MegaMech 44db9bab77 Add Interpolation (#204)
* initial work

* more work

* progress

* Fixed slow fps

* Add Lywx changes

* Interp Works

* Test default tick/logic update

* Added missing include (#202)

* Added missing include

* More missing includes

---------

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>

* test

* Revert "test"

This reverts commit 1a810d74cc.

* Interp Item box

* Actually interpolate item box

* fix clouds

* interp player?

* Test 2

* Fix mistake

* tag and fix item boxes

* tag fake item box and whatever func_800696CC is

* these aren't needed

* tag karts

* Slightly better falling rocks(still needs work)

* Tag Smoke and Dust

* Removed unneeded code from falling_rock

* tag whatever func_80051ABC is

* add missing rotate x coord

* GrandPrixBallon/kart shadow

* Green shells tag, and added comments I neglected to add before.

* doesn't compile on win

* Fixes

* Disabled camera interpolation

* Balloons fixes

* progress

* set_transform_matrix compiles

* Compile setTransformMatrix

* More transforms interp

* Add more interps

* matrix

* Matrix multi interp

* Fix interpolation camera bug

* Missing includes needed for Linux.

* Excluded access to HM64 Labs on Switch.

* interpolation tags for various objects

* Bowser castle statue flame interpolated.

* tag hedgehogs

* cloud interpolation

* Interpolated smoke particles from shells

* cloud interpolation refactor

* Interpolated snowflakes

* Interpolated penguins, also added comment tags to places I missed.

* tag Snowman interpolation

* Interpolated player reflection(sherbet land)

* Forgot to uncomment stuff while testing

* better tag

* tag leaves

* Set the default FPS to 30

* tag hud

* Fixed "Match Refresh Rate" option

* adjust draw distance

* remove innecessary rock tag

* rag rocks

* better tag

* Tagged player rank placement in HUD

* Tagged Bat, Boos, and TrashBin(Banshee Boardwalk objects)

* Refactor render_screens and fix editor raycast

* better object interpolation

* shift is not needed here

* fix tag

* fix tags

* mole comments

* comment

* Changed how shell flames are interpolated.

* interpolated ended scene fireworks.

* Tagged star particles in the ending scene

* Shell flames handled better.

* this isn't needed

* Fix multiplayer cameras

* Fixed loading battle maps.

* Tagged battle balloons

* Some fixes for battle mode

* No longer needed changes toAFinishline with the changes mega made.

* Tag finishline

* fix to make it compile with cmake 3.31

* changed mtxf_multiplication() to fix vert explosion in Desert & DK parkway.(provided by Coco.)

* fix memory leaks, avoid invalidate texture (#207)

* Fixed macos

* More stupid fixes

* update with main and update torch and lus and enable action on this branch

* Update FrameInterpolation.h

* Update FrameInterpolation.cpp

* fix some memory leak

* Update torch

* Update torch

* update torch and lus

* reduce texture import

* don't use fork of torch and lus

* Update torch

* Update torch

---------

Co-authored-by: Lywx <kiritodev01@gmail.com>

* Refactor World::Courses to unique_ptr (#211)

* wip course unique ptr

* Track unique_ptr : This probably compiles

* Finish impl Courses as unique_ptr

* Fix error

* Fixes

* More fixes

* Cleanup

* Remove old vars

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>

* particle boat and train

* fix player particle interpolation

* add modify interpolation target fps in menu

* fix windows

* Update libultraship

* Fix logo interp

* Interp SetTextMatrix

* Fix freecam camera

* Clarify comment

* Clarify func

* fix linux compilation

* Update Thwomp.cpp

* Update Thwomp.h

* Update render.inc.c

* Update render.inc.c

* Update gbiMacro.c

* interp falling rock shadow

* Revert change that has no explanation

* Update code_80057C60.c

* Update code_80057C60.c

* Update GrandPrixBalloons.cpp

* Update Lakitu.cpp

* Update framebuffer_effects.c

* Update render_courses.c

---------

Co-authored-by: Sonic Dreamcaster <alejandro.asenjo88@gmail.com>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: coco875 <59367621+coco875@users.noreply.github.com>
Co-authored-by: coco875 <pereira.jannin@gmail.com>
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SpaghettiKart

Developed by:

Discord

Official Discord: https://discord.com/invite/shipofharkinian

If you're having any trouble after reading through this README, feel free ask for help in the SpaghettiKart Support text channels. Please keep in mind that we do not condone piracy.

Quick Start

SpaghettiKart does not include any copyrighted assets. You are required to provide a supported copy of the game.

1. Verify your ROM dump

The supported ROM is the USA 1.1 Rev A version. You can verify you have dumped a supported copy of the game by using the SHA-1 File Checksum Online at https://www.romhacking.net/hash/. The hash for a US 1.0 ROM is SHA-1: 579C48E211AE952530FFC8738709F078D5DD215E.

2. Verify your ROM is in .z64 format

Your ROM needs to be in .z64 format. If it's in .n64 format, use the following to convert it to a .z64: https://hack64.net/tools/swapper.php

2. Download SpaghettiKart from Releases

3. Generating the O2R from the ROM

Windows

  • Extract every file from the zip into a folder of your choosing.
  • Copy your ROM to the root of the folder you extracted the zip to.
  • Run "generate_o2r.bat"

MacOS

  • Extract every file from the zip into a folder of your choosing.
  • Copy your ROM to the root of the folder you extracted the zip to.
  • Run "generate_o2r.sh"

4. Play!

  • Launch SpaghettiKart.exe Congratulations, you are now sailing with SpaghettiKart! Have fun!

Configuration

Default keyboard configuration

N64 A B Z Start Analog stick C buttons D-Pad
Keyboard X C Z Space WASD Arrow keys TFGH

Other shortcuts

Keys Action
F1 Toggle menubar
F11 Fullscreen
Tab Toggle Alternate assets
Ctrl+R Reset

Graphics Backends

Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (macOS). You can change which API to use in the Settings menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the spaghettify.cfg.json file by finding the line "Backend":{... and changing the id value to 3 and set the Name to OpenGL. DirectX 11 with id 2 is the default on Windows. Metal with id 4 is the default on macOS.

Custom Assets

Custom assets are packed in .o2r or .otr files. To use custom assets, place them in the mods folder.

If you're interested in creating and/or packing your own custom asset .o2r/.otr files, check out the following tools:

Development

Building

If you want to manually compile SpaghettiKart, please consult the building instructions.

Playtesting

If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes.

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Description
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Readme 591 MiB
Languages
C 83.9%
C++ 13.6%
Python 1.1%
CMake 0.8%
Assembly 0.3%