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|
#include <common.h>
#include <game.h>
#include <g3dhax.h>
//////////////////////////////////////////////////////////
//
// How it works:
//
// 1) Skip down to line 70 - read the comments along the way if you like
// 2) Change the stuff inside " " to be what you want.
// 3) Copy paste an entire 'case' section of code, and change the number to change the setting it uses
// 4) give it back to Tempus to compile in
//
// This is the class allocator, you don't need to touch this
class dMakeYourOwn : public dStageActor_c {
// Let's give ourselves a few functions
int onCreate();
int onDelete();
int onExecute();
int onDraw();
static dMakeYourOwn *build();
// And a model and an anmChr
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
nw4r::g3d::ResFile resFile;
m3d::anmChr_c chrAnimation;
nw4r::g3d::ResMdl mdl;
// Some variables to use
int model;
bool isAnimating;
float size;
float zOrder;
void setupAnim(const char* name, float rate);
void setupModel(const char* arcName, const char* brresName, const char* mdlName);
};
// This sets up how much space we have in memory
dMakeYourOwn *dMakeYourOwn::build() {
void *buffer = AllocFromGameHeap1(sizeof(dMakeYourOwn));
return new(buffer) dMakeYourOwn;
}
// Saves space when we do it like this
void dMakeYourOwn::setupAnim(const char* name, float rate) {
if (isAnimating) {
nw4r::g3d::ResAnmChr anmChr;
anmChr = this->resFile.GetResAnmChr(name);
this->chrAnimation.setup(this->mdl, anmChr, &this->allocator, 0);
this->chrAnimation.bind(&this->bodyModel, anmChr, 1);
this->bodyModel.bindAnim(&this->chrAnimation, 0.0);
this->chrAnimation.setUpdateRate(rate);
}
}
void dMakeYourOwn::setupModel(const char* arcName, const char* brresName, const char* mdlName) {
this->resFile.data = getResource(arcName, brresName);
this->mdl = this->resFile.GetResMdl(mdlName);
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
}
// This gets run when the sprite spawns!
int dMakeYourOwn::onCreate() {
// Settings for your sprite!
this->model = this->settings & 0xFF; // Sets nubble 12 to choose the model you want
this->isAnimating = this->settings & 0x100; // Sets nybble 11 to a checkbox for whether or not the model has an anmChr to use
this->size = (float)((this->settings >> 24) & 0xFF) / 4.0; // Sets nybbles 5-6 to size. Size equals value / 4.
float zLevels[16] = {-6500.0, -5000.0, -4500.0, -2000.0,
-1000.0, 300.0, 800.0, 1600.0,
2000.0, 3600.0, 4000.0, 4500.0,
6000.0, 6500.0, 7000.0, 7500.0 };
this->zOrder = zLevels[(this->settings >> 16) & 0xF];
// Setup the models inside an allocator
allocator.link(-1, GameHeaps[0], 0, 0x20);
// Makes the code shorter and clearer to put these up here
// A switch case, add extra models in here
switch (this->model) {
// TITLESCREEN STUFF
// DEFAULT
case 0: //Red ballon, bobs
setupModel("arrow", "g3d/bre0.brres", "ballon_red");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = -3300.0;
setupAnim("anim00", 1.0);
break;
case 1: //Green ballon, bobs
setupModel("arrow", "g3d/bre1.brres", "ballon_green");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim01", 1.0);
break;
case 2: // Mario, using "wait" with mouth open
setupModel("arrow", "g3d/bre2.brres", "mario_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = -3000.0;
setupAnim("anim02", 1.0);
break;
case 3: // Peach, custom anim, bobs
setupModel("arrow", "g3d/bre3.brres", "peach_ts");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = -3000.0;
setupAnim("anim03", 1.0);
break;
case 4: // Luigi with mouth open using "wait", bobs
setupModel("arrow", "g3d/bre4.brres", "luigi_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim04", 1.0);
break;
case 5: // Yellow Toad with mouth open, does wait, bobs
setupModel("arrow", "g3d/bre5.brres", "toady_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim05", 1.0);
break;
case 6: // Blue Toad with mouth open, bobs head and himself
setupModel("arrow", "g3d/bre6.brres", "toadb_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim06", 1.0);
break;
// BOWSER BEAT TS
case 7: // Mario's clowncar, bobs, animates propeller
setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim07", 1.0);
break;
case 8: // Weegee clowncar, bobs, animates propeller, spins
setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim08", 2.0);
break;
case 9: // Toad Yellow clowncar, bobs, animates propeller
setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim09", 1.0);
break;
case 10: // Toad Blue, bobs, animates propeller
setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim10", 1.0);
break;
case 11: // Peach clowncar, bobs, animates propeller
setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim11", 1.0);
break;
case 12: // Mario in a clowncar, bobbing, with fist outstretched.
setupModel("block_arrow", "g3d/bre12.brres", "mario_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim12", 1.0);
break;
case 13: // Weegee failing
setupModel("block_arrow", "g3d/bre13.brres", "luigi_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim13", 2.0);
break;
case 14: // Toad Yellow, bobs head, bobs
setupModel("block_arrow", "g3d/bre14.brres", "toady_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim14", 1.0);
break;
case 15: // Blue Toad, bobs head, bobs
setupModel("block_arrow", "g3d/bre15.brres", "toadb_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim15", 1.0);
break;
case 16: // Peach laughing, bobbing
setupModel("block_arrow", "g3d/bre16.brres", "peach_end");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim16", 1.0);
break;
//PERFECT FILE TS
case 17: // This is the peach castle backdrop
setupModel("arrow", "g3d/bre17.brres", "ground_perfect");
SetupTextures_Map(&bodyModel, 0);
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim17", 1.0);
break;
case 18: // Mario very small, looking up.
