/* Super Mario Sunshine Multiplayer */ #include #include #include #include #include #include "sms.h" #define NUM_PLAYERS 2 volatile const char* CREDITS = "Super Mario Sunshine Multiplayer https://egaddsworkshop.com/"; const float PI = 3.14159265f; const int MARIO_COLSIZE = 6; const float MULTI_MAXDISTANCE = 4000.0f; const char* MARIO_EMITTER = "/barrel.prm"; const float MARIO_TRAMPLEHEIGHT = 60.0f; const int32_t ENEMYMARIO_VTABLE[0x3b]; const int32_t EMARIO_VTABLE[0x45]; //static J2DTextBox textbox; //static char* info; int LimitDistance; MarioActor* Players[NUM_PLAYERS]; EMario* EMarios[NUM_PLAYERS]; Yoshi* CurrentYoshi; int IsPlaying[NUM_PLAYERS]; int HeldPlayer[NUM_PLAYERS]; int MarioOnYoshi[NUM_PLAYERS]; WaterEmitInfo* ShadowMarioEmitters[NUM_PLAYERS]; int WaterSprayTimer[NUM_PLAYERS]; int Started; int16_t CameraPhi; int16_t CameraTheta; int CameraModeTimer; int CameraMode; int playerLoopIndex; int multimode; //int bBx, bBy, mX, mY, cX, cY; // Background x, y - MENU x, y - Cursor x,y //int tX, tY; // TextBox x,y //int isMenuEnabled, menuTimer, isExit, exitTimer, repTimer, chooseTimer, hasChosen; //const char *optAry[] = {"Enabled", "Disabled"}; //int opt, boolDis; //float camDis; Vector cameraGuide; Vector playerAverage; Vector difplayerAverage; int OnUpdate(MarDirector* director) { int (*GameUpdate)(MarDirector* director) = GetObjectFunction(director, Director_GameUpdate); Players[0] = *gpMarioAddress; if (Players[0] == 0 || gpMarioAddress == 0) return GameUpdate(director); int realcount = 1; difplayerAverage.x = playerAverage.x; difplayerAverage.y = playerAverage.y; difplayerAverage.z = playerAverage.z; playerAverage.x = Players[0]->position.x; playerAverage.y = Players[0]->position.y; playerAverage.z = Players[0]->position.z; if (!Started) CameraPhi = Players[0]->roty + 0x7FFF; for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (IsPlaying[i] && ((EnemyMario*)Players[i])->emariohealth > 0){ realcount++; playerAverage.x += Players[i]->position.x; playerAverage.y += Players[i]->position.y; playerAverage.z += Players[i]->position.z; } if (!Started){ if (IsPlaying[i]) { Players[i]->position = Players[0]->position; Players[i]->position.y += 180 * i; Camera_AddMultiPlayer(*gpCamera, &(Players[i]->position)); } Players[i]->gamepad = &(GamePads[i]); ((EnemyMario*)Players[i])->emarioflags = 0x0082; //Show healthbar and visible shadow mario ((EnemyMario*)Players[i])->emariodamage = 0x000D; //Doesnt hurt mario GamePadTwo->u2 = 2; GamePadThree->u2 = 3; Players[i]->colsettings = 0x80000001; //item collision EMarios[i]->colsettings = 0x80000001; *(int*)((int)Players[i] + 0x388) = 0x0000FFFF; //Pollution collision } if (!IsPlaying[i] && (Controllers[i].buttons & PRESS_START)){ Players[i]->flags = MARIOFLAG_ALIVE; Players[i]->position = Players[0]->position; Players[i]->position.y += 180; Camera_AddMultiPlayer(*gpCamera, &(Players[i]->position)); IsPlaying[i] = 1; } if (((EnemyMario*)Players[i])->emariohealth <= 0 || ((MarioActor*)Players[i])->flags & MARIOFLAG_GAMEOVER){ SetMarioStatus(Players[i], STATE_STUNNED, 0, 0); Camera_RemoveMultiPlayer(*gpCamera, &(Players[i]->position)); ((EnemyMario*)Players[i])->emariohealth = 0; } int rstate = Players[i]->status & 0xFFFFFFF0; if (Players[0]->flags & MARIOFLAG_HASFLUDD){ if ((rstate == STATE_IDLE || rstate == STATE_RUNNING || rstate == STATE_JUMP || rstate == STATE_JUMPSIDE) && rstate != STATE_JUMPSPIN){ WaterSprayTimer[i] = 30; if (Controllers[i].buttons & PRESS_R){ MapObjBase_EmitSplash(Players[i]); SetMarioStatus(Players[i], STATE_JUMPSPIN1, 0, 0); Players[i]->speedy = 40.0f; WaterSprayTimer[i] = 0; } } else if (rstate == STATE_JUMPSPIN && Controllers[i].buttons & PRESS_R){ MapObjBase_EmitSplash(Players[i]); WaterSprayTimer[i] = 0; } if (rstate == STATE_JUMPSPIN && WaterSprayTimer[i] < 30){ ShadowMarioEmitters[i]->position = Players[i]->position; ShadowMarioEmitters[i]->u3 = 0.35f; ShadowMarioEmitters[i]->u5 = 5.0f; ShadowMarioEmitters[i]->u7 = 5.0f; ShadowMarioEmitters[i]->u9 = 5.0f; ShadowMarioEmitters[i]->u11 = 0; ShadowMarioEmitters[i]->count = 16; ModelWaterManager_EmitRequest(*gpModelWaterManager, ShadowMarioEmitters[i]); WaterSprayTimer[i]++; } } if (!(Players[0]->status & STATE_CUTSCENE) && Players[i]->status & STATE_CUTSCENE) Players[i]->status = Players[0]->status; if (IsPlaying[i] && LimitDistance && ((EnemyMario*)Players[i])->emariohealth > 0){ float xdist = Players[i]->position.x - Players[0]->position.x; float zdist = Players[i]->position.z - Players[0]->position.z; float yplanedist = sqrtf((xdist * xdist) + (zdist * zdist)); if (yplanedist > MULTI_MAXDISTANCE){ ParticleManager_EmitWithRotate(*gpMarioParticleManager, 0x15, &Players[i]->position, 0x4000, 0, 0, 0, 0); Players[i]->position.y += 60; ParticleManager_EmitWithRotate(*gpMarioParticleManager, 0x15, &Players[i]->position, 0x4000, 0, 0, 0, 0); Players[i]->position = Players[0]->position; ParticleManager_EmitWithRotate(*gpMarioParticleManager, 0x15, &Players[i]->position, 0x4000, 0, 0, 0, 0); Players[i]->position.y += 60; ParticleManager_EmitWithRotate(*gpMarioParticleManager, 0x15, &Players[i]->position, 0x4000, 0, 0, 0, 0); Players[i]->position.y += 240; Players[i]->speedy = 0.0f; } } } //if (Started) //{ // checkMultiplayerMenu(); // Check if the multiplayer menu is active :) //} //else { //When not started, add mario and cursor to camera if (!Started){ Camera_AddMultiPlayer(*gpCamera, &(Players[0]->position)); Camera_AddMultiPlayer(*gpCamera, &cameraGuide); } playerAverage.x /= (float)realcount; playerAverage.y /= (float)realcount; playerAverage.z /= (float)realcount; difplayerAverage.x = playerAverage.x - difplayerAverage.x; difplayerAverage.y = playerAverage.y - difplayerAverage.y; difplayerAverage.z = playerAverage.z - difplayerAverage.z; cameraGuide.x = playerAverage.x; cameraGuide.y = playerAverage.y; cameraGuide.z = playerAverage.z; for (int i = 0; i < NUM_PLAYERS; i++) { if (Players[i] == 0) continue; if (!IsPlaying[i]) continue; //Camera controls if (Controllers[i].buttons & PRESS_L && (!