Commit graph

1610 commits

Author SHA1 Message Date
Matt Penny 80a896d508 Namespaced name for imported libultra target 2024-10-19 21:33:42 -04:00
Matt Penny e61142b902 Build skeletool with CMake 2024-10-19 21:18:15 -04:00
Matt Penny 3b9fba522b Get Skeletool dependencies from system
Do not install while building
2024-10-19 21:18:14 -04:00
Matt Penny 42a9189c95 CMake: get assembly working
* Assemble through `gcc` instead of `as` directly, so source files are
  preprocessed (i.e., `#include`)
* `gcc` does not pass `-I` include directories to `as`. This can
  supposedly be fixed by recompiling `gcc` with `--with-gnu-as`. Popular
  N64 toolchain binary distributions don't do this, and to lower the
  barrier to entry I don't want to force users to have to compile their
  own. Work around it by passing `-Wa,-I`.
* CMake only finds assembly dependencies when preprocessing, not when
  assembling. Use `#include` instead of `.include` to work around this.
  The `.incbin`s used by `sound_data.s` are covered by the
  sound_data_tables target dependency.
2024-10-19 16:30:58 -04:00
Matt Penny 4e9e9d32d6 ASM: simplify, document, start integrating with CMake
* Refactor entry point
* Remove unused code
* Reformat level header to be more clear, and add more comments

Looks like assembling with CMake will require some changes to the
assembler flags, and possibly some manual dependency specification.
2024-10-19 02:38:52 -04:00
Matt Penny 1cb12690b8 Fix UV mapping on elevator bottom edge 2024-10-17 21:20:01 -04:00
Matt Penny 22ea93d19f CMake: automatically find programs used in build
Blender 3.6 and ImageMagick 6 versions are also enforced
2024-10-17 21:04:48 -04:00
Matt Penny 08368ffa25 Remove mpg123 dependency
It was used to convert MP3 -> WAV, which ffmpeg can do.
2024-10-17 18:44:24 -04:00
Matt Penny 86aaad1b3b CMake: suppress sox warnings 2024-10-17 18:20:55 -04:00
Matt Penny 259181f2b5 CMake: add find module for libultra, improve N64 toolchain file
* Less hard-coding when searching for libultra
* Proper compiler, assembler, and linker flags
* Multiple build types
* Support for multi-config generators
2024-10-17 18:14:15 -04:00
Matt Penny 9546c509a8 CMake: generate and link localized strings 2024-10-10 01:14:17 -04:00
Matt Penny 08dc063227 Use proper default material for fleck_ash2
Previously, grav_flare was used (likely due to a copy/paste error),
resulting in a warning during build and unnecessary texture data
being included in the fleck_ash2 generated model.
2024-10-09 22:55:53 -04:00
Matt Penny ddac6daeff CMake: prevent double work when using parallel make 2024-10-09 22:49:02 -04:00
Matt Penny 87f931a8e4 CMake: link level and model animation data 2024-10-09 21:57:39 -04:00
Matt Penny 6c625e39e6 CMake: link generated code 2024-10-08 00:25:30 -04:00
Matt Penny 1d0b22df61 Generate dynamic model lists with CMake, + refactor
* When building with CMake, dynamic model lists are now generated
* Factored common code out of generate_*_list.js files to deduplicate
* Better separated generated model lists from main game code
    `dynamic_asset_data.c` and `dynamic_animated_asset_data.c`
    previously #included the corresponding generated headers, and
    `dynamic_asset_loader.c` declared externs for the contents.

    This messiness was likely done so the generated code would be built
    automatically (the Makefile globs all C files under `src/`).

    Now, model list data is output to C source files which are built
    explicitly. This, with some refactoring, allows the previously
    mentioned source files and externs to be removed.

    This is a bit hacky in the Makefile but will be automatic under
    CMake by using target properties.
* Reorganized some files under `tools/`
2024-10-05 21:11:49 -04:00
Matt Penny 9643719a31 Fix incorrect variable name for Python executable in CMake build 2024-10-05 02:04:39 -04:00
Matt Penny e1e6a53aa6 Convert models during CMake build
No generation of dynamic model lists yet
2024-10-05 01:54:55 -04:00
Matt Penny 1e8a4f5458 Remove empty linked list files 2024-10-05 01:24:56 -04:00
Matt Penny 2e6f8ac86b Reflect proper default scene scale in defs.h
This value is set when compiling anyway, but this change makes the value
match for consistency.

Now that the default is the actual intended value, it doesn't need to be
overridden in the Makefile, but since scene scale needs to be passed to
skeletool regardless I'm going to keep the preprocessor define too so
they don't get out of sync.
2024-10-05 01:24:56 -04:00
Matt Penny 6607838b8d Rename skeletool loadScene() isLevel argument to shouldSimplify and invert logic
This is more accurate to what the code is actually used for, making it
easier to understand.
2024-10-05 00:07:13 -04:00
Matt Penny a652558a4c Remove unused material door_frame_01 2024-10-04 23:47:41 -04:00
Matt Penny 7d5caf5912 Remove unnecessary model flags 2024-10-04 22:42:21 -04:00
Matt Penny 6a14db3a16 Start to hook up code generation with CMake builds
Automatically generate material, sound, and level data.

