include "main.h"
#include "mario_actions_object.h"
#include "mario_actions_automatic.h"
#include "mario_actions_cutscene.h"
#include "mario_actions_submerged.h"
#include "mario_actions_airborne.h"
#include "mario_actions_moving.h"
#include "mario_actions_stationary.h"
#include "mario_step.h"
#include "engine/math_util.h"
#include "object_fields.h"
#include "object_helpers.h"
#include "print.h"
#include "save_file.h"
#include "sound_init.h"
#include "engine/surface_collision.h"
u32 D_80339F10;
s8 filler80339F1C[0x80339F30 - 0x80339F1C];
// Sound terrain types. See audio_defines.h.
s8 D_8032CB40 = {
{0, 3, 1, 1, 1, 0},
{3, 3, 3, 3, 1, 1},
{5, 6, 5, 6, 3, 3},
{7, 3, 7, 7, 3, 3},
{4, 4, 4, 4, 3, 3},
{0, 3, 1, 6, 3, 6},
{3, 3, 3, 3, 6, 6}
};
u8 D_8032CB7B = {
0x46, 0x32, 0x32, 0x3C,
0x46, 0x50, 0x50, 0x3C,
0x28, 0x14, 0x14, 0x1E,
0x32, 0x3C, 0x3C, 0x28
};
// Equals ^5 . ^8 . ^9 . in binary
u64 D_8032CB80 = 0x4444449249255555;
s32 func_80250770(struct MarioState *m)
{
struct Object *o = m->marioObj;
return (o->header.gfx.unk38.animFrame + 1) == o->header.gfx.unk38.curAnim->unk08;
}
s32 func_802507AC(struct MarioState *m)
{
struct Object *o = m->marioObj;
return o->header.gfx.unk38.animFrame >= (o->header.gfx.unk38.curAnim->unk08 - 2);
}
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID)
{
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID))
{
targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->index);
}
if (o->header.gfx.unk38.animID != targetAnimID)
{
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animAccel = 0;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & 4)
o->header.gfx.unk38.animFrame = targetAnim->unk04;
else
{
if (targetAnim->flags & 2)
o->header.gfx.unk38.animFrame = targetAnim->unk04 + 1;
else
o->header.gfx.unk38.animFrame = targetAnim->unk04 - 1;
}
}
return o->header.gfx.unk38.animFrame;
}
s16 func_80250934(struct MarioState *m, s32 targetAnimID, s32 arg2)
{
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID))
{
targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->index);
}
if (o->header.gfx.unk38.animID != targetAnimID)
{
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & 4)
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10);
else
{
if (targetAnim->flags & 2)
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) + arg2;
else
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) - arg2;
}
o->header.gfx.unk38.animFrame = (o->header.gfx.unk38.animFrameAccelAssist >> 0x10);
}
o->header.gfx.unk38.animAccel = arg2;
return o->header.gfx.unk38.animFrame;
}
void func_80250AAC(struct MarioState *m, s16 arg1)
{
struct GraphNodeObject_sub *animInfo = &m->marioObj->header.gfx.unk38;
struct Animation *curAnim = animInfo->curAnim;
if (animInfo->animAccel)
{
if (curAnim->flags & 2)
animInfo->animFrameAccelAssist = (arg1 << 0x10) + animInfo->animAccel;
else
animInfo->animFrameAccelAssist = (arg1 << 0x10) - animInfo->animAccel;
}
else
{
if (curAnim->flags & 2)
animInfo->animFrame = arg1 + 1;
else
animInfo->animFrame = arg1 - 1;
}
}
s32 func_80250B68(struct MarioState *m, s16 arg1)
{
s32 sp14;
s32 sp10 = arg1 << 0x10;
struct GraphNodeObject_sub *spC = &m->marioObj->header.gfx.unk38;
struct Animation *sp8 = spC->curAnim;
if (spC->animAccel)
{
if (sp8->flags & 2)
sp14 = (spC->animFrameAccelAssist > sp10) &&
(sp10 >= (spC->animFrameAccelAssist - spC->animAccel));
else
sp14 = (spC->animFrameAccelAssist < sp10) &&
(sp10 <= (spC->animFrameAccelAssist + spC->animAccel));
}
else
{
if (sp8->flags & 2)
sp14 = (spC->animFrame == (arg1 + 1));
else
sp14 = ((spC->animFrame + 1) == arg1);
}
return sp14;
}
s16 func_80250C84(struct Object *obj, s32 arg1, Vec3s arg2)
{
f32 sp34;
f32 sp30;
struct Animation *curAnim = (void *) obj->header.gfx.unk38.curAnim;
s16 sp2A = func_8037C844(&obj->header.gfx.unk38, NULL);
u16 *animIndex = (u16 *) segmented_to_virtual(curAnim->index);
s16 *animValues = (s16 *) segmented_to_virtual(curAnim->values);
f32 sp1C = (f32) sins(arg1);
f32 sp18 = (f32) coss(arg1);
sp34 = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
arg2 = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
sp30 = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
arg2 = (sp34 * sp18) + (sp30 * sp1C);
arg2 = (-sp34 * sp1C) + (sp30 * sp18);
return curAnim->flags;
}
void func_80250E50(struct MarioState *m)
{
Vec3s sp20;
s16 sp30;
sp30 = func_80250C84(m->marioObj, m->faceAngle, sp20);
if (sp30 & 0x48)
{
m->pos += (f32) sp20;
m->pos += (f32) sp20;
}
if (sp30 & 0x50)
m->pos += (f32) sp20;
}
s16 func_80250F0C(struct MarioState *m)
{
Vec3s sp18;
func_80250C84(m->marioObj, 0, sp18);
return sp18;
}
void func_80250F50(struct MarioState *m, u32 arg1, u32 arg2)
{
