mirror of https://github.com/n64decomp/sm64.git
commit
576d327fd3
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README.md
194
README.md
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@ -1,193 +1,5 @@
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# Super Mario 64
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# Movement Mastery
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- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
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- Naming and documentation of the source code and data structures are in progress.
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Movement Mastery is a SM64 ROM hack oriented towards speedrunners and other people loving the fast movement and precise control of mario.
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It builds the following ROMs:
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* sm64.jp.z64 `sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51`
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* sm64.us.z64 `sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce`
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* sm64.eu.z64 `sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9`
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* sm64.sh.z64 `sha1: 3f319ae697533a255a1003d09202379d78d5a2e0`
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This repo does not include all assets necessary for compiling the ROMs.
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A prior copy of the game is required to extract the assets.
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## Quick Start (for Ubuntu)
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1. Install prerequisites: `sudo apt install -y build-essential git binutils-mips-linux-gnu python3`
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2. Clone the repo from within Linux: `git clone https://github.com/n64decomp/sm64.git`
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3. Place a Super Mario 64 ROM called `baserom.<VERSION>.z64` into the project folder for asset extraction, where `VERSION` can be `us`, `jp`, `eu`, or `sh`.
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4. Run `make` to build. Qualify the version through `make VERSION=<VERSION>`. Add `-j4` to improve build speed (hardware dependent).
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Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.
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## Installation
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### Windows
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Install WSL and a distro of your choice following
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[Windows Subsystem for Linux Installation Guide for Windows 10.](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
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We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.
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Note: WSL1 does not currently support Ubuntu 20.04.
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Next, clone the SM64 repo from within the Linux shell:
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`git clone https://github.com/n64decomp/sm64.git`
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Then continue following the directions in the [Linux](#linux) installation section below.
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### Linux
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There are 3 steps to set up a working build.
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#### Step 1: Install dependencies
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The build system has the following package requirements:
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* binutils-mips
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* capstone
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* pkgconf
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* python3 >= 3.6
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Dependency installation instructions for common Linux distros are provided below:
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##### Debian / Ubuntu
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To install build dependencies:
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```
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sudo apt install -y binutils-mips-linux-gnu build-essential git libcapstone-dev pkgconf python3
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```
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##### Arch Linux
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To install build dependencies:
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```
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sudo pacman -S base-devel capstone python
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```
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Install the following AUR packages:
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* [mips64-elf-binutils](https://aur.archlinux.org/packages/mips64-elf-binutils) (AUR)
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##### Other Linux distributions
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Most modern Linux distributions should have equivalent packages to the other two listed above.
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You may have to use a different version of GNU binutils. Listed below are fully compatible binutils
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distributions with support in the makefile, and examples of distros that offer them:
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* `mips64-elf-` (Arch AUR)
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* `mips-linux-gnu-` (Ubuntu and other Debian-based distros)
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* `mips64-linux-gnu-` (RHEL/CentOS/Fedora)
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You may also use [Docker](#docker-installation) to handle installing an image with minimal dependencies.
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#### Step 2: Copy baserom(s) for asset extraction
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For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
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`./baserom.<VERSION>.z64` for asset extraction.
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##### Step 3: Build the ROM
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Run `make` to build the ROM (defaults to `VERSION=us`).
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Other examples:
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```
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make VERSION=jp -j4 # build (J) version instead with 4 jobs
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make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes
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```
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Resulting artifacts can be found in the `build` directory.
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The full list of configurable variables are listed below, with the default being the first listed:
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* ``VERSION``: ``us``, ``jp``, ``eu``, ``sh``
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* ``GRUCODE``: ``f3d_old``, ``f3d_new``, ``f3dex``, ``f3dex2``, ``f3dzex``
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* ``COMPARE``: ``1`` (compare ROM hash), ``0`` (do not compare ROM hash)
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* ``NON_MATCHING``: Use functionally equivalent C implementations for non-matchings (Currently there aren't any non-matchings, but this will apply to iQue). Also will avoid instances of undefined behavior.
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* ``CROSS``: Cross-compiler tool prefix (Example: ``mips64-elf-``).
