Merge remote-tracking branch 'origin/main' into 26-04-04-config

This commit is contained in:
PJB3005
2026-04-05 15:13:04 +02:00
26 changed files with 843 additions and 83 deletions
+7 -3
View File
@@ -1,5 +1,10 @@
{
"cmake.buildDirectory": "${workspaceFolder}/build/dusk/${buildType}/${variant:platform}/${variant:tp_version}",
"cmake.buildDirectory": "${workspaceFolder}/build/dusk/${buildType}/${variant:tp_version}",
"cmake.generator": "Ninja",
"cmake.configureSettings": {
"CMAKE_EXPORT_COMPILE_COMMANDS": "ON"
},
"cmake.copyCompileCommands": "${workspaceFolder}/compile_commands.json",
"[c]": {
"files.encoding": "utf8",
"editor.defaultFormatter": "llvm-vs-code-extensions.vscode-clangd"
@@ -44,8 +49,7 @@
"build.ninja": true,
".ninja_*": true,
"objdiff.json": true,
".cache/**": true,
"compile_commands.json": true,
".cache/**": true
},
"clangd.arguments": [
"--function-arg-placeholders=0",
+6 -3
View File
@@ -17,6 +17,8 @@ set(AURORA_ENABLE_DVD ON CACHE BOOL "Enable DVD API support" FORCE)
set(AURORA_ENABLE_CARD ON CACHE BOOL "Enable CARD API support" FORCE)
add_subdirectory(extern/aurora EXCLUDE_FROM_ALL)
add_subdirectory(libs/freeverb)
option(DUSK_BUILD_WARNINGS "If off, compiler warnings will be suppressed")
option(DUSK_SELECTED_OPT "If on, selected parts of the project will be compiled with optimizations on Debug, intending to make the game run at 30 FPS. Note for MSVC: you will need to remove '/RTC1' from your debug flags in CMake.")
option(DUSK_MOVIE_SUPPORT "If on, compile against libjpeg-turbo to enable THP file decoding" ON)
@@ -110,18 +112,19 @@ target_include_directories(game_debug PUBLIC
src
assets/${DUSK_TP_VERSION}
libs/JSystem/include
libs
extern/aurora/include/dolphin
extern
${CMAKE_SOURCE_DIR}/build/${DUSK_TP_VERSION}/include
build/${DUSK_TP_VERSION}/include)
target_link_libraries(game_debug PUBLIC aurora::core aurora::gx aurora::gd aurora::si aurora::vi aurora::pad aurora::mtx aurora::os aurora::dvd aurora::card nlohmann_json::nlohmann_json)
target_link_libraries(game_debug PUBLIC aurora::core aurora::gx aurora::gd aurora::si aurora::vi aurora::pad aurora::mtx aurora::os aurora::dvd aurora::card freeverb nlohmann_json::nlohmann_json)
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
add_library(game SHARED ${DOLZEL_FILES} ${Z2AUDIOLIB_FILES} ${SSYSTEM_FILES} ${JSYSTEM_FILES} ${REL_FILES} ${DUSK_FILES} ${DOLPHIN_FILES}
src/dusk/imgui/ImGuiStubLog.cpp
src/dusk/imgui/ImGuiAudio.cpp)
target_link_libraries(game PRIVATE game_debug cxxopts::cxxopts absl::flat_hash_map)
target_link_libraries(game PRIVATE game_debug cxxopts::cxxopts absl::flat_hash_map freeverb)
if (DUSK_MOVIE_SUPPORT_REAL)
if (TARGET libjpeg-turbo::turbojpeg-static)
message(STATUS "dusk: Linking against libjpeg-turbo static library")
@@ -138,7 +141,7 @@ target_precompile_headers(game PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:${CMAKE_SOURCE
add_executable(dusk src/dusk/main.cpp)
target_compile_definitions(dusk PRIVATE TARGET_PC AVOID_UB=1 VERSION=0)
target_include_directories(dusk PRIVATE include)
target_link_libraries(dusk PRIVATE game aurora::main)
target_link_libraries(dusk PRIVATE game aurora::main freeverb)
add_custom_command(TARGET dusk POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
-16
View File
@@ -14,22 +14,6 @@ buildType:
long: Optimized, with debug symbols
buildType: RelWithDebInfo
platform:
default: win64
description: Target platform
choices:
win32:
short: Win32
long: Windows 32-bit (MSVC)
settings:
CMAKE_GENERATOR_PLATFORM: Win32
win64:
short: Win64
long: Windows 64-bit (MSVC)
settings:
CMAKE_GENERATOR_PLATFORM: x64
tp_version:
default: GZ2E01
description: TP Version
+7 -1
View File
@@ -18,6 +18,7 @@ extern ConfigVar<float> mainMusicVolume;
extern ConfigVar<float> subMusicVolume;
extern ConfigVar<float> soundEffectsVolume;
extern ConfigVar<float> fanfareVolume;
extern ConfigVar<bool> enableReverb;
}
namespace game {
@@ -32,6 +33,7 @@ extern ConfigVar<int> damageMultiplier;