if ((m->flags & arg2) == 0)
{
SetSound(arg1, m->marioObj->header.gfx.cameraToObject);
m->flags |= arg2;
}
}
void func_80250FBC(struct MarioState *m)
{
if (!(m->flags & MARIO_UNKNOWN_17))
{
#ifdef VERSION_US
if (m->action == ACT_TRIPLE_JUMP)
SetSound(SOUND_MARIO_YAHOO2 + ((D_80226EB8 % 5) << 0x10),
m->marioObj->header.gfx.cameraToObject);
else
#endif
SetSound(SOUND_MARIO_YAH + ((D_80226EB8 % 3) << 0x10),
m->marioObj->header.gfx.cameraToObject);
m->flags |= MARIO_UNKNOWN_17;
}
}
void func_80251048(struct MarioState *m) {
s32 absForwardVel = (m->forwardVel > 0.0f) ? m->forwardVel : -m->forwardVel;
func_80320A4C(1, (absForwardVel >= 101) ? 100 : absForwardVel);
}
void func_802510E4(struct MarioState *m, u32 arg1, u32 arg2)
{
if (m->unk14 == 0x20000)
{
if (arg2 != 0)
m->particleFlags |= PARTICLE_12;
else
m->particleFlags |= PARTICLE_8;
}
else
{
if (m->unk14 == 0x70000)
m->particleFlags |= PARTICLE_15;
else if (m->unk14 == 0x50000)
m->particleFlags |= PARTICLE_14;
}
if ((m->flags & MARIO_METAL_CAP) || arg1 == SOUND_ACTION_UNKNOWN443 || arg1 == SOUND_MARIO_HOO6)
SetSound(arg1, m->marioObj->header.gfx.cameraToObject);
else
SetSound((m->unk14 + arg1), m->marioObj->header.gfx.cameraToObject);
}
void func_80251218(struct MarioState *m, u32 arg1, u32 arg2) {
if ((m->flags & MARIO_UNKNOWN_16) == 0)
{
func_802510E4(m, arg1, arg2);
m->flags |= MARIO_UNKNOWN_16;
}
}
void func_80251280(struct MarioState *m, u32 arg1)
{
func_802510E4(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN429 : arg1, 1);
}
void func_802512E4(struct MarioState *m, u32 arg1)
{
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN429 : arg1, 1);
}
void func_80251348(struct MarioState *m, u32 arg1)
{
func_802510E4(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN42B : arg1, 1);
}
void func_802513AC(struct MarioState *m, u32 arg1)
{
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN42B : arg1, 1);
}
void func_80251410(struct MarioState *m, s32 arg1, s32 arg2)
{
if (arg1 == SOUND_TERRAIN_1)
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN428 : SOUND_TERRAIN_1, 1);
else
func_80250F50(m, arg1, MARIO_UNKNOWN_16);
if (arg2 == 0)
func_80250FBC(m);
if (arg2 != -1)
func_80250F50(m, arg2, MARIO_UNKNOWN_17);
}
void mario_set_forward_vel(struct MarioState *m, f32 forwardVel)
{
m->forwardVel = forwardVel;
m->slideVelX = sins(m->faceAngle) * m->forwardVel;
m->slideVelZ = coss(m->faceAngle) * m->forwardVel;
m->vel = (f32) m->slideVelX;
m->vel = (f32) m->slideVelZ;
}
extern s32 mario_get_floor_class(struct MarioState *m)
{
s32 floorClass;
if ((m->area->terrainType & 7) == TERRAIN_SLIDE)
floorClass = SURFACE_CLASS_SLIDE;
else
floorClass = SURFACE_CLASS_DEFAULT;
if (m->floor)
{
switch (m->floor->type)
{
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
break;
case SURFACE_SLIPPERY:
case SURFACE_002A: //Slippery with noise
case SURFACE_HARD_SLIPPERY:
case SURFACE_0079:
floorClass = SURFACE_CLASS_SLIPPERY;
break;
case SURFACE_SLIDE:
case SURFACE_ICE:
case SURFACE_HARD_SLIDE:
case SURFACE_0073: //Slide with noise, unused
case SURFACE_0074: //Slide with noise, unused
case SURFACE_0075: //Slide with noise
case SURFACE_0078:
floorClass = SURFACE_CLASS_SLIDE;
break;
}
}
if (m->action == ACT_CRAWLING && m->floor->normal.y > 0.5f && floorClass == SURFACE_CLASS_DEFAULT)
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
return floorClass;
}
u32 func_8025167C(struct MarioState *m)
{
s16 spE;
s16 terrainType = m->area->terrainType & 7;
s32 sp8 = 0;
s32 floorType;
if (m->floor)
{
floorType = m->floor->type;
if ((gCurrLevelNum != LEVEL_LLL) && (m->floorHeight < (m->waterLevel - 10)))
sp8 = 0x20000;
else if (SURFACE_IS_QUICKSAND(floorType))
sp8 = 0x70000;
else
{
switch (floorType)
{
default:
spE = 0;
break;
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
spE = 1;
break;
case SURFACE_SLIPPERY:
case SURFACE_HARD_SLIPPERY:
case SURFACE_0079:
spE = 2;
break;
case SURFACE_SLIDE:
case SURFACE_ICE:
case SURFACE_HARD_SLIDE:
case SURFACE_0073:
case SURFACE_0074:
case SURFACE_0075:
case SURFACE_0078:
spE = 3;
break;
case SURFACE_0029:
spE = 4;
break;
case SURFACE_002A:
spE = 5;
break;
}
sp8 = D_8032CB40 << 0x10;
}
}
return sp8;
}
struct Surface *func_8025181C(Vec3f arg0, f32 arg1, f32 arg2)
{
struct WallCollisionData collisionData;
struct Surface *wall = NULL;
collisionData.x = arg0;
collisionData.y = arg0;
collisionData.z = arg0;
collisionData.radius = arg2;
collisionData.offsetY = arg1;
if (find_wall_collisions(&collisionData))
wall = collisionData.walls[collisionData.numWalls - 1];
arg0 = collisionData.x;
arg0 = collisionData.y;
arg0 = collisionData.z;
return wall;
}
f32 func_802518D0(Vec3f arg0, f32 arg1, struct Surface **ceil)
{
f32 tmp UNUSED; // why...