Generated code is not currently linked.
2024-09-26 23:06:10 -04:00
Matt Penny 51e7e001a5 Link to libultra for CMake builds
Libultra include directory and library path are now found dynamically and
saved in a CMake cache variable so they can be overridden by users.

The game now links to libultra. Most linker errors are now due to lack of
integration with generated code dependencies.
2024-09-26 00:36:44 -04:00
Matt Penny bc2052527c Generate game version for CMake builds and fix generated level names
With CMake, the game version is stored in a generated header file so
dependencies on it are kept track of automatically.

The game now compiles when using CMake but does not link.

Generated code dependencies are not hooked up yet and corresponding
targets need to be built manually.
2024-09-25 22:24:16 -04:00
Matt Penny 9e633b868b Work on CMake compilation
About half of the source files compile.
Need to hook up generated code, compiler definitions, and dependencies.
2024-09-24 01:27:18 -04:00
Matt Penny a67288f62e Add barebones N64 CMake toolchain files
Just focus on compilation for now
2024-09-24 01:02:03 -04:00
Matt Penny fa0940fe90 Work on CMake conversion: test chambers
Incidental changes along the way:
* Move `export_level.lua` to `tools/level_scripts/`
* Small reorganizations/fixes to existing `CMakeLists.txt` files
* Support passing absolute paths to level export
2024-09-13 00:53:55 -04:00
Matt Penny dea0c3591d Work on CMake conversion: sound transformation, conversion, and table generation
Some parts need to be cleaned up/removed/streamlined after the CMake
build can build the game on its own and compatibility with what the
old makefile does is no longer needed.
2024-09-12 02:17:28 -04:00
Matt Penny 8845a96667 Don't special case valve.aifc generation
It is still necessary to special case extracting the raw WAV from the
video, but now conversion is handled using a .sox file just like the
other sounds.

This simplifies sound processing for the CMake transition.
2024-09-12 02:17:26 -04:00
Matt Penny ad66fb116c Store generated Valve image in portal_pak_modified/, not build/
To better organize generated files, portal_pak_modified/ will be used
for files generated by modifying portal_pak_dir/ contents.

Build/ will be for conversion to a final form needed for compilation,
without content modification.
2024-09-11 20:13:57 -04:00
Matt Penny 0d2cd6efe0 Work on CMake conversion: sound transformation 2024-09-09 23:34:16 -04:00
Matt Penny e2d4631ad1 Use .sox, not .jsox for elevator_move_loop1
Effects aren't used for this sound, so .jsox is unnecessary
2024-09-09 22:07:49 -04:00
Matt Penny 2fcea7f9d2 Work on CMake conversion: material generation 2024-09-07 20:00:45 -04:00
Matt Penny ad38717b04 Update clock digit image name in Blend file so it previews properly 2024-09-06 01:37:47 -04:00
Matt Penny b999e139fa Work on CMake conversion: VPK extract and texture conversion 2024-09-06 01:26:08 -04:00
Matt Penny 2f1171fccf Stitch together clock digits in .ims file, not makefile
Simplifies asset conversion for CMake transition
2024-09-06 01:26:08 -04:00
Matt Penny 12f1332d9d Copy awe_total via .ims file, not makefile
Simplifies asset conversion for CMake transition
2024-09-06 01:26:08 -04:00
Matt Penny dfe9a39d7a Use latest Ubuntu LTS (24.04) for docker build and fix git permission issues 2024-08-28 19:48:50 -04:00
Matt Penny bf6a5a643f Support building from source code archive (#85)
Save git describe output on `git archive` and fall back to saved
output for version number if building outside of a git repo.
2024-08-26 16:36:12 -04:00
Petteri Valkonen d757d8645a
Add missing hyphen to Docker image make command argument (#86) 2024-08-25 19:09:39 -04:00
Matt Penny 9e1dfa338b Fix stair lighting in chamber 14 2024-08-22 20:12:46 -04:00
Matt Penny 769f3aa4f1 Fix chamber 13 end room doorway bounds
Prevents seeing out of bounds.
2024-08-22 20:03:33 -04:00
Matt Penny 34a9a93997 Fix mesh gap in chamber 15 hazard hallway ceiling 2024-08-22 17:15:55 -04:00
Matt Penny 1e05c88d43 Check in missing QR code image 2024-08-20 22:52:51 -04:00
Matt Penny 429dc0bd91 Add version text to landing menus
If the current commit has a tag, the tag name is used as the version.
Otherwise, the short hash of the current commit is used.
2024-08-20 21:05:29 -04:00
Matt Penny da028cd405 Update credits with link to current repo 2024-08-20 19:59:36 -04:00
Matt Penny 0016834245 Constrain visible rooms in chamber 15 problem areas 2024-08-20 19:57:42 -04:00
Matt Penny ab56ffb380 Add can_see argument to whitelist visible rooms
Useful for room shapes which cannot be handled by standard visibility
checks.

Normally this can be addressed with additional rooms and doorways, but
sometimes a room is required to be a complex shape (for example, to
accomodate animated static geometry).

These instances should be few and far between, so leaving this as an
opt-in feature that can be used during level authoring.
2024-08-20 19:52:50 -04:00