setupModel("arrow", "g3d/bre18.brres", "mario_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim18", 1.0);
break;
case 19: // Weegee very small, looking up.
setupModel("arrow", "g3d/bre19.brres", "luigi_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim19", 1.0);
break;
case 20: // Yellow Toad, very small, looking up.
setupModel("arrow", "g3d/bre16.brres", "toady_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim20", 1.0);
break;
case 21: // Blue Toad, very small, looking up.
setupModel("arrow", "g3d/bre16.brres", "toadb_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim21", 1.0);
break;
case 22: // I don't think this is used, actually :|
setupModel("arrow", "g3d/bre22.brres", "peach_perfect");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim22", 1.0);
break;
case 23: // I don't think this is used, actually :|
setupModel("arrow", "g3d/bre23.brres", "backdrop");
SetupTextures_Map(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("anim23", 1.0);
break;
// A level thing
case 24: // Small cloud, bobs up and down
setupModel("arrow", "g3d/bre24.brres", "cloud");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = -3300.0;
setupAnim("anim24", 1.0);
break;
// Here begins the ending crap
case 25: // Ship fallen, with broken propellers and cannons.
setupModel("cage_boss_koopa", "g3d/ShipFallen.brres", "KoopaShip");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("animation", 1.0);
break;
case 26: // A tree. From the ghost bg.
setupModel("cage_boss_koopa", "g3d/tree_end.brres", "tree");
SetupTextures_Map(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("animation", 1.0);
break;
case 27: // Bowser, laying down, eyes closed. Medic? Medic!
setupModel("cage_boss_koopa", "g3d/bowser_dead.brres", "koopa");
SetupTextures_Boss(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("animation", 1.0);
break;
case 28: // A car. The animation has it tilted slightly. It's a bit darker than usual.
setupModel("cage_boss_koopa", "g3d/clown_car_end.brres", "car");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3000.0;
setupAnim("animation", 1.0);
break;
//CREDITS SHIT
case 29: // Mario's clowncar, bobs, animates propeller
setupModel("kameck_princess", "g3d/bre29.brres", "clowncar_mario");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim29", 1.0);
break;
case 30: // Weegee clowncar, bobs, animates propeller
setupModel("kameck_princess", "g3d/bre30.brres", "clowncar_luigi");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim30", 1.0);
break;
case 31: // Toad Yellow clowncar, bobs, animates propeller
setupModel("kameck_princess", "g3d/bre31.brres", "clowncar_toady");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim31", 1.0);
break;
case 32: // Toad Blue, bobs, animates propeller
setupModel("kameck_princess", "g3d/bre32.brres", "clowncar_toadb");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim32", 1.0);
break;
case 33: // Peach clowncar, bobs, animates propeller
setupModel("kameck_princess", "g3d/bre33.brres", "clowncar_peach");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim33", 1.0);
break;
case 34: // Mario in a clowncar, bobbing, with fist outstretched.
setupModel("kameck_princess", "g3d/bre34.brres", "mario_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 0;
setupAnim("anim34", 1.0);
break;
case 35: // Weegee
setupModel("kameck_princess", "g3d/bre35.brres", "luigi_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim35", 1.0);
break;
case 36: // Toad Yellow, bobs head, bobs
setupModel("kameck_princess", "g3d/bre36.brres", "toady_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim36", 1.0);
break;
case 37: // Blue Toad, bobs head, bobs
setupModel("kameck_princess", "g3d/bre37.brres", "toadb_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim37", 1.0);
break;
case 38: // Peach laughing, bobbing
setupModel("kameck_princess", "g3d/bre38.brres", "peach_end");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim38", 1.0);
break;
case 39: // PC Backdrop again
setupModel("CreditsBG", "g3d/dupa.brres", "ground_perfect");
SetupTextures_Map(&bodyModel, 0);
this->pos.z = 0.0;
setupAnim("anim38", 1.0);
break;
case 40: // Chestnut Canopy
setupModel("chestnut", "g3d/canopy.brres", "canopy");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
// setupAnim("anim38", 1.0);
break;
case 41: // Chestnut Canopy
setupModel("chestnut", "g3d/canopy_1.brres", "canopy_1");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
// setupAnim("anim38", 1.0);
break;
case 42: // Chestnut Canopy
setupModel("chestnut", "g3d/canopy_2.brres", "canopy_2");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 0.0;
// setupAnim("anim38", 1.0);
break;
}
allocator.unlink();
if (size == 0.0) { // If the person has the size nybble at zero, make it normal sized
this->scale = (Vec){1.0,1.0,1.0};
}
else { // Else, use our size
this->scale = (Vec){size,size,size};
}
this->onExecute();
return true;
}
// YOU'RE DONE, no need to do anything below here.
int dMakeYourOwn::onDelete() {
return true;
}
int dMakeYourOwn::onExecute() {
if (isAnimating) {
bodyModel._vf1C(); // Advances the animation one update
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0); // Resets the animation when it's done
}
}
return true;
}
int dMakeYourOwn::onDraw() {
if ((this->settings >> 16) & 0xF != 0) {
matrix.translation(pos.x, pos.y, this->zOrder); } // Set where to draw the model : -5500.0 is the official behind layer 2, while 5500.0 is in front of layer 0.
else {
matrix.translation(pos.x, pos.y, pos.z -6500.0); } // Set where to draw the model : -5500.0 is the official behind layer 2, while 5500.0 is in front of layer 0.
matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); // Set how to rotate the drawn model
bodyModel.setDrawMatrix(matrix); // Apply matrix
bodyModel.setScale(&scale); // Apply scale
bodyModel.calcWorld(false); // Do some shit
bodyModel.scheduleForDrawing(); // Add it to the draw list for the game
return true;
}
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