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STROOP 0.3.0
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# STROOP | ||
*SuperMario64 Technical Run-time Observer and Object Processor* | ||
*SuperMario64 Technical Runtime Observer and Object Processor* | ||
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STROOP is a overly complicated diagnostic tool for Super Mario 64 which allows for complicated mario stuff and manipulation. | ||
STROOP is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include viewing of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more. | ||
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*(...I'll rewrite this description later - Dane)* | ||
*(...I finally rewrote this description... later - Dane)* | ||
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## Downloading Stroop | ||
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The latest release of Stroop can be downloaded from our [Releases Page](https://github.com/SM64-STROOP/STROOP/releases). From here .zip files of recent builds can be found. The files can then be extracted and Stroop.exe can be opened. | ||
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Latest development builds with the newest features, bug fixes (...I mean bug introductions) can be found on the [Development Branch](https://github.com/SM64-STROOP/STROOP/tree/Development). Likewise, Stroop.exe can be found under (Windows Build) and ran. | ||
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## Requirements | ||
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As if the current build, Stroop has the following system requirements: | ||
* Windows 10 / Windows 8 / Windows 7 / Windows Vista 64-bit or 32-bit | ||
* OpenGL 3.0 or greater (requirement for map tab only) | ||
* .NET Framework 4.6 (See [.NET Framework System Requirements](https://msdn.microsoft.com/en-us/library/8z6watww(v=vs.110).aspx) for more information) | ||
* [Mupen 0.5 rerecording](http://adelikat.tasvideos.org/emulatordownloads/mupen64-rr/Mupen64%20v8%20installer.zip) (0.5.1 will not work) | ||
* Windows 10 / Windows 8.1 / Windows 7 64-bit or 32-bit | ||
* OpenGL 3.0 or greater (3.0 requirement for map tab, 1.0 requirement for model tab only) | ||
* .NET Framework 4.7 (See [.NET Framework System Requirements](https://msdn.microsoft.com/en-us/library/8z6watww(v=vs.110).aspx) for more information) | ||
* [Mupen 0.5 rerecording](http://adelikat.tasvideos.org/emulatordownloads/mupen64-rr/Mupen64%20v8%20installer.zip) (0.5.1 will not work) (Bizhawk + Nemu partially supported on Development branch) | ||
* 64 Marios (Must be super) | ||
* Marios must be American (No PAL or JAP just yet) | ||
* Marios must be American, Japanese or PAL | ||
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## Status | ||
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Stroop is currently under a development phase, however, pre-releases have been made. Current priorities include various new features and high-priority bug fixes. Prior Release 1.0, minor bug fixes will be addressed, and after code cleanlup will be focused on. | ||
Stroop is currently under a development phase, however, pre-releases have been made. Current priorities include various new features and high-priority bug fixes. Prior Release 1.0, minor bug fixes will be addressed, and after code cleanup will be focused on. | ||
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## Building | ||
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Requirements: | ||
* Visual Studio *(2015 recommended)* | ||
* Visual Studio *(2017 recommended)* | ||
* OpenTK 1.1 *(Version 1.1.1589.5942 used, others may work)* | ||
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Before building Stroop, OpenTK is a prerequisite. This is easiest installed by using the NuGet package manager. Stroop can be easily build from the source code by opening up the solution file in Visual Studio and performing a build. |
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 14 | ||
VisualStudioVersion = 14.0.25123.0 | ||
# Visual Studio 15 | ||
VisualStudioVersion = 15.0.26228.9 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SM64 Diagnostic", "SM64 Diagnostic\SM64 Diagnostic.csproj", "{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
Windows Build|Any CPU = Windows Build|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Release|Any CPU.Build.0 = Release|Any CPU | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Windows Build|Any CPU.ActiveCfg = Windows Build|Any CPU | ||
{D309A4ED-54AF-4BC7-83CA-BCD38543AEB3}.Windows Build|Any CPU.Build.0 = Windows Build|Any CPU | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
GlobalSection(Performance) = preSolution | ||
HasPerformanceSessions = true | ||
EndGlobalSection | ||
EndGlobal |
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<?xml version="1.0" encoding="utf-8"?> | ||
<configuration> | ||
<startup> | ||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6"/> | ||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.7"/> | ||
</startup> | ||