return find_ceil(arg0, arg1 + 80.0f, arg0, ceil);
}
s32 mario_facing_downhill(struct MarioState *m, s32 arg1)
{
s16 faceAngleYaw = m->faceAngle;
if (arg1 && m->forwardVel < 0.0f)
faceAngleYaw += 0x8000;
faceAngleYaw = m->floorAngle - faceAngleYaw;
return (-0x4000 < faceAngleYaw) && (faceAngleYaw < 0x4000);
}
u32 func_802519A8(struct MarioState *m)
{
f32 sp24;
if ((m->area->terrainType & 7) == TERRAIN_SLIDE && m->floor->normal.y < 0.9998477f)
return TRUE;
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
sp24 = 0.9848077f;
break;
case SURFACE_SLIPPERY:
sp24 = 0.9396926f;
break;
default:
sp24 = 0.7880108f;
break;
case SURFACE_NOT_SLIPPERY:
sp24 = 0.0f;
break;
}
return m->floor->normal.y <= sp24;
}
s32 mario_floor_is_slope(struct MarioState *m)
{
f32 tmp;
if ((m->area->terrainType & 0x0007) == TERRAIN_SLIDE && m->floor->normal.y < 0.9998477f)
return TRUE;
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
tmp = 0.9961947f;
break;
case SURFACE_SLIPPERY:
tmp = 0.9848077f;
break;
default:
tmp = 0.9659258f;
break;
case SURFACE_NOT_SLIPPERY:
tmp = 0.9396926f;
break;
}
return m->floor->normal.y <= tmp;
}
s32 func_80251BF8(struct MarioState *m)
{
f32 tmp;
s32 result = FALSE;
if (!mario_facing_downhill(m, FALSE))
{
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
tmp = 0.9659258f;
break;
case SURFACE_SLIPPERY:
tmp = 0.9396926f;
break;
default:
tmp = 0.8660254f;
break;
case SURFACE_NOT_SLIPPERY:
tmp = 0.8660254f;
break;
}
result = m->floor->normal.y <= tmp;
}
return result;
}
f32 find_floor_height_relative_polar(struct MarioState *m, s32 angleFromMario, f32 distFromMario)
{
struct Surface *floor;
f32 floorY;
f32 y = sins(m->faceAngle + (s16) angleFromMario) * distFromMario;
f32 x = coss(m->faceAngle + (s16) angleFromMario) * distFromMario;
floorY = find_floor(m->pos + y, m->pos + 100.0f, m->pos + x, &floor);
return floorY;
}
s16 func_80251DD4(struct MarioState *m, s16 unk1)
{
struct Surface *floor;
f32 forwardFloorY, backwardFloorY;
f32 forwardYDelta, backwardYDelta;
s16 result;
f32 y = sins(m->faceAngle + unk1) * 5.0f;
f32 x = coss(m->faceAngle + unk1) * 5.0f;
forwardFloorY = find_floor(m->pos + y, m->pos + 100.0f, m->pos + x, &floor);
backwardFloorY = find_floor(m->pos - y, m->pos + 100.0f, m->pos - x, &floor);
forwardYDelta = forwardFloorY - m->pos;
backwardYDelta = m->pos - backwardFloorY;
if (forwardYDelta * forwardYDelta < backwardYDelta * backwardYDelta)
result = atan2s(5.0f, forwardYDelta);
else
result = atan2s(5.0f, backwardYDelta);
return result;
}
void func_80251F74(struct MarioState *m)
{
u32 action = m->action;
s32 unk0 = m->area->camera->currPreset;
if (action == ACT_FIRST_PERSON)
{
func_80248CB8(2);
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
func_80285BD8(m->area->camera, -1, 1);
}
else if (action == ACT_SLEEPING)
func_80248CB8(2);
if (!(action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)))
{
if (unk0 == CAMERA_PRESET_BEHIND_MARIO || unk0 == CAMERA_PRESET_WATER_SURFACE)
func_80285BD8(m->area->camera, m->area->camera->defPreset, 1);
}
}
void func_80252070(struct MarioState *m)
{
m->marioObj->oMarioSteepJumpYaw = m->faceAngle;
if (m->forwardVel > 0.0f)
{
//! ((s16)0x8000) has undefined behavior. Therefore, this downcast has
// undefined behavior if m->floorAngle >= 0.
s16 angleTemp = m->floorAngle + 0x8000;
s16 faceAngleTemp = m->faceAngle - angleTemp;
f32 y = sins(faceAngleTemp) * m->forwardVel;
f32 x = coss(faceAngleTemp) * m->forwardVel * 0.75f;
m->forwardVel = sqrtf(y * y + x * x);
m->faceAngle = atan2s(x, y) + angleTemp;
}
drop_and_set_mario_action(m, ACT_STEEP_JUMP, 0);
}
static void func_8025219C(struct MarioState *m, f32 unk1, f32 unk2)
{
m->vel = unk1 + zero_80254E20() + m->forwardVel * unk2;
if (m->squishTimer != 0 || m->quicksandDepth > 1.0f)
m->vel *= 0.5f;
}
static u32 set_mario_action_airborne(struct MarioState *m, u32 action, u32 actionArg)
{
f32 tmp;
if (m->squishTimer != 0 || m->quicksandDepth >= 1.0f)
{
if (action == ACT_DOUBLE_JUMP || action == ACT_TWIRLING)
action = ACT_JUMP;
}
switch (action)
{
case ACT_DOUBLE_JUMP:
func_8025219C(m, 52.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_BACKFLIP:
m->marioObj->header.gfx.unk38.animID = -1;
m->forwardVel = -16.0f;
func_8025219C(m, 62.0f, 0.0f);
break;
case ACT_TRIPLE_JUMP:
func_8025219C(m, 69.0f, 0.0f);
m->forwardVel *= 0.8f;
break;
case ACT_FLYING_TRIPLE_JUMP:
func_8025219C(m, 82.0f, 0.0f);
break;
case ACT_WATER_JUMP:
case ACT_HOLD_WATER_JUMP:
if (actionArg == 0)
func_8025219C(m, 42.0f, 0.0f);
break;
case ACT_BURNING_JUMP:
m->vel = 31.5f;