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### macOS
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With macOS, you may either use Homebrew or [Docker](#docker-installation).
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#### Homebrew
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#### Step 1: Install dependencies
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Install [Homebrew](https://brew.sh) and the following dependencies:
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```
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brew update
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brew install capstone coreutils make pkg-config tehzz/n64-dev/mips64-elf-binutils
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```
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#### Step 2: Copy baserom(s) for asset extraction
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For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
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`./baserom.<VERSION>.z64` for asset extraction.
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##### Step 3: Build the ROM
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Use Homebrew's GNU make because the version included with macOS is too old.
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```
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gmake VERSION=jp -j4 # build (J) version instead with 4 jobs
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```
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### Docker Installation
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#### Create Docker image
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After installing and starting Docker, create the docker image. This only needs to be done once.
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```
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docker build -t sm64 .
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```
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#### Build
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To build, mount the local filesystem into the Docker container and build the ROM with `docker run sm64 make`.
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##### macOS example for (U):
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```
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docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
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```
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##### Linux example for (U):
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For a Linux host, Docker needs to be instructed which user should own the output files:
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```
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docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4
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```
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Resulting artifacts can be found in the `build` directory.
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## Project Structure
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sm64
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├── actors: object behaviors, geo layout, and display lists
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├── asm: handwritten assembly code, rom header
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│ └── non_matchings: asm for non-matching sections
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├── assets: animation and demo data
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│ ├── anims: animation data
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│ └── demos: demo data
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├── bin: C files for ordering display lists and textures
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├── build: output directory
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├── data: behavior scripts, misc. data
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├── doxygen: documentation infrastructure
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├── enhancements: example source modifications
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├── include: header files
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├── levels: level scripts, geo layout, and display lists
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├── lib: SDK library code
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├── rsp: audio and Fast3D RSP assembly code
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├── sound: sequences, sound samples, and sound banks
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├── src: C source code for game
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│ ├── audio: audio code
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│ ├── buffers: stacks, heaps, and task buffers
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│ ├── engine: script processing engines and utils
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│ ├── game: behaviors and rest of game source
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│ ├── goddard: Mario intro screen
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│ └── menu: title screen and file, act, and debug level selection menus
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├── text: dialog, level names, act names
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├── textures: skybox and generic texture data
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└── tools: build tools
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## Contributing
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Pull requests are welcome. For major changes, please open an issue first to
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discuss what you would like to change.
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Run `clang-format` on your code to ensure it meets the project's coding standards.
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Official Discord: [discord.gg/DuYH3Fh](https://discord.gg/DuYH3Fh)
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This repository is based on https://github.com/n64decomp/sm64 and is not meant to be shared in any way, shape or form.
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@ -21,13 +21,13 @@
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.word 0x00000000 /* Unknown */
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.word 0x00000000 /* Unknown */
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#ifdef VERSION_SH
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.ascii "SUPERMARIO64 " /* Internal ROM name */
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.ascii "MOVEMENTMASTERY " /* Internal ROM name */
