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60a7f37
fixed tree leaves appearing in wf poles
stalechilibeans Oct 23, 2025
044bb4e
fixed slide collision normals
The1UPGuy Oct 23, 2025
dcc8193
sound effect tweaks
stalechilibeans Oct 24, 2025
bbdc7ac
automatic health recovery is faster
The1UPGuy Oct 24, 2025
0d30117
reimplemented castle inside textbox
The1UPGuy Oct 24, 2025
5d64650
updated power meter textures
spacetaken Oct 25, 2025
1313337
updated slider coins
The1UPGuy Oct 25, 2025
19806e5
updated boo behaviour
The1UPGuy Oct 26, 2025
9096ea3
updated sCastleEntranceOffset
The1UPGuy Oct 26, 2025
d54a15e
snow slider revamp
spacetaken Oct 27, 2025
783aa6a
fixed all snow slider positions
stalechilibeans Oct 27, 2025
041a7b2
updated chests and coins in ddd area 1
The1UPGuy Oct 27, 2025
8a519ef
snow slider visual and collision fixes
spacetaken Oct 27, 2025
0c71e9d
snow slider collision tweaks + smooth shaded dirty snow
stalechilibeans Oct 27, 2025
bff435a
updated castle grounds minimap
brokemutt Oct 28, 2025
d51ebba
accommodate for patent
brokemutt Oct 28, 2025
121efef
Neverax LLL room
stalechilibeans Oct 29, 2025
e03f8ae
snow slider collision fix
stalechilibeans Oct 29, 2025
c69a723
updated lll texture
stalechilibeans Oct 29, 2025
0e2aaf1
Lobby lag
diesel64 Oct 29, 2025
cccfab4
Merge pull request #50 from diesel64/diesel64-patch-3
stalechilibeans Oct 29, 2025
8a3f7a9
Merge pull request #49 from spritesworkshop/spritesworkshop-patch-1
stalechilibeans Oct 29, 2025
fcfe5c4
consistent hitbox radius on all coins
The1UPGuy Oct 29, 2025
16ee3fc
New WF Minimap
toonjoey Oct 29, 2025
4132624
Merge pull request #52 from toonjoey/main
stalechilibeans Oct 29, 2025
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1 change: 1 addition & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -95,6 +95,7 @@ For more questions, join our [Discord server](https://discord.gg/ynabeAS4eD).
- Diamond Hero
- Xiartic
- icehotlemonade
- Neverax

#### Special Thanks
- Neverax
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2 changes: 0 additions & 2 deletions data/behavior_data.c
Original file line number Diff line number Diff line change
Expand Up @@ -1702,7 +1702,6 @@ const BehaviorScript bhvGhostHuntBoo[] = {
CALL_NATIVE(bhv_init_room),
SPAWN_CHILD(/*Model*/ MODEL_YELLOW_COIN, /*Behavior*/ bhvCoinInsideBoo),
SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 30, /*Gravity*/ 0, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 200, /*Unused*/ 0, 0),
CALL_NATIVE(bhv_boo_init),
BEGIN_LOOP(),
CALL_NATIVE(bhv_boo_loop),
END_LOOP(),
Expand Down Expand Up @@ -1928,7 +1927,6 @@ const BehaviorScript bhvShallowWaterSplash[] = {
BEGIN_REPEAT(18),
SPAWN_WATER_DROPLET(&gShallowWaterSplashDropletParams),
END_REPEAT_CONTINUE(),
CALL_NATIVE(bhv_shallow_water_splash_init),
DELAY(1),
PARENT_BIT_CLEAR(oActiveParticleFlags, ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH),
DEACTIVATE(),
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6 changes: 3 additions & 3 deletions include/sounds.h
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@
#define SOUND_ACTION_SPIN /* 0x04378080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_TWIRL /* 0x04388080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x38, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // same sound as spin
#define SOUND_ACTION_CLIMB_UP_TREE /* 0x043A8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3A, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_CLIMB_DOWN_TREE /* 0x003B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3B, 0x00, 0) // unverified, unused
#define SOUND_ACTION_CLIMB_DOWN_TREE /* 0x003B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3B, 0x00, SOUND_NO_PRIORITY_LOSS) // unverified, unused
#define SOUND_ACTION_UNK3C /* 0x003C0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3C, 0x00, 0) // unverified, unused
#define SOUND_ACTION_UNKNOWN43D /* 0x043D8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_UNKNOWN43E /* 0x043E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
Expand All @@ -147,7 +147,7 @@
#define SOUND_ACTION_METAL_STEP_WATER /* 0x04529080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x52, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_SWIMMING_IDLE /* 0x00530000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x53, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified, unused
#define SOUND_ACTION_UNK54 /* 0x00540000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x54, 0x00, 0) // unverified, unused
#define SOUND_ACTION_UNK55 /* 0x00550000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x55, 0x00, 0) // unverified, unused
#define SOUND_ACTION_UNK55 /* 0x00550000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x55, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified, unused
#define SOUND_ACTION_FLYING_FAST /* 0x04568080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x56, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // "swoop"?, unverified
#define SOUND_ACTION_TELEPORT /* 0x0457C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x57, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_UNKNOWN458 /* 0x0458A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x58, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
Expand All @@ -174,7 +174,7 @@
#define SOUND_MOVING_FLYING /* 0x14170000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x17, 0x00, SOUND_NO_PRIORITY_LOSS)
#define SOUND_MOVING_ALMOST_DROWNING /* 0x1C180000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x18, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_CONSTANT_FREQUENCY)
#define SOUND_MOVING_AIM_CANNON /* 0x1D192000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x19, 0x20, SOUND_NO_VOLUME_LOSS | SOUND_NO_PRIORITY_LOSS | SOUND_CONSTANT_FREQUENCY)
#define SOUND_MOVING_UNK1A /* 0x101A0000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x1A, 0x00, 0) // ?, unused
#define SOUND_MOVING_UNK1A /* 0x101A0000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x1A, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_CONSTANT_FREQUENCY) // ?, unused
#define SOUND_MOVING_RIDING_SHELL_LAVA /* 0x14280000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x28, 0x00, SOUND_NO_PRIORITY_LOSS)

/* Mario Sound Effects */
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