</configuration> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
<ActionsData> | ||
<Data type="uint" address="0x0C" offset="Mario" useHex="true">Action</Data> | ||
<Data offset="Special" specialType="ActionDescription">Action Description</Data> | ||
<Data type="uint" address="0x10" offset="Mario" useHex="true">Previous Action</Data> | ||
<Data offset="Special" specialType="PrevActionDescription">Prev. Action Desc.</Data> | ||
<Data type="short" address="0x18" offset="Mario">Action Phase</Data> | ||
<Data type="short" address="0x1A" offset="Mario">Action Timer</Data> | ||
<Data type="short" address="0x38" offset="MarioObj">Animation</Data> | ||
<Data offset="Special" specialType="MarioAnimationDescription">Animation Description</Data> | ||
<Data type="short" address="0x40" offset="MarioObj">Animation Timer</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x80000000">b00 throwing?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x40000000">b01 (never)</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x20000000">b02 water stuff?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x10000000">b03 water/twirl?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x08000000">b04 pause exit</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x04000000">b05 ground stuff?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x02000000">b06 jumps?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x01000000">b07 air?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00800000">b08 attacking</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00400000">b09 standing still</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00200000">b10 hanging on ceiling</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00100000">b11 holding pole</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00080000">b12 horizontal</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00040000">b13 sitting/sliding</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00020000">b14 hurt</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00010000">b15 riding shell</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00008000">b16 small hitbox?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00004000">b17 metal</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00002000">b18 water</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00001000">b19 no control</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000800">b20 invincible2?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000400">b21 transitioning?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000200">b22 invincible?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000100">b23 using hands?</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000080">b24</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000040">b25</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000020">b26</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000010">b27</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000008">b28</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000004">b29</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000002">b30</Data> | ||
<Data type="uint" address="0x0C" offset="Mario" isBool="true" mask="0x00000001">b31</Data> | ||
</ActionsData> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
<CamHackData> | ||
<Data type="int" address="0x00" offset="CamHack">Mode</Data> | ||
<Data type="ushort" address="0x1C" offset="CamHack" isBool="true">Absolute Angle</Data> | ||
<Data type="uint" address="0x28" offset="CamHack" useHex="true" isObject="true">Object to Follow</Data> | ||
<Data type="float" address="0x04" offset="CamHack">Camera X</Data> | ||
<Data type="float" address="0x08" offset="CamHack">Camera Y</Data> | ||
<Data type="float" address="0x0C" offset="CamHack">Camera Z</Data> | ||
<Data type="float" address="0x10" offset="CamHack">Focus X</Data> | ||
<Data type="float" address="0x14" offset="CamHack">Focus Y</Data> | ||
<Data type="float" address="0x18" offset="CamHack">Focus Z</Data> | ||
<Data type="float" address="0x20" offset="CamHack">Radius</Data> | ||
<Data type="short" address="0x1E" offset="CamHack" isAngle="true">Theta</Data> | ||
<Data type="float" address="0x24" offset="CamHack">Relative Height</Data> | ||
</CamHackData> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
<CameraData> | ||
<Data type="byte" address="0x00C28106" absoluteAddress="true" isBool="true" mask="0x0004">Mario Cam Possible</Data> | ||
<Data type="byte" address="0x00C28106" absoluteAddress="true" isBool="true" mask="0x0001">Mario Cam</Data> | ||
<Data type="byte" address="0x00C2810E" absoluteAddress="true" isBool="true" mask="0x0020">Fixed Cam</Data> | ||
<Data type="byte" address="0x00C282CA" absoluteAddress="true" isBool="true" mask="0x0002">Far Cam</Data> | ||
<Data type="byte" address="0x00C282CB" absoluteAddress="true" isBool="true" mask="0x0020">Close Cam</Data> | ||
<Data type="float" address="0xc28124" absoluteAddress="true">Camera X</Data> | ||
<Data type="float" address="0xc28128" absoluteAddress="true">Camera Y</Data> | ||