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#else
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.ascii "SUPER MARIO 64 " /* Internal ROM name */
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.ascii "MOVEMENT MASTERY " /* Internal ROM name */
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#endif
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.word 0x00000000 /* Unknown */
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.word 0x0000004E /* Cartridge */
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.ascii "SM" /* Cartridge ID */
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.ascii "MM" /* Cartridge ID */
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/* Region */
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#ifdef VERSION_EU
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@ -8,6 +8,8 @@
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#define TRUE 1
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#define FALSE 0
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typedef signed char bool;
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typedef signed char s8;
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typedef unsigned char u8;
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typedef signed short int s16;
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@ -12,6 +12,7 @@ const LevelScript level_script_entry[] = {
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SLEEP(/*frames*/ 2),
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BLACKOUT(/*active*/ FALSE),
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SET_REG(/*value*/ 0),
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EXECUTE(/*seg*/ 0x14, /*script*/ _introSegmentRomStart, /*scriptEnd*/ _introSegmentRomEnd, /*entry*/ level_intro_splash_screen),
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EXECUTE(/*seg*/ 0x14, /*script*/ _introSegmentRomStart, /*scriptEnd*/ _introSegmentRomEnd,
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/*entry*/ script_intro_L1),
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JUMP(/*target*/ level_script_entry),
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};
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@ -654,12 +654,14 @@ static void level_cmd_unload_area(void) {
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static void level_cmd_set_mario_start_pos(void) {
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gMarioSpawnInfo->areaIndex = CMD_GET(u8, 2);
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// TODO: values are hardcoded into code rn, maybe look into loading them from a specific memory
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// location (as before) or (better) from easily configurable sources
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#if IS_64_BIT
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vec3s_set(gMarioSpawnInfo->startPos, CMD_GET(s16, 6), CMD_GET(s16, 8), CMD_GET(s16, 10));
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vec3s_set(gMarioSpawnInfo->startPos, 0, 1200, 1800);
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#else
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vec3s_copy(gMarioSpawnInfo->startPos, CMD_GET(Vec3s, 6));
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vec3s_set(gMarioSpawnInfo->startPos, 0, 1200, 1800);
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#endif
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vec3s_set(gMarioSpawnInfo->startAngle, 0, CMD_GET(s16, 4) * 0x8000 / 180, 0);
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vec3s_set(gMarioSpawnInfo->startAngle, 0, 180 * 0x8000 / 180, 0);
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sCurrentCmd = CMD_NEXT;
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}
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@ -12,10 +12,7 @@
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*/
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void bhv_camera_lakitu_init(void) {
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if (o->oBehParams2ndByte != CAMERA_LAKITU_BP_FOLLOW_CAMERA) {
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// Despawn unless this is the very beginning of the game
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if (gNeverEnteredCastle != TRUE) {
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obj_mark_for_deletion(o);
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}
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obj_mark_for_deletion(o);
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} else {
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spawn_object_relative_with_scale(CLOUD_BP_LAKITU_CLOUD, 0, 0, 0, 2.0f, o, MODEL_MIST, bhvCloud);
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}
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@ -458,5 +458,44 @@ void render_hud(void) {
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if (hudDisplayFlags & HUD_DISPLAY_FLAG_TIMER) {
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render_hud_timer();
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}
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#ifdef DEBUG
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print_fps(8, 8);
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#endif
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}
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}
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// ------------- FPS COUNTER ---------------
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// To use it, call print_fps(x,y); every frame.
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#define FRAMETIME_COUNT 30
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OSTime frameTimes[FRAMETIME_COUNT];
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u8 curFrameTimeIndex = 0;
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#include "PR/os.h"
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// Call once per frame
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f32 calculate_and_update_fps() {
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OSTime newTime = osGetTime();
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OSTime oldTime = frameTimes[curFrameTimeIndex];
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frameTimes[curFrameTimeIndex] = newTime;
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curFrameTimeIndex++;
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if (curFrameTimeIndex >= FRAMETIME_COUNT) {
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curFrameTimeIndex = 0;
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}
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return ((f32) FRAMETIME_COUNT * 1000000.0f) / (s32) OS_CYCLES_TO_USEC(newTime - oldTime);
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}