m->forwardVel = 8.0f;
break;
case ACT_RIDING_SHELL_JUMP:
func_8025219C(m, 42.0f, 0.25f);
break;
case ACT_JUMP:
case ACT_HOLD_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 42.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_WALL_KICK_AIR:
case ACT_TOP_OF_POLE_JUMP:
func_8025219C(m, 62.0f, 0.0f);
if (m->forwardVel < 24.0f)
m->forwardVel = 24.0f;
m->wallKickTimer = 0;
break;
case ACT_SIDE_FLIP:
func_8025219C(m, 62.0f, 0.0f);
m->forwardVel = 8.0f;
m->faceAngle = m->intendedYaw;
break;
case ACT_STEEP_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 42.0f, 0.25f);
m->faceAngle = -0x2000;
break;
case ACT_LAVA_BOOST:
m->vel = 84.0f;
if (actionArg == 0) {
m->forwardVel = 0.0f;
}
break;
case ACT_DIVE:
if ((tmp = m->forwardVel + 15.0f) > 48.0f)
tmp = 48.0f;
mario_set_forward_vel(m, tmp);
break;
case ACT_LONG_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 30.0f, 0.0f);
m->marioObj->oMarioLongJumpIsSlow = m->forwardVel > 16.0f ? FALSE : TRUE;
if ((m->forwardVel *= 1.5f) > 48.0f)
m->forwardVel = 48.0f;
break;
case ACT_SLIDE_KICK:
m->vel = 12.0f;
if (m->forwardVel < 32.0f)
m->forwardVel = 32.0f;
break;
case ACT_JUMP_KICK:
m->vel = 20.0f;
break;
}
m->peakHeight = m->pos;
m->flags |= MARIO_UNKNOWN_08;
return action;
}
static u32 set_mario_action_moving(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
s16 floorClass = mario_get_floor_class(m);
f32 forwardVel = m->forwardVel;
f32 mag = min(m->intendedMag, 8.0f);
switch (action) {
case ACT_WALKING:
if (floorClass != SURFACE_CLASS_SLIDE)
{
if (0.0f <= forwardVel && forwardVel < mag)
m->forwardVel = mag;
}
m->marioObj->OBJECT_FIELD_S32(0x22) = 0;
break;
case ACT_HOLD_WALKING:
if (0.0f <= forwardVel && forwardVel < mag / 2.0f)
m->forwardVel = mag / 2.0f;
break;
case ACT_BEGIN_SLIDING:
if (mario_facing_downhill(m, 0))
action = ACT_BUTT_SLIDE;
else
action = ACT_STOMACH_SLIDE;
break;
case ACT_HOLD_BEGIN_SLIDING:
if (mario_facing_downhill(m, 0))
action = ACT_HOLD_BUTT_SLIDE;
else
action = ACT_HOLD_STOMACH_SLIDE;
break;
}
return action;
}
static u32 set_mario_action_submerged(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
if (action == ACT_METAL_WATER_JUMP || action == ACT_HOLD_METAL_WATER_JUMP)
m->vel = 32.0f;
return action;
}
static u32 set_mario_action_cutscene(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
switch (action)
{
case ACT_EMERGE_FROM_PIPE:
m->vel = 52.0f;
break;
case ACT_FALL_AFTER_STAR_GRAB:
mario_set_forward_vel(m, 0.0f);
break;
case ACT_SPAWN_SPIN_AIRBORNE:
mario_set_forward_vel(m, 2.0f);
break;
case ACT_SPECIAL_EXIT_AIRBORNE:
case ACT_SPECIAL_DEATH_EXIT:
m->vel = 64.0f;
break;
}
return action;
}
u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg)
{
switch (action & ACT_GROUP_MASK)
{
case ACT_GROUP_MOVING:
action = set_mario_action_moving(m, action, actionArg);
break;
case ACT_GROUP_AIRBORNE:
action = set_mario_action_airborne(m, action, actionArg);
break;
case ACT_GROUP_SUBMERGED:
action = set_mario_action_submerged(m, action, actionArg);
break;
case ACT_GROUP_CUTSCENE:
action = set_mario_action_cutscene(m, action, actionArg);
break;
}
m->flags &= ~(MARIO_UNKNOWN_16 | MARIO_UNKNOWN_17);
if (!(m->action & ACT_FLAG_AIR))
m->flags &= ~MARIO_UNKNOWN_18;
m->prevAction = m->action;
m->action = action;
m->actionArg = actionArg;
m->actionState = 0;
m->actionTimer = 0;
return TRUE;
}
s32 func_80252C30(struct MarioState *m)
{
if (m->quicksandDepth >= 11.0f)
{
if (m->heldObj == NULL)
return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
else
return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
}
if (func_80251BF8(m))
func_80252070(m);
else
{
if ((m->doubleJumpTimer == 0) || (m->squishTimer != 0))
set_mario_action(m, ACT_JUMP, 0);
else
{
switch (m->prevAction)
{
case ACT_JUMP_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_FREEFALL_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_SIDE_FLIP_LAND_STOP:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_DOUBLE_JUMP_LAND:
if (m->flags & MARIO_WING_CAP)
set_mario_action(m, ACT_FLYING_TRIPLE_JUMP, 0);
else if (m->forwardVel > 20.0f)
set_mario_action(m, ACT_TRIPLE_JUMP, 0);
else
set_mario_action(m, ACT_JUMP, 0);
break;
default:
set_mario_action(m, ACT_JUMP, 0);
break;
}
}
}
m->doubleJumpTimer = 0;
return TRUE;
}
s32 func_80252E74(struct MarioState *m, u32 arg1, u32 arg2)
{
u32 action UNUSED = m->action;
if (m->quicksandDepth >= 11.0f)
{
if (m->heldObj == NULL)
return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
else
return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
}