extern ConfigVar<bool> instantDeath;
extern ConfigVar<bool> fastClimbing;
extern ConfigVar<bool> fastTears;
extern ConfigVar<bool> noMissClimbing;
// Preferences
extern ConfigVar<bool> enableMirrorMode;
@@ -41,8 +43,13 @@ extern ConfigVar<bool> invertCameraXAxis;
extern ConfigVar<bool> enableBloom;
extern ConfigVar<bool> useWaterProjectionOffset;
// Audio
extern ConfigVar<bool> noLowHpSound;
extern ConfigVar<bool> midnasLamentNonStop;
// Cheats
extern ConfigVar<bool> enableFastIronBoots;
extern ConfigVar<bool> canTransformAnywhere;
// Technical
extern ConfigVar<bool> restoreWiiGlitches;
@@ -75,4 +82,3 @@ TransientSettings& getTransientSettings();
}
#endif // DUSK_CONFIG_H
+9
View File
@@ -0,0 +1,9 @@
cmake_minimum_required(VERSION 3.10)
project(freeverb LANGUAGES CXX)
add_library(freeverb
comb.cpp
allpass.cpp
revmodel.cpp
)
+36
View File
@@ -0,0 +1,36 @@
// Allpass filter implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "allpass.hpp"
allpass::allpass()
{
bufidx = 0;
}
void allpass::setbuffer(float *buf, int size)
{
buffer = buf;
bufsize = size;
}
void allpass::mute()
{
for (int i=0; i<bufsize; i++)
buffer[i]=0;
}
void allpass::setfeedback(float val)
{
feedback = val;
}
float allpass::getfeedback()
{
return feedback;
}
//ends
+48
View File
@@ -0,0 +1,48 @@
// Allpass filter declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _allpass_
#define _allpass_
#include "denormals.h"
class allpass
{
public:
allpass();
void setbuffer(float *buf, int size);
inline float process(float inp);
void mute();
void setfeedback(float val);
float getfeedback();
// private:
float feedback;
float *buffer;
int bufsize;
int bufidx;
};
// Big to inline - but crucial for speed
inline float allpass::process(float input)
{
float output;
float bufout;
bufout = buffer[bufidx];
undenormalise(bufout);
output = -input + bufout;
buffer[bufidx] = input + (bufout*feedback);
if(++bufidx>=bufsize) bufidx = 0;
return output;
}
#endif//_allpass
//ends
+48
View File
@@ -0,0 +1,48 @@
// Comb filter implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "comb.hpp"
comb::comb()
{
filterstore = 0;
bufidx = 0;
}
void comb::setbuffer(float *buf, int size)
{
buffer = buf;
bufsize = size;
}
void comb::mute()
{
for (int i=0; i<bufsize; i++)
buffer[i]=0;
}
void comb::setdamp(float val)
{
damp1 = val;
damp2 = 1-val;
}
float comb::getdamp()
{
return damp1;
}
void comb::setfeedback(float val)
{
feedback = val;
}
float comb::getfeedback()
{
return feedback;
}
// ends
+55
View File
@@ -0,0 +1,55 @@
// Comb filter class declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _comb_
#define _comb_
#include "denormals.h"
class comb
{
public:
comb();
void setbuffer(float *buf, int size);
inline float process(float inp);
void mute();
void setdamp(float val);
float getdamp();
void setfeedback(float val);
float getfeedback();
private:
float feedback;
float filterstore;
float damp1;
float damp2;
float *buffer;
int bufsize;
int bufidx;
};
// Big to inline - but crucial for speed
inline float comb::process(float input)
{
float output;
output = buffer[bufidx];
undenormalise(output);
filterstore = (output*damp2) + (filterstore*damp1);
undenormalise(filterstore);
buffer[bufidx] = input + (filterstore*feedback);
if(++bufidx>=bufsize) bufidx = 0;
return output;
}
#endif //_comb_
//ends
+15
View File
@@ -0,0 +1,15 @@
// Macro for killing denormalled numbers
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// Based on IS_DENORMAL macro by Jon Watte
// This code is public domain
#ifndef _denormals_
#define _denormals_
#define undenormalise(sample) if(((*(unsigned int*)&sample)&0x7f800000)==0) sample=0.0f
#endif//_denormals_
//ends
+252
View File
@@ -0,0 +1,252 @@
// Reverb model implementation
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#include "revmodel.hpp"
revmodel::revmodel()
{
// Tie the components to their buffers
combL[0].setbuffer(bufcombL1,combtuningL1);