(Players[i]->status & (STATE_AIRBORN | STATE_DOJUMP))) || (Players[i]->flags & 0x3000)) CameraPhi = Players[i]->roty + 0x7FFF; if (CameraModeTimer == 0){ if (Controllers[i].buttons & PRESS_DL){ CameraMode++; CameraModeTimer = 30; } else if (Controllers[i].buttons & PRESS_DR){ CameraMode--; CameraModeTimer = 30; } } CameraTheta += Controllers[i].ranalogy * 2; CameraPhi += Controllers[i].ranalogx * 4; } if (CameraTheta > 6000) CameraTheta = 6000; if (CameraTheta < -1000) CameraTheta = -1000; if (CameraModeTimer > 0) CameraModeTimer--; if (CameraMode > 3) CameraMode = 0; if (CameraMode < 0) CameraMode = 2; Started = 1; return GameUpdate(director); } /* void OnDraw2D(J2DOrthoGraph* graphics) { snprintf(info, 128, "\33CC[FFFFFFFF]\33GC[FF0000FF]Distance Limit \n%s \n \nCamera Distance \n%f", optAry[opt], camDis); J2DTextBox_SetString(&textbox, info); J2DGrafContext_Setup2D((J2DGrafContext*)graphics); //Run replaced branch J2DScreen_Draw((J2DScreen*)&textbox, tX, tY, (J2DGrafContext*)graphics, 0x81); GXSetScissor(0, 0, 0x0280, 0x01c0); } */ void OnSetup(MarDirector* director) { playerLoopIndex = 0; HeldPlayer[0] = 0; IsPlaying[0] = 1; LimitDistance = 1; CameraPhi = 0; CameraTheta = 0; CameraModeTimer = 0; CameraMode = 0; cameraGuide.x = cameraGuide.y = cameraGuide.z = 0.0f; playerAverage.x = playerAverage.y = playerAverage.z = 0.0f; difplayerAverage.x = difplayerAverage.y = difplayerAverage.z = 0.0f; //assembly edit to allow shadow mario to slide on water int* address = 0x8024fc98; *address = 0x60000000; //and to disable loading params that arent needed and crash on console address = 0x8004370c; *address = 0x60000000; //Run replaced branch MarDirector_SetupObjects(director); EMarios[1] = (EMario*)SearchObjByRef("MarMP2"); if (NUM_PLAYERS > 2) EMarios[2] = (EMario*)SearchObjByRef("MarMP3"); if (NUM_PLAYERS > 3) EMarios[3] = (EMario*)SearchObjByRef("MarMP4"); MarioOnYoshi[0] = 0; for (int i = 1; i < NUM_PLAYERS; i++){ Players[i] = 0; HeldPlayer[i] = 0; //Clear to 0 for real hw MarioOnYoshi[i] = 0; ShadowMarioEmitters[i] = 0; WaterSprayTimer[i] = 0; if (EMarios[i] == 0) continue; HeldPlayer[i] = 0; Players[i] = (MarioActor*)(EMarios[i]->enemymario); //Get EnemyMario Players[i]->Type = ENEMYMARIO_VTABLE; EMarios[i]->Type = EMARIO_VTABLE; Players[i]->yoshi = CurrentYoshi; //Add yoshi, prevent some crashes on hw //Mario_InitValues(Players[i]); Players[i]->position.x = 10000; Players[i]->position.y = 10000; Players[i]->position.y = -10000; Players[i]->flags |= MARIOFLAG_INVISIBLE | MARIOFLAG_GONE; Players[i]->status = 0x0000133f; ((EnemyMario*)Players[i])->emariohealth = 0x40; Players[i]->colarray = malloc(sizeof(void*) * MARIO_COLSIZE); //Give shadow mario fludd to prevent yoshi crash... WaterGun* gun = malloc(7632); //fludd is fat if (gun != 0){ WaterGun_Create(gun, Players[i]); WaterGun_Init(gun); Players[i]->watergun = gun; } //Let shadow mario make water ShadowMarioEmitters[i] = malloc(sizeof(WaterEmitInfo)); if (ShadowMarioEmitters[i] != 0) WaterEmitInfo_Create(ShadowMarioEmitters[i], MARIO_EMITTER); } /* int* menuTrans = *TGCCConsole2 + GFX_OFF + 0xCC; int* blackTrans = *TGCCConsole2 + GFX_OFF - 0x1B0 + 0xCC; int* sMarioCTrans = *TGCCConsole2 + GFX_OFF + 0x1B0 + 0xCC; movePane(*TGCCConsole2 + GFX_OFF - 0x1B0, bBx, bBy); // Black background movePane(*TGCCConsole2 + GFX_OFF, mX + 170, mY + 50); // MENU Text (Add 0x1B0 for next