if (func_80251BF8(m))
func_80252070(m);
else
set_mario_action(m, arg1, arg2);
return TRUE;
}
s32 drop_and_set_mario_action(struct MarioState *m, u32 arg1, u32 arg2)
{
mario_stop_riding_and_holding(m);
return set_mario_action(m, arg1, arg2);
}
s32 func_80252F98(struct MarioState *m, u32 arg1, u32 arg2, s16 hurtCounter)
{
m->hurtCounter = hurtCounter;
return set_mario_action(m, arg1, arg2);
}
s32 func_80252FEC(struct MarioState *m)
{
if (m->input & INPUT_A_PRESSED)
return set_mario_action(m, ACT_JUMP, 0);
if (m->input & INPUT_OFF_FLOOR)
return set_mario_action(m, ACT_FREEFALL, 0);
if (m->input & INPUT_NONZERO_ANALOG)
return set_mario_action(m, ACT_WALKING, 0);
if (m->input & INPUT_ABOVE_SLIDE)
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
return 0;
}
s32 func_802530D4(struct MarioState *m)
{
if (m->input & INPUT_A_PRESSED)
return set_mario_action(m, ACT_HOLD_JUMP, 0);
if (m->input & INPUT_OFF_FLOOR)
return set_mario_action(m, ACT_HOLD_FREEFALL, 0);
if (m->input & INPUT_NONZERO_ANALOG)
return set_mario_action(m, ACT_HOLD_WALKING, 0);
if (m->input & INPUT_ABOVE_SLIDE)
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
return 0;
}
s32 func_802531B8(struct MarioState *m)
{
func_80285BD8(m->area->camera, m->area->camera->defPreset, 1);
vec3s_set(m->angleVel, 0, 0, 0);
if (m->heldObj == NULL)
return set_mario_action(m, ACT_WALKING, 0);
else
return set_mario_action(m, ACT_HOLD_WALKING, 0);
}
s32 func_8025325C(struct MarioState *m)
{
m->forwardVel = m->forwardVel / 4.0f;
m->vel = m->vel / 2.0f;
m->pos = m->waterLevel - 100;
m->faceAngle = 0;
vec3s_set(m->angleVel, 0, 0, 0);
if ((m->action & ACT_FLAG_DIVING) == 0)
m->faceAngle = 0;
if (m->area->camera->currPreset != CAMERA_PRESET_WATER_SURFACE)
func_80285BD8(m->area->camera, 8, 1);
return set_mario_action(m, ACT_WATER_PLUNGE, 0);
}
void func_8025335C(struct MarioState *m)
{
if (m->squishTimer != 0xFF)
{
if (m->squishTimer == 0)
vec3f_set(m->marioObj->header.gfx.scale, 1.0f, 1.0f, 1.0f);
else if (m->squishTimer <= 16)
{
m->squishTimer--;
m->marioObj->header.gfx.scale =
1.0f - ((D_8032CB7B[15 - m->squishTimer] * 0.6f) / 100.0f);
m->marioObj->header.gfx.scale =
((D_8032CB7B[15 - m->squishTimer] * 0.4f) / 100.0f) + 1.0f;
m->marioObj->header.gfx.scale = m->marioObj->header.gfx.scale;
}
else
{
m->squishTimer--;
vec3f_set(m->marioObj->header.gfx.scale, 1.4f, 0.4f, 1.4f);
}
}
}
void func_802534F4(struct MarioState *m)
{
f32 steepness;
f32 floor_nY;
if (gShowDebugText)
{
steepness = sqrtf(((m->floor->normal.x * m->floor->normal.x) +
(m->floor->normal.z * m->floor->normal.z)));
floor_nY = m->floor->normal.y;
print_text_fmt_int(210, 88, "ANG %d", (atan2s(floor_nY, steepness) * 180.0f) / 32768.0f);
print_text_fmt_int(210, 72, "SPD %d", m->forwardVel);
print_text_fmt_int(210, 56, "STA %x", (m->action & ACT_ID_MASK));
}
}
void func_8025360C(struct MarioState *m)
{
if (m->controller->buttonPressed & A_BUTTON)
m->input |= INPUT_A_PRESSED;
if (m->controller->buttonDown & A_BUTTON)
m->input |= INPUT_A_DOWN;
if (m->squishTimer == 0)
{
if (m->controller->buttonPressed & B_BUTTON)
m->input |= INPUT_B_PRESSED;
if (m->controller->buttonDown & Z_TRIG)
m->input |= INPUT_Z_DOWN;
if (m->controller->buttonPressed & Z_TRIG)
m->input |= INPUT_Z_PRESSED;
}
if (m->input & INPUT_A_PRESSED)
m->framesSinceA = 0;
else if (m->framesSinceA < 0xFF)
m->framesSinceA += 1;
if (m->input & INPUT_B_PRESSED)
m->framesSinceB = 0;
else if (m->framesSinceB < 0xff)
m->framesSinceB += 1;
}
void func_80253730(struct MarioState *m)
{
struct Controller *controller = m->controller;
f32 sp18 = ((controller->stickMag / 64.0f) *
(controller->stickMag / 64.0f)) * 64.0f;
if (m->squishTimer == 0)
m->intendedMag = sp18 / 2.0f;
else
m->intendedMag = sp18 / 8.0f;
if (m->intendedMag > 0.0f)
{
m->intendedYaw =
atan2s(-controller->stickY, controller->stickX) + m->area->camera->trueYaw;
m->input |= INPUT_NONZERO_ANALOG;
}
else
m->intendedYaw = m->faceAngle;
}
void func_80253834(struct MarioState *m)
{
f32 sp24;
f32 ceilToFloorDist;
resolve_wall_collisions(&m->pos, &m->pos, &m->pos, 60.0f, 50.0f);
resolve_wall_collisions(&m->pos, &m->pos, &m->pos, 30.0f, 24.0f);
m->floorHeight = find_floor(m->pos, m->pos, m->pos, &m->floor);
if (m->floor == 0)
{
vec3f_copy(m->pos, m->marioObj->header.gfx.pos);
m->floorHeight = find_floor(m->pos, m->pos, m->pos, &m->floor);
}
m->ceilHeight = func_802518D0(&m->pos, m->floorHeight, &m->ceil);
sp24 = func_80381D3C(m->pos, m->pos);
m->waterLevel = find_water_level(m->pos, m->pos);
if (m->floor)
{
m->floorAngle = atan2s(m->floor->normal.z, m->floor->normal.x);