combR[0].setbuffer(bufcombR1,combtuningR1);
combL[1].setbuffer(bufcombL2,combtuningL2);
combR[1].setbuffer(bufcombR2,combtuningR2);
combL[2].setbuffer(bufcombL3,combtuningL3);
combR[2].setbuffer(bufcombR3,combtuningR3);
combL[3].setbuffer(bufcombL4,combtuningL4);
combR[3].setbuffer(bufcombR4,combtuningR4);
combL[4].setbuffer(bufcombL5,combtuningL5);
combR[4].setbuffer(bufcombR5,combtuningR5);
combL[5].setbuffer(bufcombL6,combtuningL6);
combR[5].setbuffer(bufcombR6,combtuningR6);
combL[6].setbuffer(bufcombL7,combtuningL7);
combR[6].setbuffer(bufcombR7,combtuningR7);
combL[7].setbuffer(bufcombL8,combtuningL8);
combR[7].setbuffer(bufcombR8,combtuningR8);
allpassL[0].setbuffer(bufallpassL1,allpasstuningL1);
allpassR[0].setbuffer(bufallpassR1,allpasstuningR1);
allpassL[1].setbuffer(bufallpassL2,allpasstuningL2);
allpassR[1].setbuffer(bufallpassR2,allpasstuningR2);
allpassL[2].setbuffer(bufallpassL3,allpasstuningL3);
allpassR[2].setbuffer(bufallpassR3,allpasstuningR3);
allpassL[3].setbuffer(bufallpassL4,allpasstuningL4);
allpassR[3].setbuffer(bufallpassR4,allpasstuningR4);
// Set default values
allpassL[0].setfeedback(0.5f);
allpassR[0].setfeedback(0.5f);
allpassL[1].setfeedback(0.5f);
allpassR[1].setfeedback(0.5f);
allpassL[2].setfeedback(0.5f);
allpassR[2].setfeedback(0.5f);
allpassL[3].setfeedback(0.5f);
allpassR[3].setfeedback(0.5f);
setwet(initialwet);
setroomsize(initialroom);
setdry(initialdry);
setdamp(initialdamp);
setwidth(initialwidth);
setmode(initialmode);
// Buffer will be full of rubbish - so we MUST mute them
mute();
}
void revmodel::mute()
{
if (getmode() >= freezemode)
return;
for (int i=0;i<numcombs;i++)
{
combL[i].mute();
combR[i].mute();
}
for (int i=0;i<numallpasses;i++)
{
allpassL[i].mute();
allpassR[i].mute();
}
}
void revmodel::processreplace(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip)
{
float outL,outR,input;
while(numsamples-- > 0)
{
outL = outR = 0;
input = (*inputL + *inputR) * gain;
// Accumulate comb filters in parallel
for(int i=0; i<numcombs; i++)
{
outL += combL[i].process(input);
outR += combR[i].process(input);
}
// Feed through allpasses in series
for(int i=0; i<numallpasses; i++)
{
outL = allpassL[i].process(outL);
outR = allpassR[i].process(outR);
}
// Calculate output REPLACING anything already there
*outputL = outL*wet1 + outR*wet2 + *inputL*dry;
*outputR = outR*wet1 + outL*wet2 + *inputR*dry;
// Increment sample pointers, allowing for interleave (if any)
inputL += skip;
inputR += skip;
outputL += skip;
outputR += skip;
}
}
void revmodel::processmix(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip)
{
float outL,outR,input;
while(numsamples-- > 0)
{
outL = outR = 0;
input = (*inputL + *inputR) * gain;
// Accumulate comb filters in parallel
for(int i=0; i<numcombs; i++)
{
outL += combL[i].process(input);
outR += combR[i].process(input);
}
// Feed through allpasses in series
for(int i=0; i<numallpasses; i++)
{
outL = allpassL[i].process(outL);
outR = allpassR[i].process(outR);
}
// Calculate output MIXING with anything already there
*outputL += outL*wet1 + outR*wet2 + *inputL*dry;
*outputR += outR*wet1 + outL*wet2 + *inputR*dry;
// Increment sample pointers, allowing for interleave (if any)
inputL += skip;
inputR += skip;
outputL += skip;
outputR += skip;
}
}
void revmodel::update()
{
// Recalculate internal values after parameter change
int i;
wet1 = wet*(width/2 + 0.5f);
wet2 = wet*((1-width)/2);
if (mode >= freezemode)
{
roomsize1 = 1;
damp1 = 0;
gain = muted;
}
else
{
roomsize1 = roomsize;
damp1 = damp;
gain = fixedgain;
}
for(i=0; i<numcombs; i++)
{
combL[i].setfeedback(roomsize1);
combR[i].setfeedback(roomsize1);
}
for(i=0; i<numcombs; i++)
{
combL[i].setdamp(damp1);
combR[i].setdamp(damp1);
}
}
// The following get/set functions are not inlined, because
// speed is never an issue when calling them, and also
// because as you develop the reverb model, you may
// wish to take dynamic action when they are called.