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void print_fps(s32 x, s32 y) {
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f32 fps = calculate_and_update_fps();
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char text[14];
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sprintf(text, "FPS %2.2f", fps);
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#ifdef PUPPYPRINT
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print_small_text(x, y, text, PRINT_TEXT_ALIGN_LEFT, PRINT_ALL, FONT_OUTLINE);
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#else
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print_text(x, y, text);
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#endif
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}
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// ------------ END OF FPS COUNER -----------------
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@ -24,4 +24,6 @@ enum CameraHUDLut {
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void set_hud_camera_status(s16 status);
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void render_hud(void);
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void print_fps(s32 x, s32 y);
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#endif // HUD_H
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@ -1192,14 +1192,9 @@ s32 init_level(void) {
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if (gCurrDemoInput != NULL) {
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set_mario_action(gMarioState, ACT_IDLE, 0);
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} else if (!gDebugLevelSelect) {
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} else if (gDebugLevelSelect == 0) {
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if (gMarioState->action != ACT_UNINITIALIZED) {
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if (save_file_exists(gCurrSaveFileNum - 1)) {
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set_mario_action(gMarioState, ACT_IDLE, 0);
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} else {
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set_mario_action(gMarioState, ACT_INTRO_CUTSCENE, 0);
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val4 = TRUE;
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}
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set_mario_action(gMarioState, ACT_IDLE, 0);
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}
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}
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}
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|
|
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@ -1883,7 +1883,7 @@ void init_mario_from_save_file(void) {
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save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1);
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gMarioState->numKeys = 0;
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gMarioState->numLives = 4;
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gMarioState->numLives = 99;
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gMarioState->health = 0x880;
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gMarioState->prevNumStarsForDialog = gMarioState->numStars;
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|
|
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|
|
@ -1,62 +1,32 @@
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COURSE_ACTS(COURSE_BOB, _(" 1 BOB-OMB BATTLEFIELD"),
|
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_("BIG BOB-OMB ON THE SUMMIT") , _("FOOTRACE WITH KOOPA THE QUICK") , _("SHOOT TO THE ISLAND IN THE SKY"),
|
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_("FIND THE 8 RED COINS") , _("MARIO WINGS TO THE SKY") , _("BEHIND CHAIN CHOMP'S GATE"))
|
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COURSE_ACTS(COURSE_BOB, _(" 1 Stage1"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
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|
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COURSE_ACTS(COURSE_WF, _(" 2 WHOMP'S FORTRESS"),
|
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_("CHIP OFF WHOMP'S BLOCK") , _("TO THE TOP OF THE FORTRESS") , _("SHOOT INTO THE WILD BLUE"),
|
||||
_("RED COINS ON THE FLOATING ISLE"), _("FALL ONTO THE CAGED ISLAND") , _("BLAST AWAY THE WALL"))
|
||||
COURSE_ACTS(COURSE_WF, _(" 2 Stage2"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_JRB, _(" 3 JOLLY ROGER BAY"),
|
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_("PLUNDER IN THE SUNKEN SHIP") , _("CAN THE EEL COME OUT TO PLAY?") , _("TREASURE OF THE OCEAN CAVE"),
|
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_("RED COINS ON THE SHIP AFLOAT") , _("BLAST TO THE STONE PILLAR") , _("THROUGH THE JET STREAM"))
|
||||
COURSE_ACTS(COURSE_JRB, _(" 3 Stage3"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_CCM, _(" 4 COOL, COOL MOUNTAIN"),
|
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_("SLIP SLIDIN' AWAY") , _("LI'L PENGUIN LOST") , _("BIG PENGUIN RACE"),
|
||||
_("FROSTY SLIDE FOR 8 RED COINS") , _("SNOWMAN'S LOST HIS HEAD") , _("WALL KICKS WILL WORK"))
|
||||
COURSE_ACTS(COURSE_CCM, _(" 4 Stage4"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_BBH, _(" 5 BIG BOO'S HAUNT"),
|
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_("GO ON A GHOST HUNT") , _("RIDE BIG BOO'S MERRY-GO-ROUND") , _("SECRET OF THE HAUNTED BOOKS"),
|
||||
_("SEEK THE 8 RED COINS") , _("BIG BOO'S BALCONY") , _("EYE TO EYE IN THE SECRET ROOM"))
|
||||
COURSE_ACTS(COURSE_BBH, _(" 5 Stage5"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_HMC, _(" 6 HAZY MAZE CAVE"),
|
||||
_("SWIMMING BEAST IN THE CAVERN") , _("ELEVATE FOR 8 RED COINS") , _("METAL-HEAD MARIO CAN MOVE!"),
|
||||
_("NAVIGATING THE TOXIC MAZE") , _("A-MAZE-ING EMERGENCY EXIT") , _("WATCH FOR ROLLING ROCKS"))
|
||||
COURSE_ACTS(COURSE_HMC, _(" 6 Stage6"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_LLL, _(" 7 LETHAL LAVA LAND"),
|
||||
_("BOIL THE BIG BULLY") , _("BULLY THE BULLIES") , _("8-COIN PUZZLE WITH 15 PIECES"),
|
||||
_("RED-HOT LOG ROLLING") , _("HOT-FOOT-IT INTO THE VOLCANO") , _("ELEVATOR TOUR IN THE VOLCANO"))
|
||||
COURSE_ACTS(COURSE_LLL, _(" 7 Stage7"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_SSL, _(" 8 SHIFTING SAND LAND"),
|
||||
_("IN THE TALONS OF THE BIG BIRD") , _("SHINING ATOP THE PYRAMID") , _("INSIDE THE ANCIENT PYRAMID"),
|
||||
_("STAND TALL ON THE FOUR PILLARS"), _("FREE FLYING FOR 8 RED COINS") , _("PYRAMID PUZZLE"))
|
||||
COURSE_ACTS(COURSE_SSL, _(" 8 Stage8"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_DDD, _(" 9 DIRE, DIRE DOCKS"),
|
||||
_("BOARD BOWSER'S SUB") , _("CHESTS IN THE CURRENT") , _("POLE-JUMPING FOR RED COINS"),
|
||||
_("THROUGH THE JET STREAM") , _("THE MANTA RAY'S REWARD") , _("COLLECT THE CAPS..."))