m->unk14 = func_8025167C(m);
if ((m->pos > m->waterLevel - 0x28) && func_802519A8(m))
m->input |= INPUT_ABOVE_SLIDE;
if ((m->floor->flags & 1) || (m->ceil && m->ceil->flags & 1))
{
ceilToFloorDist = m->ceilHeight - m->floorHeight;
if ((0.0f <= ceilToFloorDist) && (ceilToFloorDist <= 150.0f))
m->input |= INPUT_SQUISHED;
}
if (m->pos > m->floorHeight + 100.0f)
m->input |= INPUT_OFF_FLOOR;
if (m->pos < (m->waterLevel - 0xa))
m->input |= INPUT_IN_WATER;
if (m->pos < (sp24 - 100.0f))
m->input |= INPUT_UNKNOWN_8;
}
else
level_trigger_warp(m, WARP_OP_DEATH);
}
void func_80253B2C(struct MarioState *m)
{
m->particleFlags = 0;
m->input = 0;
m->collidedObjInteractTypes = m->marioObj->collidedObjInteractTypes;
m->flags &= 0xFFFFFF;
func_8025360C(m);
func_80253730(m);
func_80253834(m);
func_802534F4(m);
if (gCameraMovementFlags & CAM_MOVE_C_UP_MODE)
{
if (m->action & 0x4000000)
m->input |= INPUT_FIRST_PERSON;
else
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
}
if (!(m->input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED)))
m->input |= INPUT_UNKNOWN_5;
if (m->marioObj->oInteractStatus & 0x13)
m->input |= INPUT_UNKNOWN_10;
nop_80254E3C(m);
if (m->wallKickTimer > 0)
m->wallKickTimer--;
if (m->doubleJumpTimer > 0)
m->doubleJumpTimer--;
}
void func_80253C94(struct MarioState *m)
{
f32 sp1C;
s16 sp1A;
if ((m->action & ACT_GROUP_MASK) == ACT_GROUP_SUBMERGED)
{
sp1C = (f32) (m->waterLevel - 80) - m->pos;
sp1A = m->area->camera->currPreset;
if ((m->action & ACT_FLAG_METAL_WATER))
{
if (sp1A != CAMERA_PRESET_CLOSE)
func_80285BD8(m->area->camera, 4, 1);
}
else
{
if ((sp1C > 800.0f) && (sp1A != CAMERA_PRESET_BEHIND_MARIO))
func_80285BD8(m->area->camera, 3, 1);
if ((sp1C < 400.0f) && (sp1A != CAMERA_PRESET_WATER_SURFACE))
func_80285BD8(m->area->camera, 8, 1);
if ((m->action & ACT_FLAG_INTANGIBLE) == 0)
{
if ((m->pos < (f32) (m->waterLevel - 160)) ||
(m->faceAngle < -0x800))
m->particleFlags |= PARTICLE_5;
}
}
}
}
void func_80253E34(struct MarioState *m)
{
s32 terrainIsSnow;
if (m->health >= 0x100)
{
if ((m->healCounter | m->hurtCounter) == 0)
{
if ((m->input & INPUT_UNKNOWN_8) && ((m->action & ACT_FLAG_INTANGIBLE) == 0))
{
if (((m->flags & MARIO_METAL_CAP) == 0) && (gDebugLevelSelect == 0))
m->health -= 4;
}
else
{
if ((m->action & 0x2000) && ((m->action & 0x1000) == 0))
{
terrainIsSnow = (m->area->terrainType & 0x7) == TERRAIN_SNOW;
if ((m->pos >= (m->waterLevel - 140)) && !terrainIsSnow)
m->health += 0x1A;
else if (gDebugLevelSelect == 0)
m->health -= (terrainIsSnow ? 3 : 1);
}
}
}
if (m->healCounter > 0)
{
m->health += 0x40;
m->healCounter--;
}
if (m->hurtCounter > 0)
{
m->health -= 0x40;
m->hurtCounter--;
}
if (m->health >= 0x881)
m->health = 0x880;
if (m->health < 0x100)
m->health = 0xFF;
if (((m->action & ACT_GROUP_MASK) == ACT_GROUP_SUBMERGED) && (m->health < 0x300))
SetSound(SOUND_UNKNOWN_UNK1C18, D_803320E0);
}
}
void func_80254088(struct MarioState *m)
{
m->unk98->action = m->action;
m->unk94->action = m->action;
vec3s_copy(m->unk94->faceAngle, m->faceAngle);
if ((m->flags & MARIO_UNKNOWN_25) == 0)
vec3f_copy(m->unk94->pos, m->pos);
}
void func_8025410C(struct MarioState *m)
{
struct MarioBodyState *sp4 = m->unk98;
sp4->capState = MARIO_HAS_DEFAULT_CAP_OFF;
sp4->eyeState = MARIO_EYES_BLINK;
sp4->handState = MARIO_HAND_FISTS;
sp4->unk08 = 0;
sp4->unk07 = 0;
m->flags &= ~0x40;
}
void func_80254164(struct MarioState *m)
{
struct Object *o = m->marioObj;
if (o->header.gfx.throwMatrix)
{
// TODO: throwMatrix should probably be an actual matrix pointer
*(f32 *)((u8 *) o->header.gfx.throwMatrix + 0x34) -= m->quicksandDepth;
}
o->header.gfx.pos -= m->quicksandDepth;
}
s32 func_802541BC(struct MarioState *m)
{
s32 flags = m->flags;
s32 action;
if (m->capTimer > 0)
{
action = (s32) m->action;
if (
(m->capTimer < 0x3D) ||
(
(action != ACT_READING_AUTOMATIC_DIALOGUE) &&
(action != ACT_READING_NPC_DIALOGUE) &&
(action != ACT_READING_SIGN) &&
(action != ACT_IN_CANNON)
)
)
{
m->capTimer--;
}
if (m->capTimer == 0)
{
func_80249418();
m->flags &= ~(MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP);
if ((m->flags &
(MARIO_UNKNOWN_00 | MARIO_VANISH_CAP |
MARIO_METAL_CAP | MARIO_WING_CAP)) == 0)
m->flags &= ~MARIO_CAP_ON_HEAD;
}
if (m->capTimer == 0x3C)
func_802493D4();
if ((m->capTimer < 0x40) && ((1LL << m->capTimer) & D_8032CB80))
{
flags &= ~(MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP);
if ((flags &
(MARIO_UNKNOWN_00 | MARIO_VANISH_CAP |
MARIO_METAL_CAP | MARIO_WING_CAP)) == 0)
flags &= ~MARIO_CAP_ON_HEAD;
}