void revmodel::setroomsize(float value)
{
roomsize = (value*scaleroom) + offsetroom;
update();
}
float revmodel::getroomsize()
{
return (roomsize-offsetroom)/scaleroom;
}
void revmodel::setdamp(float value)
{
damp = value*scaledamp;
update();
}
float revmodel::getdamp()
{
return damp/scaledamp;
}
void revmodel::setwet(float value)
{
wet = value*scalewet;
update();
}
float revmodel::getwet()
{
return wet/scalewet;
}
void revmodel::setdry(float value)
{
dry = value*scaledry;
}
float revmodel::getdry()
{
return dry/scaledry;
}
void revmodel::setwidth(float value)
{
width = value;
update();
}
float revmodel::getwidth()
{
return width;
}
void revmodel::setmode(float value)
{
mode = value;
update();
}
float revmodel::getmode()
{
if (mode >= freezemode)
return 1;
else
return 0;
}
//ends
+87
View File
@@ -0,0 +1,87 @@
// Reverb model declaration
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _revmodel_
#define _revmodel_
#include "comb.hpp"
#include "allpass.hpp"
#include "tuning.h"
class revmodel
{
public:
revmodel();
void mute();
void processmix(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip);
void processreplace(float *inputL, float *inputR, float *outputL, float *outputR, long numsamples, int skip);
void setroomsize(float value);
float getroomsize();
void setdamp(float value);
float getdamp();
void setwet(float value);
float getwet();
void setdry(float value);
float getdry();
void setwidth(float value);
float getwidth();
void setmode(float value);
float getmode();
private:
void update();
private:
float gain;
float roomsize,roomsize1;
float damp,damp1;
float wet,wet1,wet2;
float dry;
float width;
float mode;
// The following are all declared inline
// to remove the need for dynamic allocation
// with its subsequent error-checking messiness
// Comb filters
comb combL[numcombs];
comb combR[numcombs];
// Allpass filters
allpass allpassL[numallpasses];
allpass allpassR[numallpasses];
// Buffers for the combs
float bufcombL1[combtuningL1];
float bufcombR1[combtuningR1];
float bufcombL2[combtuningL2];
float bufcombR2[combtuningR2];
float bufcombL3[combtuningL3];
float bufcombR3[combtuningR3];
float bufcombL4[combtuningL4];
float bufcombR4[combtuningR4];
float bufcombL5[combtuningL5];
float bufcombR5[combtuningR5];
float bufcombL6[combtuningL6];
float bufcombR6[combtuningR6];
float bufcombL7[combtuningL7];
float bufcombR7[combtuningR7];
float bufcombL8[combtuningL8];
float bufcombR8[combtuningR8];
// Buffers for the allpasses
float bufallpassL1[allpasstuningL1];
float bufallpassR1[allpasstuningR1];
float bufallpassL2[allpasstuningL2];
float bufallpassR2[allpasstuningR2];
float bufallpassL3[allpasstuningL3];
float bufallpassR3[allpasstuningR3];
float bufallpassL4[allpasstuningL4];
float bufallpassR4[allpasstuningR4];
};
#endif//_revmodel_
//ends
+60
View File
@@ -0,0 +1,60 @@
// Reverb model tuning values
//
// Written by Jezar at Dreampoint, June 2000
// http://www.dreampoint.co.uk
// This code is public domain
#ifndef _tuning_
#define _tuning_
const int numcombs = 8;
const int numallpasses = 4;
const float muted = 0;
const float fixedgain = 0.015f;
const float scalewet = 3;
const float scaledry = 2;
const float scaledamp = 0.4f;
const float scaleroom = 0.28f;
const float offsetroom = 0.7f;
const float initialroom = 0.5f;
const float initialdamp = 0.5f;
const float initialwet = 1/scalewet;
const float initialdry = 0;
const float initialwidth = 1;
const float initialmode = 0;
const float freezemode = 0.5f;
const int stereospread = 23;
// These values assume 44.1KHz sample rate
// they will probably be OK for 48KHz sample rate
// but would need scaling for 96KHz (or other) sample rates.
// The values were obtained by listening tests.
const int combtuningL1 = 1116;
const int combtuningR1 = 1116+stereospread;
const int combtuningL2 = 1188;
const int combtuningR2 = 1188+stereospread;
const int combtuningL3 = 1277;
const int combtuningR3 = 1277+stereospread;
const int combtuningL4 = 1356;
const int combtuningR4 = 1356+stereospread;
const int combtuningL5 = 1422;
const int combtuningR5 = 1422+stereospread;
const int combtuningL6 = 1491;
const int combtuningR6 = 1491+stereospread;
const int combtuningL7 = 1557;
const int combtuningR7 = 1557+stereospread;
const int combtuningL8 = 1617;
const int combtuningR8 = 1617+stereospread;
const int allpasstuningL1 = 556;
const int allpasstuningR1 = 556+stereospread;
const int allpasstuningL2 = 441;
const int allpasstuningR2 = 441+stereospread;
const int allpasstuningL3 = 341;
const int allpasstuningR3 = 341+stereospread;
const int allpasstuningL4 = 225;
const int allpasstuningR4 = 225+stereospread;
#endif//_tuning_
//ends
+7
View File
@@ -155,7 +155,14 @@ void Z2AudioMgr::zeldaGFrameWork() {
mSpeechMgr.framework();
processSeFramework();
processBgmFramework();
#if TARGET_PC
if (!dusk::settings::game::noLowHpSound) {
processHeartGaugeSound();
}
#else
processHeartGaugeSound();
#endif
#if DEBUG
mDebugSys.debugframework();
+9
View File
@@ -107,6 +107,15 @@ static Z2EnemyInfo mEnemyInfo[64] = {
void Z2SoundObjMgr::searchEnemy() {
twilightBattle_ = 0;
#if TARGET_PC
if (Z2GetSeqMgr()->checkBgmIDPlaying(Z2BGM_MIDNA_SOS) &&
dusk::settings::game::midnasLamentNonStop)
{
Z2GetSeqMgr()->changeSubBgmStatus(0);
return;
}
#endif
if (!Z2GetLink()) {
Z2GetSeqMgr()->stopBattleBgm(1, 1);
return;
+28 -22
View File
@@ -19,28 +19,6 @@ void daAlink_c::handleQuickTransform() {
return;
}
// Make sure Link isn't riding anything (horse, boar, etc.)
