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
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@@ -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
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@@ -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
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@@ -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);
}
}