}
return flags;
}
void func_8025435C(struct MarioState *m)
{
struct MarioBodyState *sp1C = m->unk98;
s32 sp18 = func_802541BC(m);
if (sp18 & MARIO_VANISH_CAP)
sp1C->unk08 = 0x180;
if (sp18 & MARIO_METAL_CAP)
sp1C->unk08 |= 0x200;
if (sp18 & MARIO_UNKNOWN_06)
sp1C->unk08 |= 0x200;
if (m->invincTimer >= 3)
{
if (gGlobalTimer & 1)
gMarioState->marioObj->header.gfx.node.flags |= 0x10;
}
if (sp18 & MARIO_CAP_IN_HAND)
{
if (sp18 & MARIO_WING_CAP)
sp1C->handState = MARIO_HAND_HOLDING_WING_CAP;
else
sp1C->handState = MARIO_HAND_HOLDING_CAP;
}
if (sp18 & MARIO_CAP_ON_HEAD)
{
if (sp18 & MARIO_WING_CAP)
sp1C->capState = MARIO_HAS_WING_CAP_ON;
else
sp1C->capState = MARIO_HAS_DEFAULT_CAP_ON;
}
if (m->action & ACT_FLAG_SHORT_HITBOX)
m->marioObj->hitboxHeight = 100.0f;
else
m->marioObj->hitboxHeight = 160.0f;
if ((m->flags & MARIO_TELEPORTING) && (m->fadeWarpOpacity != 0xFF))
{
sp1C->unk08 &= ~0xFF;
sp1C->unk08 |= (m->fadeWarpOpacity | 0x100);
}
}
void Unknown8025453C(u16 arg0, s32 arg1, u16 arg2, u16 arg3)
{
if ((gPlayer1Controller->buttonDown & 0x2000) &&
(gPlayer1Controller->buttonPressed & arg0) &&
((gMarioState->flags & arg1) == 0))
{
gMarioState->flags |= (arg1 + MARIO_CAP_ON_HEAD);
if (arg2 > gMarioState->capTimer)
gMarioState->capTimer = arg2;
func_80249368(arg3);
}
}
s32 func_80254604(UNUSED struct Object *arg0)
{
s32 sp24 = TRUE;
if (gMarioState->action)
{
gMarioState->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_10;
func_8025410C(gMarioState);
func_80253B2C(gMarioState);
mario_handle_special_floors(gMarioState);
mario_process_interactions(gMarioState);
if (gMarioState->floor == NULL)
return 0;
while (sp24)
{
switch (gMarioState->action & 0x1c0)
{
case ACT_GROUP_STATIONARY:
sp24 = mario_execute_stationary_action(gMarioState);
break;
case ACT_GROUP_MOVING:
sp24 = mario_execute_moving_action(gMarioState);
break;
case ACT_GROUP_AIRBORNE:
sp24 = mario_execute_airborne_action(gMarioState);
break;
case ACT_GROUP_SUBMERGED:
sp24 = mario_execute_submerged_action(gMarioState);
break;
case ACT_GROUP_CUTSCENE:
sp24 = mario_execute_cutscene_action(gMarioState);
break;
case ACT_GROUP_AUTOMATIC:
sp24 = mario_execute_automatic_action(gMarioState);
break;
case ACT_GROUP_OBJECT:
sp24 = mario_execute_object_action(gMarioState);
break;
}
}
func_80254164(gMarioState);
func_8025335C(gMarioState);
func_80253C94(gMarioState);
func_80253E34(gMarioState);
func_80254088(gMarioState);
func_8025435C(gMarioState);
if (gMarioState->floor->type == SURFACE_HORIZONTAL_WIND)
{
func_802ADC20(0, (gMarioState->floor->force << 8));
#if VERSION_US
SetSound(SOUND_ENVIRONMENT_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
#endif
}
if (gMarioState->floor->type == SURFACE_VERTICAL_WIND)
{
func_802ADC20(1, 0);
#if VERSION_US
SetSound(SOUND_ENVIRONMENT_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
#endif
}
func_80249040();
gMarioState->marioObj->oInteractStatus = 0;
return gMarioState->particleFlags;
}
return 0;
}
void func_802548BC(void)
{
Vec3s capPos;
struct Object *capObject;
D_80339F10 = 0;
gMarioState->actionTimer = 0;
gMarioState->framesSinceA = 0xFF;
gMarioState->framesSinceB = 0xFF;
gMarioState->invincTimer = 0;
if (save_file_get_flags() &
(SAVE_FLAG_CAP_ON_GROUND | SAVE_FLAG_CAP_ON_KLEPTO |
SAVE_FLAG_CAP_ON_UKIKI | SAVE_FLAG_CAP_ON_MR_BLIZZARD))
gMarioState->flags = 0;
else
gMarioState->flags = (MARIO_CAP_ON_HEAD | MARIO_UNKNOWN_00);
gMarioState->forwardVel = 0.0f;
gMarioState->squishTimer = 0;
gMarioState->hurtCounter = 0;
gMarioState->healCounter = 0;
gMarioState->capTimer = 0;
gMarioState->quicksandDepth = 0.0f;
gMarioState->heldObj = NULL;
gMarioState->riddenObj = NULL;
gMarioState->usedObj = NULL;
gMarioState->waterLevel = find_water_level(
gMarioSpawnInfo->startPos, gMarioSpawnInfo->startPos
);
gMarioState->area = gCurrentArea;
gMarioState->marioObj = gMarioObject;
gMarioState->marioObj->header.gfx.unk38.animID = -1;
vec3s_copy(gMarioState->faceAngle, gMarioSpawnInfo->startAngle);
vec3s_set(gMarioState->angleVel, 0, 0, 0);
vec3s_to_vec3f(gMarioState->pos, gMarioSpawnInfo->startPos);
vec3f_set(gMarioState->vel, 0, 0, 0);
gMarioState->floorHeight = find_floor(
gMarioState->pos, gMarioState->pos, gMarioState->pos,
&gMarioState->floor
);
if (gMarioState->pos < gMarioState->floorHeight)
gMarioState->pos = gMarioState->floorHeight;
gMarioState->marioObj->header.gfx.pos = gMarioState->pos;
gMarioState->action = (gMarioState->pos <= (gMarioState->waterLevel - 100))
? ACT_WATER_IDLE
: ACT_IDLE;
func_8025410C(gMarioState);
func_80254088(gMarioState);