if (checkRide()) {
return;
}
switch (mProcID) {
// Make sure Link is not underwater or talking to someone.
case PROC_TALK:
case PROC_SWIM_UP:
case PROC_SWIM_DIVE:
return;
// If Link is targeting or pulling a chain, we don't want to remove the ability to use items in combat accidently.
case PROC_ATN_ACTOR_MOVE:
case PROC_ATN_ACTOR_WAIT:
case PROC_WOLF_ATN_AC_MOVE:
break;
default:
// Disable the input that was just pressed, as sometimes it could cause items to be used or Wolf Link to dig.
mDoCPd_c::getCpadInfo(PAD_1).mPressedButtonFlags = 0;
break;
}
// Ensure there is a proper pointer to the mMeterClass and mpMeterDraw structs in g_meter2_info.
const auto meterClassPtr = g_meter2_info.getMeterClass();
if (!meterClassPtr) {
@@ -52,18 +30,46 @@ void daAlink_c::handleQuickTransform() {
return;
}
mDoCPd_c::getCpadInfo(PAD_1).mPressedButtonFlags = 0;
// Ensure that the Z Button is not dimmed
if (meterDrawPtr->getButtonZAlpha() != 1.f) {
Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
return;
}
// The game will crash if trying to quick transform while holding the Ball and Chain
if (mEquipItem == dItemNo_IRONBALL_e) {
Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
return;
}
// Use the game's default checks for if the player can currently transform
if (!m_midnaActor->checkMetamorphoseEnableBase()) {
Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
return;
}
bool canTransform = false;
if (mLinkAcch.ChkGroundHit() && !checkModeFlg(MODE_PLAYER_FLY) && !checkMagneBootsOn()) {
if (!checkForestOldCentury()) {
if (checkMidnaRide()) {
if ((checkWolf() &&
(checkModeFlg(MODE_UNK_1000) || dComIfGp_checkPlayerStatus0(0, 0x10))) ||
(!checkWolf() &&
(checkEventRun() || getMidnaActor()->checkMetamorphoseEnable()) &&
(checkModeFlg(4) || dComIfGp_checkPlayerStatus0(0, 0x10))))
{
canTransform = true;
}
}
}
}
if (!canTransform)
{
Z2GetAudioMgr()->seStart(Z2SE_SYS_ERROR, NULL, 0, 0, 1.0f, 1.0f, -1.0f, -1.0f, 0);
return;
}
+12
View File
@@ -285,7 +285,11 @@ int daAlink_c::procHangStartInit() {
offNoResetFlg2(FLG2_UNK_2000);
if (checkHangFootWall()) {
#if TARGET_PC
if (!is_prev_hangReady && cM_rnd() < 0.7f && !dusk::settings::game::noMissClimbing) {
#else
if (!is_prev_hangReady && cM_rnd() < 0.7f) {
#endif
setSingleAnimeParam(ANM_CLIMB_HANG_MISS, &mpHIO->mLadder.m.mWallAttachMissAnm);
field_0x3478 = mpHIO->mLadder.m.mWallAttachMissAnm.mCancelFrame;
voiceStart(Z2SE_AL_V_FOOT_MISS);
@@ -2084,7 +2088,11 @@ int daAlink_c::procClimbUpStartInit(int param_0) {
speed.y = 0.0f;
mNormalSpeed = 0.0f;
#if TARGET_PC
if (param_0 || var_r29 || cM_rnd() < 0.3f || dusk::settings::game::noMissClimbing) {
#else
if (param_0 || var_r29 || cM_rnd() < 0.3f) {
#endif
setSingleAnimeParam(ANM_CLIMB_HANG, &mpHIO->mLadder.m.mWallAttachAnm);
field_0x3478 = mpHIO->mLadder.m.mWallAttachAnm.mCancelFrame;
voiceStart(Z2SE_AL_V_JUMP_HANG);
@@ -2161,7 +2169,11 @@ int daAlink_c::procClimbDownStartInit(s16 param_0) {
deleteEquipItem(TRUE, FALSE);
#if TARGET_PC
if (cM_rnd() < 0.7f || dusk::settings::game::noMissClimbing) {
#else
if (cM_rnd() < 0.7f) {
#endif
setSingleAnimeParam(ANM_CLIMB_HANG, &mpHIO->mLadder.m.mWallAttachAnm);
field_0x3478 = mpHIO->mLadder.m.mWallAttachAnm.mCancelFrame;
mProcVar0.field_0x3008 = 0;
+8 -3
View File
@@ -3046,12 +3046,17 @@ void daMidna_c::setMidnaNoDrawFlg() {
BOOL daMidna_c::checkMetamorphoseEnableBase() {
BOOL tmp;
if (
!daAlink_getAlinkActorClass()->checkMidnaRide() || (g_env_light.mEvilInitialized & 0x80) ||
if (!daAlink_getAlinkActorClass()->checkMidnaRide() || (g_env_light.mEvilInitialized & 0x80) ||
/* dSv_event_flag_c::M_077 - Main Event - Get shadow crystal (can now transform) */