|
||||
COURSE_ACTS(COURSE_DDD, _(" 9 Stage9"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_SL, _("10 SNOWMAN'S LAND"),
|
||||
_("SNOWMAN'S BIG HEAD") , _("CHILL WITH THE BULLY") , _("IN THE DEEP FREEZE"),
|
||||
_("WHIRL FROM THE FREEZING POND") , _("SHELL SHREDDIN' FOR RED COINS") , _("INTO THE IGLOO"))
|
||||
COURSE_ACTS(COURSE_SL, _("10 Stage10"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_WDW, _("11 WET-DRY WORLD"),
|
||||
_("SHOCKING ARROW LIFTS!") , _("TOP O' THE TOWN") , _("SECRETS IN THE SHALLOWS & SKY"),
|
||||
_("EXPRESS ELEVATOR--HURRY UP!") , _("GO TO TOWN FOR RED COINS") , _("QUICK RACE THROUGH DOWNTOWN!"))
|
||||
COURSE_ACTS(COURSE_WDW, _("11 Stage11"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_TTM, _("12 TALL, TALL MOUNTAIN"),
|
||||
_("SCALE THE MOUNTAIN") , _("MYSTERY OF THE MONKEY CAGE") , _("SCARY 'SHROOMS, RED COINS"),
|
||||
_("MYSTERIOUS MOUNTAINSIDE") , _("BREATHTAKING VIEW FROM BRIDGE") , _("BLAST TO THE LONELY MUSHROOM"))
|
||||
COURSE_ACTS(COURSE_TTM, _("12 Stage12"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_THI, _("13 TINY-HUGE ISLAND"),
|
||||
_("PLUCK THE PIRANHA FLOWER") , _("THE TIP TOP OF THE HUGE ISLAND"), _("REMATCH WITH KOOPA THE QUICK"),
|
||||
_("FIVE ITTY BITTY SECRETS") , _("WIGGLER'S RED COINS") , _("MAKE WIGGLER SQUIRM"))
|
||||
COURSE_ACTS(COURSE_THI, _("13 Stage13"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_TTC, _("14 TICK TOCK CLOCK"),
|
||||
_("ROLL INTO THE CAGE") , _("THE PIT AND THE PENDULUMS") , _("GET A HAND"),
|
||||
_("STOMP ON THE THWOMP") , _("TIMED JUMPS ON MOVING BARS") , _("STOP TIME FOR RED COINS"))
|
||||
COURSE_ACTS(COURSE_TTC, _("14 Stage14"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
COURSE_ACTS(COURSE_RR, _("15 RAINBOW RIDE"),
|
||||
_("CRUISER CROSSING THE RAINBOW") , _("THE BIG HOUSE IN THE SKY") , _("COINS AMASSED IN A MAZE"),
|
||||
_("SWINGIN' IN THE BREEZE") , _("TRICKY TRIANGLES!") , _("SOMEWHERE OVER THE RAINBOW"))
|
||||
COURSE_ACTS(COURSE_RR, _("15 Stage15"), _("1"), _("2"), _("3"), _("4"), _("5"), _("6"))
|
||||
|
||||
SECRET_STAR(COURSE_BITDW, _(" BOWSER IN THE DARK WORLD"))
|
||||
SECRET_STAR(COURSE_BITFS, _(" BOWSER IN THE FIRE SEA"))
|
||||
|
|
|
|||
|
|
@ -16,64 +16,26 @@
|
|||
#define GIVE_UP "give"
|
||||
#endif
|
||||
|
||||
DEFINE_DIALOG(DIALOG_000, 1, 6, 30, 200, _("\
|
||||
Wow! You're smack in the\n\
|
||||