entry) movePane(*TGCCConsole2 + GFX_OFF + 0x1B0, 50, 150); // Shadow Mario Cursor *menuTrans = 0x00000000; *blackTrans = 0x00000000; *sMarioCTrans = 0x00000000; JUTRect rect; JUTRect_Set(&rect, 0, 0, 512, 512); J2DTextBox_Create(&textbox, 0, &rect, GameFont, GameStrTable, 2, 0); tX = 100; tY = -35; boolDis = 1; */ Started = 0; } //Should only really be used for initializing void OnInitApp(void* application){ Application_Init(application); if (CalcKeyCode(CREDITS) != 9397) *(int*)MarDirector_SetupObjects = 0x4e800020; //Disable default multiplayer camera *(int*)0x80276b44 = 0x60000000; *(int*)0x800397f8 = 0x60000000; //info = (char*)malloc(128); //camDis = 0.667f; multimode = 1; for (int i = 0; i < NUM_PLAYERS; i++) IsPlaying[i] = 0; } void SetMarioAddresses(MarioActor* mario){ *gpMarioAddress = mario; *gpMarioPos = (int)mario + 0x10; *gpMarioAngleX = (int)mario + 0x94; *gpMarioAngleY = (int)mario + 0x96; *gpMarioAngleZ = (int)mario + 0x98; *gpMarioSpeedX = (int)mario + 0xA4; *gpMarioSpeedY = (int)mario + 0xA8; *gpMarioSpeedZ = (int)mario + 0xAC; } void EMarioControl(MarioActor* enemymario, void* drama, void* graphics){ for (int i = 0; i < NUM_PLAYERS; i++) { if (Players[i] == 0) continue; if (enemymario == Players[i] && IsPlaying[i]) return Mario_CheckController(enemymario, drama, graphics); } } void MarioSendMessage(HitActor* sender, unsigned long message){ //if (CurrentCollision == 0) // return 0; MarioActor* closest = 0; float distance = 1000000; for (int i = 0; i < NUM_PLAYERS; i++) { if (Players[i] == 0) continue; Vector dif = Players[i]->position; Vector_Subtract(&dif, &(sender->position)); float magnitude = Vector_Magnitude(&dif); if (magnitude < distance) { closest = Players[i]; distance = magnitude; } } if (closest == 0) return; int (*receiveMessage)(HitActor* t, HitActor* s, unsigned long m) = GetObjectFunction(closest, HitActor_ReceiveMessage); if (receiveMessage(closest, sender, message) == 0) return 0; else return 1; } void EMarioDamageExec(HitActor* this, HitActor* other, int u1, int u2, int u3, float f1, int u4, float f2, short u5) { for (int i = 1; i < NUM_PLAYERS; i++) if (Players[i] == this && ((EnemyMario*)Players[i])->emariohealth <= 0) return; Mario_DamageExec(this, other, u1, u2, u3, f1, u4, f2, u5); } void EMarioReceiveMessage(HitActor* this, HitActor* sender, unsigned long message){ for (int i = 1; i < NUM_PLAYERS; i++) if (Players[i] == this && ((EnemyMario*)Players[i])->emariohealth <= 0) return; Mario_ReceiveMessage(this, sender, message); } void EMarioPlayerControl(HitActor* this, void* drama, void* graphics){ Mario_PlayerControl(this, drama, graphics); } int IsMultiplayerMap(){ if (*ChangeScenario == 58 || *ChangeScenario == 30 || (*ChangeScenario == 3 && *ChangeEpisode == 5)) return 0; return multimode; } void OnMarioIncHP(HitActor* mario, int n){ if (mario == Players[0]) Mario_IncHP(mario, n); else { EnemyMario* enemymario = ((EnemyMario*)mario); if (enemymario->emariohealth < 0x40) enemymario->emariohealth += 8 * n; enemymario->hpmetertimer = 0x400; } } void OnMarioDecHP(HitActor* mario, int n){ if (mario == Players[0]) Mario_DecHP(mario, n); else { EnemyMario* enemymario = ((EnemyMario*)mario); if (enemymario->emariohealth > 0) enemymario->emariohealth -= 8 * n; enemymario->hpmetertimer = 0x400; } } void RemoveObjectFromColArray(HitActor* actor, HitActor* col){ if (actor->colcount == 0) return; int i = actor->colcount - 1; while (i >= 0){ if (actor->colarray[i] == col) break; i--; } actor->colcount--; if (i == actor->colcount){ return; } while (i < actor->colcount) actor->colarray[i] = actor->colarray[++i]; } void BounceMario(MarioActor* mario1, MarioActor* mario2){ int rstatus = mario1->status & 0xFFFFFFF0; if (rstatus != STATE_JUMPSPIN && rstatus != STATE_JUMP && rstatus != STATE_JUMPSIDE && rstatus != 0x02000890) { if (rstatus == 0x00800230 || rstatus == 0x008008A0){ //knock over other mario if (mario2->status & 0xFFFFFFF0 != 0x000024D0) SetMarioStatus(mario2, 0x000208b0, 0, 0); } return; } Vector temp; temp.x = 0.5f; temp.y = 0.5f; temp.z = 0.5f; mario1->speedy = 300.0f; Mario_SetAnimation(mario1, 211, 1.0f); //triple trample animation SetMarioStatus(mario1, 0x02000890, 0, 0); Mario_SetStatusToJumping(mario1, 0x02000890, 0); EasyEmitParticle(8, &(mario1->position), mario1, &temp); EasyEmitParticle(9, &(mario1->position), mario1, &temp); StartSoundActorWithInfo(6168, &(mario1->position), 0, 0.0f, 3, 0, 0, 0, 4); rstatus = mario2->status & 0xFFFFFFF0; if (rstatus == STATE_JUMPSPIN || rstatus == STATE_JUMP || rstatus == STATE_JUMPSIDE) { mario2->speedy = -mario1->speedy; } RemoveObjectFromColArray(mario1, mario2); } void OnCheckActorsHit(void* hitcheckobj){ //Set up EMario bounds for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; EMarios[i]->bound1 = 80.0f; //Manually EMarios[i]->bound2 = 50.0f; EMarios[i]->bound3 = 42.0f; EMarios[i]->bound4 = 130.0f; EMarios[i]->bound5 = 215.880554f; EMarios[i]->colflags = 0xFC000000; } playerLoopIndex = 0; //Run collision check ObjHitCheck_CheckActorsHit(hitcheckobj); for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; //Give EnemyMario EMario's collision data Players[i]->colcount = EMarios[i]->colcount; Players[i]->colarraysize = EMarios[i]->colarraysize; for (int j = 0; j < Players[i]->colcount; j++) Players[i]->colarray[j] = EMarios[i]->colarray[j]; //Remove held players from collision if (HeldPlayer[i]) RemoveObjectFromColArray(Players[i], HeldPlayer[i]); } if (Started){ //Add in some trample for fun for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (Players[i]->speedy > 0) continue; if ((int)Players[i]->colarray & 0x80000000 == 0) continue; for (int j = 0; j < Players[i]->colcount; j++){ if (GetType((Players[i]->colarray[j])) == ENEMYMARIO_VTABLE || GetType((Players[i]->colarray[j])) == 0x803dd660){ if (Players[i]->position.y > ((MarioActor*)Players[i]->colarray[j])->position.y + MARIO_TRAMPLEHEIGHT){ BounceMario(Players[i], (MarioActor*)(Players[i]->colarray[j])); } } } } } } void OnDetectHit(void* hitcheckobj, HitActor* one, HitActor* two){ EMario* held = 0; for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (Players[i] == HeldPlayer[0]) held = EMarios[i]; } if (one == held && two == Players[0]) return; if (two == held && one == Players[0]) return; ObjHitCheck_DetectHit(hitcheckobj, one, two); if (Started){ //Hacky have things direct collide with shadowmario for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (one->colcount >= 1 && one->colarray[one->colcount - 1] == EMarios[i]) one->colarray[one->colcount - 1] = Players[i]; if (two->colcount >= 1 && two->colarray[two->colcount - 1] == EMarios[i]) two->colarray[two->colcount - 1] = Players[i]; } } } void OnMarioHeld(MarioActor* mario, int a2, int a3, int a4){ MarioActor* other = 0; __asm__ ("addi %0,29,0" //Forces compiler to stop overwriting r31 : "=r" (other) : : "r29"); if (Started) { SetMarioStatus(mario, a2, a3, a4); for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (Players[i] == other) HeldPlayer[i] = mario; } } } //I placed branch right after r3 is set to the thrown object. //r31 holds mario's address void OnMarioThrow(HitActor* thrownobject){ MarioActor* mario = 0; __asm__ ("addi %0,31,0" //Forces compiler to stop overwriting r31 : "=r" (mario) : : "r31"); int (*receiveMessage)(HitActor* t, HitActor* s, unsigned long m) = GetObjectFunction(thrownobject, HitActor_ReceiveMessage); SetMarioAddresses(mario); receiveMessage(thrownobject, mario, 7); for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (thrownobject == Players[i]){ Vector newPos = **gpMarioPos; float angle = 2.0f * PI * **gpMarioAngleY / 65535.0f; newPos.x += sinf(angle) * 120.0f; newPos.z += cosf(angle) * 120.0f; Players[i]->position = newPos; Players[i]->status = STATE_DIVE; Players[i]->roty = **gpMarioAngleY; float speed = sqrtf((**gpMarioSpeedX * **gpMarioSpeedX) + (**gpMarioSpeedZ * **gpMarioSpeedZ)); SetMarioVelocity(Players[i], 40.0f + speed); Players[i]->speedy = 75.0f; } if (HeldPlayer[i] == thrownobject) HeldPlayer[i] = 0; } SetMarioAddresses(Players[0]); } //Same for OnMarioDrop void OnMarioDrop(HitActor* thrownobject){ MarioActor* mario = 0; __asm__ ("addi %0,31,0" //Forces compiler to stop overwriting r31 : "=r" (mario) : : "r31"); int (*receiveMessage)(HitActor* t, HitActor* s, unsigned long m) = GetObjectFunction(thrownobject, HitActor_ReceiveMessage); SetMarioAddresses(mario); receiveMessage(thrownobject, mario, 6); SetMarioAddresses(Players[0]); } void OnObjectTouchMario(HitActor* this, HitActor* other) { //Block certain objects from touching shadow mario if ((GetType(other) == TYPE_ENEMYMARIO || GetType(other) == TYPE_EMARIO) && GetType(this) == TYPE_ITEMNOZZLE) return; //Run replaced branch HitActor* (*TouchPlayer)(void* t, void* o) = GetObjectFunction(this, HitActor_TouchPlayer); TouchPlayer((void*)this, (void*)other); } void OnChangeNozzle(HitActor* this, int nozzletype, int nozzleslot){ int (*touchPlayer)(HitActor* t, HitActor* o) = GetObjectFunction(this, HitActor_TouchPlayer); //If this is shadow mario, ignore for (int i = 1; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (this == Players[i]->watergun) return; } WaterGun_ChangeNozzle(this, nozzletype, nozzleslot); } void OnRideYoshi(Yoshi* yoshi){ MarioActor* mario = 0; __asm__ ("addi %0,31,0" //Forces compiler to stop overwriting r31 : "=r" (mario) : : "r31"); for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (Players[i] == mario) MarioOnYoshi[i] = 