!dComIfGs_isEventBit(0xD04) ||
#if TARGET_PC
(fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &tmp) &&
!dusk::settings::game::canTransformAnywhere)
#else
fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &tmp)
) {
#endif
)
{
return FALSE;
}
return TRUE;
+1 -1
View File
@@ -9696,7 +9696,7 @@ void dKy_ParticleColor_get_base(cXyz* param_0, dKy_tevstr_c* param_1, GXColor* p
f32 var_f31;
#if AVOID_UB
var_f31 = 0;
var_f31 = 100000000.0f;
#endif
if (dKy_SunMoon_Light_Check() == TRUE && i <= 1) {
-16
View File
@@ -3,8 +3,6 @@
#include <SDL3/SDL_init.h>
#include <array>
#include <cassert>
#include <fstream>
#include <ios>
#include <span>
#include "JSystem/JAudio2/JASAiCtrl.h"
@@ -17,8 +15,6 @@
#include "JSystem/JAudio2/JASAudioThread.h"
#include "JSystem/JAudio2/JASDriverIF.h"
// #define DUSK_DUMP_AUDIO
using namespace dusk::audio;
static OutputSubframe OutBuffer;
@@ -91,10 +87,6 @@ void SDLCALL GetNewAudio(
}
}
#if defined(DUSK_DUMP_AUDIO)
static std::ofstream outRaw("guh.raw", std::ios_base::out | std::ios_base::binary);
#endif
int RenderNewAudioFrame() {
JASCriticalSection section;
const u32 countSubframes = JASDriver::getSubFrames();
@@ -107,10 +99,6 @@ int RenderNewAudioFrame() {
JASAudioThread::snIntCount -= 1;
}
#if defined(DUSK_DUMP_AUDIO)
outRaw.flush();
#endif
return static_cast<u16>(countSubframes) * DSP_SUBFRAME_SIZE;
}
@@ -147,10 +135,6 @@ void RenderAudioSubframe() {
}
}
#if defined(DUSK_DUMP_AUDIO)
outRaw.write((const char*)OutInterleaveBuffer.data(), sizeof(OutInterleaveBuffer));
#endif
SDL_PutAudioStreamData(PlaybackStream, &OutInterleaveBuffer, sizeof(OutInterleaveBuffer));
}
+90 -14
View File
@@ -5,6 +5,7 @@
#include <algorithm>
#include <cassert>
#include <cstdio>
#include <span>
#include "Adpcm.hpp"
@@ -17,8 +18,30 @@ using namespace dusk::audio;
ChannelAuxData dusk::audio::ChannelAux[DSP_CHANNELS] = {};
static bool sDumpWasActive = false;
static FILE* sChannelDumpFiles[DSP_CHANNELS] = {};
static void OpenChannelDumpFiles() {
char name[32];
for (int i = 0; i < DSP_CHANNELS; i++) {
snprintf(name, sizeof(name), "channel_%02d.raw", i);
sChannelDumpFiles[i] = fopen(name, "wb");
}
}
static void CloseChannelDumpFiles() {
for (int i = 0; i < DSP_CHANNELS; i++) {
if (sChannelDumpFiles[i]) {
fclose(sChannelDumpFiles[i]);
sChannelDumpFiles[i] = nullptr;
}
}
}
f32 dusk::audio::MasterVolume = 1.0f;
f32 dusk::audio::PrevMasterVolume = 1.0f;
bool dusk::audio::EnableReverb = true;
bool dusk::audio::DumpAudio = false;
/**
* Validate that a DSP channel's format is actually something we know how to play.
@@ -106,38 +129,81 @@ static void MixSubframe(DspSubframe& dst, const DspSubframe& src) {
}
void dusk::audio::DspRender(OutputSubframe& subframe) {
if (DumpAudio != sDumpWasActive) {
sDumpWasActive = DumpAudio;
if (DumpAudio) {
OpenChannelDumpFiles();
} else {
CloseChannelDumpFiles();
}
}
std::span channels(JASDsp::CH_BUF, DSP_CHANNELS);
for (int i = 0; i < channels.size(); i++) {
auto& channel = channels[i];
auto& channelAux = ChannelAux[i];
if (!channel.mIsActive) {
continue;
}
bool skipRender = false;
if (channel.mPauseFlag) {
if (!channel.mIsActive) {
skipRender = true;
}
else if (channel.mPauseFlag) {
// Not really sure what the practical difference between pause and
// deactivation is. Either avoids clearing state or allows the DSP to avoid popping?
continue;
skipRender = true;
}
if (channel.mForcedStop) {
else if (channel.mForcedStop) {
channel.mIsFinished = true;
continue;
skipRender = true;
}
if (channel.mWaveAramAddress == 0) {
else if (channel.mWaveAramAddress == 0) {
// I think these are oscillator channels? Not backed by audio.