<Data type="float" address="0xc2812c" absoluteAddress="true">Camera Z</Data> | ||
<Data type="float" address="0xc2813c" absoluteAddress="true">Camera Target X</Data> | ||
<Data type="float" address="0xc28140" absoluteAddress="true">Camera Target Y</Data> | ||
<Data type="float" address="0xc28144" absoluteAddress="true">Camera Target Z</Data> | ||
<Data type="ushort" address="0xc28164" absoluteAddress="true" isAngle="true">Camera Yaw</Data> | ||
<Data type="ushort" address="0xc28166" absoluteAddress="true" isAngle="true">Camera Pitch</Data> | ||
<Data type="ushort" address="0xc281fa" absoluteAddress="true" isAngle="true">Fixed Cent Angle</Data> | ||
<Data type="ushort" address="0xc28194" absoluteAddress="true" isAngle="true">Target Cent Angle</Data> | ||
<Data type="ushort" address="0xc28196" absoluteAddress="true" isAngle="true">Cent Angle</Data> | ||
<Data type="float" address="0xc28118" absoluteAddress="true">Focus X</Data> | ||
<Data type="float" address="0xc2811c" absoluteAddress="true">Focus Y</Data> | ||
<Data type="float" address="0xc28120" absoluteAddress="true">Focus Z</Data> | ||
<Data type="float" address="0xc281fc" absoluteAddress="true">Focus Veer Dist</Data> | ||
<Data type="float" address="0xc28160" absoluteAddress="true">Cam Dist from Focus</Data> | ||
<Data type="float" address="0xc28024" absoluteAddress="true">Zoom Dist</Data> | ||
<Data type="short" address="0xc2816e" absoluteAddress="true">Yaw Shake</Data> | ||
<Data type="short" address="0xc28168" absoluteAddress="true">Pitch Shake</Data> | ||
<Data type="short" address="0xc2816c" absoluteAddress="true">Roll Shake</Data> | ||
<Data type="short" address="0xc28156" absoluteAddress="true">Camera Mode</Data> | ||
<Data type="uint" address="0x00C199B0" absoluteAddress="true" useHex="true" isObject="true">Secondary Object</Data> | ||
<Data type="byte" address="0x6D" offset="Camera" isBool="true" mask="0x04">Mario Cam Possible</Data> | ||
<Data type="byte" address="0x6D" offset="Camera" isBool="true" mask="0x01">Mario Cam</Data> | ||
<Data type="byte" address="0x75" offset="Camera" isBool="true" mask="0x20">Fixed Cam</Data> | ||
<Data type="byte" address="0x231" offset="Camera" isBool="true" mask="0x02">Far Cam</Data> | ||
<Data type="byte" address="0x230" offset="Camera" isBool="true" mask="0x20">Close Cam</Data> | ||
<Data type="float" address="0x8C" offset="Camera">Camera X</Data> | ||
<Data type="float" address="0x90" offset="Camera">Camera Y</Data> | ||
<Data type="float" address="0x94" offset="Camera">Camera Z</Data> | ||
<Data type="float" address="0xA4" offset="Camera">Camera Target X</Data> | ||
<Data type="float" address="0xA8" offset="Camera">Camera Target Y</Data> | ||
<Data type="float" address="0xAC" offset="Camera">Camera Target Z</Data> | ||
<Data type="ushort" address="0xCE" offset="Camera" isAngle="true">Camera Yaw</Data> | ||
<Data type="ushort" address="0xCC" offset="Camera" isAngle="true">Camera Pitch</Data> | ||
<Data type="ushort" address="0x160" offset="Camera" isAngle="true">Fixed Cent Angle</Data> | ||
<Data type="ushort" address="0xFE" offset="Camera" isAngle="true">Target Cent Angle</Data> | ||
<Data type="ushort" address="0xFC" offset="Camera" isAngle="true">Cent Angle</Data> | ||
<Data type="float" address="0x80" offset="Camera">Camera Focus X</Data> | ||
<Data type="float" address="0x84" offset="Camera">Camera Focus Y</Data> | ||
<Data type="float" address="0x88" offset="Camera">Camera Focus Z</Data> | ||
<Data type="float" address="0x164" offset="Camera">Focus Veer Dist</Data> | ||
<Data type="float" address="0xC8" offset="Camera">Cam Dist from Focus</Data> | ||
<Data offset="Special" specialType="DistanceToMario">Cam Dist from Mario</Data> | ||
<Data type="float" addressUS="0x8033C5A4" addressJP="0x8033B234" offset="Relative">Zoom Dist</Data> | ||
<Data type="short" address="0xD4" offset="Camera">Yaw Shake</Data> | ||
<Data type="short" address="0x120" offset="Camera">Yaw Shake Speed</Data> | ||
<Data type="short" address="0x122" offset="Camera">Yaw Shake Decrease</Data> | ||
<Data type="short" address="0x11E" offset="Camera">Yaw Shake Osc.</Data> | ||
<Data type="short" address="0xD2" offset="Camera">Pitch Shake</Data> | ||
<Data type="short" address="0xDA" offset="Camera">Pitch Shake Speed</Data> | ||
<Data type="short" address="0xDC" offset="Camera">Pitch Shake Decrease</Data> | ||
<Data type="short" address="0xD8" offset="Camera">Pitch Shake Osc.</Data> | ||
<Data type="short" address="0xD6" offset="Camera">Roll Shake</Data> | ||
<Data type="short" address="0x11A" offset="Camera">Roll Shake Speed</Data> | ||
<Data type="short" address="0x11C" offset="Camera">Roll Shake Decrease</Data> | ||
<Data type="short" address="0x118" offset="Camera">Roll Shake Osc.</Data> | ||
<Data type="short" address="0xBC" offset="Camera">Camera Mode</Data> | ||
<Data type="uint" addressUS="0x8032DF30" addressJP="0x8032CFD0" offset="Relative" useHex="true" isObject="true">Secondary Object</Data> | ||
</CameraData> |
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