1; } yoshi->mario = mario; SetMarioAddresses(mario); Yoshi_Ride(yoshi); SetMarioAddresses(Players[0]); } void OnDismountYoshi(MarioActor* mario){ for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (Players[i] == mario) MarioOnYoshi[i] = 0; } SetMarioAddresses(mario); Mario_GetOffYoshi(mario); SetMarioAddresses(Players[0]); } int IsOnYoshi(MarioActor* mario){ for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if (mario == Players[i] && MarioOnYoshi[i]) return 1; } return 0; } //Doesnt get more hacky than this //The way its written: if yoshi has mario on him, then all marios must be on yoshi //This should fix that int IsOnYoshi2(MarioActor* mario){ MarioActor* pmario1 = 0; MarioActor* pmario2 = 0; MarioActor* pmario3 = 0; __asm__ ("addi %0,31,0\n\t" //Forces compiler to stop overwriting possible mario registers "addi %1,30,0\n\t" "addi %2,29,0" : "=r" (pmario1), "=r" (pmario2), "=r" (pmario3) : : "r29", "r30", "r31"); for (int i = 0; i < NUM_PLAYERS; i++){ if (Players[i] == 0) continue; if ((pmario1 == Players[i] || pmario2 == Players[i] || pmario3 == Players[i]) && MarioOnYoshi[i]) return 1; } return 0; } void OnWaterGunUpdate(MarioActor* mario){ if (mario == Players[0]) Mario_WaterGunUpdate(mario); } //Normally converts polar coordinates to cartesian void CalcMultiplayerCameraPos(Vector* center, Vector* out, float rho, uint16_t theta ,uint16_t phi){ switch (CameraMode){ case 2: rho *= 0.667f; break; case 1: rho *= 1.5f; break; } CLBPolarToCross(center, out, rho, CameraTheta + theta, CameraPhi + phi); } int* CheckOtherObjectCollisions(volatile int* next){ //ugh volatile void* res = 0; int donext = 0; do { res = (void*)EMarios[++playerLoopIndex]; } while (res == 0 && playerLoopIndex < NUM_PLAYERS); //Loop through players, but dont allow non existent ones to pass if (playerLoopIndex >= NUM_PLAYERS){ //If end of list reached, reset list and continue playerLoopIndex = 0; donext = 1; res = (void*)Players[0]; __asm__ volatile ( //continue asm "lwz 0,0(%0)\n" "\tstw 0,0xa8(1)\n" : "=r" (next) : : "r0", "r3", "r4", "r5", "r30"); } __asm__ volatile ( //set current mario "addi 31,%0,0\n" : : "r" (res) : "r0", "r3", "r4", "r5", "r30"); //don't clobber r31 so it stays changed return next; } void CheckOtherObjectCollisions2(){ //ugh if (playerLoopIndex == 0) { __asm__ volatile ( //Only reset count on first loop "sth 0, 0x0048(3)\n" : : : "r0", "r1", "r2", "r3", "r4"); } } void ChangeAllPlayerStatus(MarioActor* mario, uint32_t u1, uint32_t u2, int u3){ for (int i = 1; i < NUM_PLAYERS; i++) if (Players[i] != 0) SetMarioStatus(Players[i], u1, u2, u3); SetMarioStatus(mario, u1, u2, u3); } Yoshi* CreateYoshi(int size){ CurrentYoshi = malloc(size); return CurrentYoshi; } /* int checkMultiplayerMenu() { int* menuTrans = *TGCCConsole2 + GFX_OFF + 0xCC; int* blackTrans = *TGCCConsole2 + GFX_OFF - 0x1B0 + 0xCC; int* sMarioCTrans = *TGCCConsole2 + GFX_OFF + 0x1B0 + 0xCC; //*menuTrans -= 0x10000000; //*blackTrans -= 0x10000000; if (isExit) // exiting timer { exitTimer++; } if (!isMenuEnabled) // Controls re-pause timer { repTimer++; tX = 0xffff; tY = 0xffff; } if (isMenuEnabled) { if (hasChosen) { chooseTimer++; if (chooseTimer >= 15) { hasChosen = 0; chooseTimer = 0; } } if (ControllerOne->buttons & PRESS_DD) { movePane(*TGCCConsole2 + GFX_OFF + 0x1B0, 50, 150 + 60); boolDis = 0; } if (ControllerOne->buttons & PRESS_DU) { movePane(*TGCCConsole2 + GFX_OFF + 0x1B0, 50, 150); boolDis = 1; } if (ControllerOne->buttons & PRESS_A && boolDis && !hasChosen) { if (opt == 0) { opt = 1; LimitDistance = 0; } else { opt = 0; LimitDistance = 1; } hasChosen = 1; } if (ControllerOne->buttons & PRESS_A && !boolDis && !hasChosen) { camDis += 0.5f; hasChosen = 1; } if (ControllerOne->buttons & PRESS_B && !boolDis && !hasChosen) { camDis -= 0.5f; hasChosen = 1; } tX = 100; tY = -35; *menuTrans += 0x10000000; *blackTrans += 0x10000000; *sMarioCTrans += 0x10000000; menuTimer++; if (menuTimer >= 5) *blackTrans = 0x60000000; if (menuTimer >= 10) { *menuTrans = 0xf0000000; *sMarioCTrans = 0xf0000000; } } if (ControllerOne->buttons & PRESS_Y) { if (!isMenuEnabled && repTimer >= 15) { isMenuEnabled = 1; } if (isMenuEnabled) { isExit = 1; menuTimer = 0; tX = 0xffff; tY = 0xffff; if (isExit && exitTimer >= 15) { while (*menuTrans > 0) { *menuTrans -= 0x10000000; *blackTrans -= 0x10000000; *sMarioCTrans -= 0x10000000; } if (*menuTrans <= 0) { *menuTrans = 0x00000000; *blackTrans = 0x00000000; *sMarioCTrans = 0x00000000; isMenuEnabled = 0; isExit = 0; exitTimer = 0; repTimer = 0; } } } } } */ // Generated by wxHexEditor // const int32_t ENEMYMARIO_VTABLE[0x3b] = { 0x00000000, 0x00000000, 0x8003F738, 0x80007D70, 0x80276BD0, 0x802FA6F4, 0x80276ADC, 0x802FA6FC, 0x8003F814, 0x00000000, 0x00000000, 0x800452D0, 0x803370C0, 0x8033720C, 0x80337214, 0x8033721C, 0x80337220, 0x80337228, 0x8033722C, 0x80337230, 0x80337234, 0x80007FA8, 0x80007FA0, 0x80007F98, 0x80007F90, 0x80007F88, 0x80007F80, 0x803370E0, 0x803370E8, 0x803370EC, 0x803370F4, 0x803370F8, 0x80337100, 0x80337104, 0x802F7004, 0x802F7020, 0x802F703C, 0x802F7058, 0x802F7074, 0x802F7090, 0x80282AF4, 0x80247E50, 0x80007CFC, 0x80255A8C, 0x80007D60, 0x00000000, 0x00000000, 0x800452D8, 0x80044CA4, 0x800406CC, EMarioControl, EMarioPlayerControl, 0x8004440C, 0x80244520, 0x80280FE8, EMarioDamageExec, 0x802853F8, 0x8024D17C, 0x80042E48 }; // Generated by wxHexEditor // const int32_t EMARIO_VTABLE[0x45] = { 0x00000000, 0x00000000, 0x80039BF4, 0x80007D70, 0x80039810, 0x802FA6F4, 0x800397B4, 0x802FA6FC, 0x80039148, 0x00000000, 0x00000000, 0x80039F5C, 0x803370C0, 0x8033720C, 0x80337214, 0x8033721C, 0x80337220, 0x80337228, 0x8033722C, 0x80337230, 0x80337234, 0x80007FA8, 0x80007FA0, 0x80007F98, 0x80007F90, 0x80007F88, 0x80007F80, 0x803370E0, 0x803370E8, 0x803370EC, 0x803370F4, 0x803370F8, 0x80337100, 0x80337104, 0x802F7004, 0x802F7020, 0x802F703C, 0x802F7058, 0x802F7074, 0x802F7090, EMarioReceiveMessage, 0x80217CA8, 0x80007CFC, 0x80007D40, 0x80007D60, 0x80218CC0, 0x80218A48, 0x80039600, 0x8003BF44, 0x802182F0, 0x80218414, 0x802184DC, 0x8021818C, 0x80218020, 0x80217FC8, 0x80217DE4, 0x80218344, 0x8003952C, 0x80217D88, 0x80217D6C, 0x80217CC8, 0x80217B30, 0x80217990, 0x8003C460, 0x8003BE2C, 0x8003BCE0, 0x8003BF38, 0x80007DFC, 0x80007E04 };