// No idea how to implement these yet, so skip them.
channel.mIsFinished = true;
continue;
skipRender = true;
}
ValidateChannel(channel);
OutputSubframe channelSubframe = {};
RenderChannel(channel, channelAux, channelSubframe);
if (!skipRender) {
ValidateChannel(channel);
RenderChannel(channel, channelAux, channelSubframe);
}
if (EnableReverb) {
// scale the input to the reverb rather than using wet/dry on the output.
// this way the reverb's internal buffers accumulate energy proportional to mAutoMixerFxMix,
// so any tail always decays at the correct level regardless of mAutoMixerFxMix changes
// prevents transients when the next sound starts playing with a different reverb level
// 600.0f was pulled out of my ass and just sounds good enough for console
f32 inputGain = (!skipRender) ? (channel.mAutoMixerFxMix >> 8) / 600.0f : 0.0f;
OutputSubframe reverbSubframe = {};
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
reverbSubframe.channels[0][j] = channelSubframe.channels[0][j] * inputGain;
reverbSubframe.channels[1][j] = channelSubframe.channels[1][j] * inputGain;
}
channelAux.reverb.processreplace(
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
reverbSubframe.channels[0].data(), reverbSubframe.channels[1].data(),
DSP_SUBFRAME_SIZE, 1
);
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
channelSubframe.channels[0][j] += reverbSubframe.channels[0][j];
channelSubframe.channels[1][j] += reverbSubframe.channels[1][j];
}
}
if (DumpAudio && sChannelDumpFiles[i]) {
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
fwrite(&channelSubframe.channels[0][j], sizeof(f32), 1, sChannelDumpFiles[i]);
fwrite(&channelSubframe.channels[1][j], sizeof(f32), 1, sChannelDumpFiles[i]);
}
}
for (int o = 0; o < subframe.channels.size(); o++) {
MixSubframe(subframe.channels[o], channelSubframe.channels[o]);
@@ -463,6 +529,16 @@ static void RenderChannel(
}
void dusk::audio::DspInit() {
for (int i = 0; i < DSP_CHANNELS; i++) {
auto& channelAux = ChannelAux[i];
channelAux.reverb.setwet(1.0f);
channelAux.reverb.setdry(0.0f);
channelAux.reverb.setroomsize(0.5f);
channelAux.reverb.setdamp(0.7f);
channelAux.reverb.setwidth(1.0f);
channelAux.reverb.setmode(0.0f);
channelAux.reverb.mute();
}
}
void dusk::audio::ApplyVolume(
+6 -1
View File
@@ -8,6 +8,8 @@
#include "SDL3/SDL_audio.h"
#include <span>
#include "freeverb/revmodel.hpp"
// ReSharper disable once CppUnusedIncludeDirective
#include "global.h"
@@ -29,6 +31,7 @@ namespace dusk::audio {
// Used for debugging tools.
u32 resetCount;
revmodel reverb;
/**
* Previous volume values, per output channel.
@@ -51,7 +54,7 @@ namespace dusk::audio {
// basically stores our position between resamplePrev and decodeBuf[0] so we don't lose that fractional resampler position next subframe
f32 resamplePos;
// last consumed sample from decodeBuf
s16 resamplePrev;
s16 resamplePrev;
};
extern ChannelAuxData ChannelAux[DSP_CHANNELS];
@@ -118,4 +121,6 @@ namespace dusk::audio {
extern f32 MasterVolume;
extern f32 PrevMasterVolume;
extern bool EnableReverb;
extern bool DumpAudio;
}
+2
View File
@@ -8,6 +8,7 @@
#include "JSystem/JAudio2/JASDSPInterface.h"
#include "JSystem/JAudio2/JASTrack.h"
#include "dusk/audio/DuskAudioSystem.h"
#include "dusk/audio/DuskDsp.hpp"
static std::array<u8, DSP_CHANNELS> channelSortIndices = {};
static std::array<u32, DSP_CHANNELS> lastResetCounts = {};
@@ -102,6 +103,7 @@ static void ShowAllDspChannels() {
}
ImGui::Text("Active channels: %d", activeChannels);
ImGui::Checkbox("Dump channels to disk", &dusk::audio::DumpAudio);
ImGui::Checkbox("Sort by update count", &sortUpdateCount);
if (sortUpdateCount) {
+35 -2
View File
@@ -37,6 +37,12 @@ namespace dusk {
ImGui::SetTooltip("Quicker climbing on ladders and vines like the HD version");
}
config::ImGuiCheckbox("No Climbing Miss Animation", settings::game::noMissClimbing);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Prevents Link from playing a struggle animation\n"
"when using the Clawshot on vines at a weird angle");
}
config::ImGuiCheckbox("Faster Tears of Light", settings::game::fastTears);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Tears of Light dropped by Shadow Insects pop out faster like the HD version");
@@ -46,11 +52,16 @@ namespace dusk {
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Hides the TV calibration screen shown when loading a save");
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Preferences")) {
config::ImGuiCheckbox("Mirror Mode", settings::game::enableMirrorMode);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Mirrors the world, matching the Wii version of the game");
}