gMarioState->unk98->unk0B = 0;
gMarioState->marioObj->oPosX = gMarioState->pos;
gMarioState->marioObj->oPosY = gMarioState->pos;
gMarioState->marioObj->oPosZ = gMarioState->pos;
gMarioState->marioObj->oMoveAnglePitch = gMarioState->faceAngle;
gMarioState->marioObj->oMoveAngleYaw = gMarioState->faceAngle;
gMarioState->marioObj->oMoveAngleRoll = gMarioState->faceAngle;
vec3f_copy(gMarioState->marioObj->header.gfx.pos, gMarioState->pos);
vec3s_set(
gMarioState->marioObj->header.gfx.angle,
0, gMarioState->faceAngle, 0
);
if (save_file_get_cap_pos(capPos))
{
capObject = spawn_object(gMarioState->marioObj, MODEL_MARIOS_CAP, bhvNormalCap);
capObject->oPosX = capPos;
capObject->oPosY = capPos;
capObject->oPosZ = capPos;
capObject->oForwardVel2 = 0;
capObject->oMoveAngleYaw = 0;
}
}
void func_80254CE0(void)
{
gMarioState->unk00 = 0;
gMarioState->flags = 0;
gMarioState->action = 0;
gMarioState->spawnInfo = &gPlayerSpawnInfos;
gMarioState->unk94 = &gPlayerStatusForCamera;
gMarioState->unk98 = &D_8033A040;
gMarioState->controller = &gControllers;
gMarioState->animation = &D_80339D10;
gMarioState->numCoins = 0;
gMarioState->numStars = save_file_get_total_star_count(
gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1
);
gMarioState->numKeys = 0;
gMarioState->numLives = 4;
gMarioState->health = 0x880;
gMarioState->unkB8 = gMarioState->numStars;
gMarioState->unkB0 = 0xBD;
gDisplayedCoins = 0;
gDisplayedHealthWedges = 8;
}
« Vous pouvez compiler ces contenus en l’état et obtenir une ROM Super Mario 64 fonctionnelle », ont indiqué les modders. Des chaînes d’outils modernes comme gcc permettent d’y parvenir. D’ailleurs, des preuves de concept sont déjà disponibles.
https://www.youtube.com/watch?v=2vY8hNVFk5k&feature=youtu.be
Les modders expliquent qu’ils y sont parvenus parce que Nintendo n’a pas activé les optimisations lors de la compilation. La manœuvre permet pourtant aux éditeurs de jeux vidéos de réduire la taille du code source et d’obscurcir sa structure. Les développeurs de l’éditeur japonais ont plutôt compilé sans le flag -O pour obtenir le binaire que la console exécute. En s'appuyant sur cette omission, les modders n’ont eu qu’à lire le code assembleur et à réécrire les fonctions qu’ils ont par la suite passées au test jusqu’à parvenir à une ROM fonctionnelle.
« Cette base de code est un trésor à préserver à tous les prix. Il s’avère que si vous compilez votre ROM sans optimisations, il est très facile d’obtenir le code non compilé à partir de l’assembleur. Nintendo aurait dû vérifier les CFLAGS avant de publier les versions américaine et japonaise », ont-ils lancé.
La réussite de l’opération a néanmoins nécessité qu’ils parviennent à émuler une ancienne version d’IRIX afin de pouvoir faire tourner un kit de développement Nintendo 64 identique à celui sur lequel les développeurs de la firme se sont appuyés. IRIX est un OS Unix de la société SGI. Il est conçu pour tourner de façon native sur les ordinateurs 32 et 64 bits basés sur l’architecture MIPS.
500081
Avec la publication de cette base de code, la cuisine interne devient plus aisée à appréhender pour la communauté des modders. En théorie, cette situation ouvre la porte au portage du jeu sur d’autres plateformes informatiques. En matière de performances, l’expérience peut s’avérer bénéfique puisque la disponibilité de versions natives permet de faire sans les émulateurs. En sus, il y a que les modders pourront déceler et corriger certaines erreurs de l’éditeur japonais. D’ailleurs des retours initiaux font état de ce que la compilation avec options d’optimisation permet d’obtenir une expérience de jeu plus fluide. Seulement, attention car le Japonais veille sur ses intérêts. Il y a un plus d’un an, il a initié une action en justice contre des sites qui offrent des ROM de jeux récents ou rétro. Il a fini par avoir gain de cause et ces derniers doivent lui verser 12 millions de dollars pour violation directe et indirecte de droits d’auteur.
Sources : GitHub, warosu
Et vous ?
:fleche: Qu’en pensez-vous ?
Voir aussi :
:fleche: Nintendo a supprimé le jeu « A Dark Room » de son magasin de jeux Switch eShop, car son développeur a révélé qu'il contenait un éditeur de code secret
:fleche: À défaut d'une Switch 2, Nintendo envisagerait de lancer une version mini de sa console Switch, plus petite et moins chère que sa grande sœur
:fleche: GB Studio : un créateur de jeu vidéo rétro open source pour Nintendo Game boy. Disponible sur Mac, Linux et Windows
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