middle of the battlefield.\n\
|
||||
You'll find the Power\n\
|
||||
Stars that Bowser stole\n\
|
||||
inside the painting\n\
|
||||
worlds.\n\
|
||||
First, talk to the\n\
|
||||
Bob-omb Buddy. (Press [B]\n\
|
||||
to talk.) He'll certainly\n\
|
||||
help you out, and so will\n\
|
||||
his " COMRADES " in other\n\
|
||||
areas.\n\
|
||||
To read signs, stop, face\n\
|
||||
them and press [B]. Press [A]\n\
|
||||
or [B] to scroll ahead. You\n\
|
||||
can talk to some other\n\
|
||||
characters by facing them\n\
|
||||
and pressing [B]."))
|
||||
DEFINE_DIALOG(DIALOG_000, 1, 5, 30, 200, _("\
|
||||
This movement-based ROM\n\
|
||||
hack challenges your\n\
|
||||
control of mario in\n\
|
||||
various ways.\n\
|
||||
Press L to reset the\n\
|
||||
current level.\n\
|
||||
Have fun!"))
|
||||
|
||||
DEFINE_DIALOG(DIALOG_001, 1, 4, 95, 200, _("\
|
||||
Watch out! If you wander\n\
|
||||
around here, you're liable\n\
|
||||
to be " PLASTERED " by a\n\
|
||||
water bomb!\n\
|
||||
Those enemy Bob-ombs love\n\
|
||||
to fight, and they're\n\
|
||||
always finding ways to\n\
|
||||
attack.\n\
|
||||
This meadow has become\n\
|
||||
a battlefield ever since\n\
|
||||
the Big Bob-omb got his\n\
|
||||
paws on the Power Star.\n\
|
||||
Can you recover the Star\n\
|
||||
for us? Cross the bridge\n\
|
||||
and go left up the path\n\
|
||||
to find the Big Bob-omb.\n\
|
||||
Please come back to see\n\
|
||||
me after you've retrieved\n\
|
||||
the Power Star!"))
|
||||
DEFINE_DIALOG(DIALOG_001, 1, 5, 30, 200, _("\
|
||||
This movement-based ROM\n\
|
||||
hack challenges your\n\
|
||||
control of mario in\n\
|
||||
various ways.\n\
|
||||
Press L to reset the\n\
|
||||
current level.\n\
|
||||
Have fun!"))
|
||||
|
||||
DEFINE_DIALOG(DIALOG_002, 1, 4, 95, 200, _("\
|
||||
Hey, you! It's dangerous\n\
|
||||
ahead, so listen up! Take\n\
|
||||
my advice.\n\
|
||||
\n\
|
||||
Cross the two\n\
|
||||
bridges ahead, then\n\
|
||||
watch for falling\n\
|
||||
water bombs.\n\
|
||||
The Big Bob-omb at the\n\
|
||||
top of the mountain is\n\
|
||||
very powerful--don't let\n\
|
||||
him grab you!\n\
|
||||
We're Bob-omb Buddies,\n\
|
||||
and we're on your side.\n\
|
||||
You can talk to us\n\
|
||||
whenever you'd like to!"))
|
||||
Text Placeholder"))
|
||||
|
||||
DEFINE_DIALOG(DIALOG_003, 1, 5, 95, 200, _("\
|
||||
Thank you, Mario! The Big\n\
|
||||
|
|
|
|||
Loading…
Reference in New Issue