config::ImGuiCheckbox("Invert Camera X Axis", settings::game::invertCameraXAxis);
ImGui::EndMenu();
@@ -58,10 +69,25 @@ namespace dusk {
if (ImGui::BeginMenu("Graphics")) {
config::ImGuiCheckbox("Native Bloom", settings::game::enableBloom);
config::ImGuiCheckbox("Water Projection Offset", settings::game::useWaterProjectionOffset);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Adds GC-specific -0.01 transS offset\n"
"that causes ~6px ghost artifacts in water reflections");
"that causes ~6px ghost artifacts in water reflections");
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Audio")) {
config::ImGuiCheckbox("No Low HP Sound", settings::game::noLowHpSound);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Disable the beeping sound when having low health");
}
config::ImGuiCheckbox("Non-Stop Midna's Lament", settings::game::midnasLamentNonStop);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Prevents enemy music while Midna's Lament is playing");
}
ImGui::EndMenu();
@@ -70,11 +96,17 @@ namespace dusk {
if (ImGui::BeginMenu("Cheats")) {
config::ImGuiCheckbox("Fast Iron Boots", settings::game::enableFastIronBoots);
config::ImGuiCheckbox("Can Transform Anywhere", settings::game::canTransformAnywhere);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Allows you to transform even if NPCs are looking");
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Difficulty")) {
config::ImGuiSliderInt("Damage Multiplier", settings::game::damageMultiplier, 1, 8, "x%d");
config::ImGuiCheckbox("Instant Death", settings::game::instantDeath);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Any hit will instantly kill you");
@@ -86,7 +118,8 @@ namespace dusk {
if (ImGui::BeginMenu("Technical")) {
config::ImGuiCheckbox("Restore Wii 1.0 Glitches", settings::game::restoreWiiGlitches);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0, the first released version");
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0,\n"
"the first released version");
}
ImGui::EndMenu();
+3 -1
View File
@@ -7,6 +7,7 @@
#include <imgui_internal.h>
#include "JSystem/JUtility/JUTGamePad.h"
#include "dusk/audio/DuskDsp.hpp"
#include "dusk/audio/DuskAudioSystem.h"
#include "dusk/hotkeys.h"
#include "dusk/settings.h"
@@ -39,7 +40,7 @@ namespace dusk {
if (ImGui::BeginMenu("Audio")) {
ImGui::Text("Master Volume");
config::ImGuiSliderFloat("##masterVolume", settings::audio::masterVolume, 0.0f, 1.0f, "");
config::ImGuiCheckbox("Enable Reverb", settings::audio::enableReverb);
/*
// TODO: implement additional settings
ImGui::Text("Main Music Volume");
@@ -60,6 +61,7 @@ namespace dusk {
*/
audio::SetMasterVolume(settings::audio::masterVolume);
audio::EnableReverb = settings::audio::enableReverb;
ImGui::EndMenu();
}
+12
View File
@@ -12,6 +12,7 @@ ConfigVar<float> mainMusicVolume("audio.mainMusicVolume", 1.0f);
ConfigVar<float> subMusicVolume("audio.subMusicVolume", 1.0f);
ConfigVar<float> soundEffectsVolume("audio.soundEffectsVolume", 1.0f);
ConfigVar<float> fanfareVolume("audio.fanfareVolume", 1.0f);
ConfigVar<bool> enableReverb("audio.enableReverb", true);
}
namespace game {
@@ -26,6 +27,7 @@ ConfigVar<int> damageMultiplier("game.damageMultiplier", 1);
ConfigVar<bool> instantDeath("game.instantDeath", false);
ConfigVar<bool> fastClimbing("game.fastClimbing", false);
ConfigVar<bool> fastTears("game.fastTears", false);
ConfigVar<bool> noMissClimbing("game.noMissClimbing", false);
// Preferences
ConfigVar<bool> enableMirrorMode("game.enableMirrorMode", false);
@@ -35,8 +37,13 @@ ConfigVar<bool> invertCameraXAxis("game.invertCameraXAxis", false);
ConfigVar<bool> enableBloom("game.enableBloom", true);
ConfigVar<bool> useWaterProjectionOffset("game.useWaterProjectionOffset", false);
// Audio
ConfigVar<bool> noLowHpSound("game.noLowHpSound", false);
ConfigVar<bool> midnasLamentNonStop("game.midnasLamentNonStop", false);
// Cheats
ConfigVar<bool> enableFastIronBoots("game.enableFastIronBoots", false);
ConfigVar<bool> canTransformAnywhere("game.canTransformAnywhere", false);
// Technical
ConfigVar<bool> restoreWiiGlitches("game.restoreWiiGlitches", false);
@@ -52,6 +59,7 @@ void Register() {
Register(audio::subMusicVolume);
Register(audio::soundEffectsVolume);
Register(audio::fanfareVolume);
Register(audio::enableReverb);
// Game
Register(game::enableQuickTransform);
@@ -69,7 +77,11 @@ void Register() {
Register(game::enableBloom);
Register(game::useWaterProjectionOffset);
Register(game::enableFastIronBoots);
Register(game::canTransformAnywhere);
Register(game::restoreWiiGlitches);
Register(game::noMissClimbing);
Register(game::noLowHpSound);
Register(game::midnasLamentNonStop);
}
}