Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272
This commit is contained in:
thecozies
2021-12-29 18:19:41 -06:00
committed by GitHub
parent f9db11c7ec
commit 47b20c859f
13 changed files with 203 additions and 141 deletions

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@@ -19,3 +19,7 @@
#include "config/config_movement.h"
#include "config/config_objects.h"
#include "config/config_rom.h"
/* WARNING: Compatibility safeguards - don't remove this file unless you know what you're doing */
#include "config/config_safeguards.h"

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@@ -11,7 +11,7 @@
// #define ENABLE_CREDITS_BENCHMARK
#ifdef ENABLE_CREDITS_BENCHMARK
#define DEBUG_ALL
#define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
#define TEST_LEVEL LEVEL_CASTLE_GROUNDS
#define DEBUG_ALL
#define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
#define TEST_LEVEL LEVEL_CASTLE_GROUNDS
#endif

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@@ -50,23 +50,5 @@
// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
// but feel free to override it if you really want to for some reason
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
#define ENABLE_VANILLA_CAM_PROCESSING
#endif
/**************************************/
/****** Compatibility safeguards ******/
/**************************************/
// Don't change these unless you know what you're doing
#ifdef FORCED_CAMERA_MODE
#define USE_COURSE_DEFAULT_MODE // Forced camera mode overwrites the default mode
#endif
#ifndef WATER_SURFACE_CAMERA_MODE
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
#endif
#ifndef DEEP_WATER_CAMERA_MODE
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
#endif
#ifndef FLYING_CAMERA_MODE
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
#define ENABLE_VANILLA_CAM_PROCESSING
#endif

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@@ -5,7 +5,7 @@
******************/
// Enables most debug options
//#define DEBUG_ALL
// #define DEBUG_ALL
// Disables all debug options (except PUPPYPRINT)
#define DISABLE_ALL
@@ -22,16 +22,8 @@
// Enable debug free move (DPad up to enter, A to exit).
#define ENABLE_DEBUG_FREE_MOVE
// Include vanilla debug functionality.
//#define VANILLA_DEBUG
// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
//#define CUSTOM_DEBUG
// Include Puppyprint, a display library for text and large images.
//#define PUPPYPRINT
// Include a custom, enhanced performance profiler (Requires PUPPYPRINT).
//#define PUPPYPRINT_DEBUG 1
// Include a custom, enhanced performance profiler (Enables PUPPYPRINT by default in config_safeguards).
// #define PUPPYPRINT_DEBUG 1
// Use cycles instead of microseconds in Puppyprint debug output.
//#define PUPPYPRINT_DEBUG_CYCLES
@@ -45,41 +37,16 @@
// Same as above, but also reads all save file flags as complete.
// This will not overwrite existing save file data unless you save over it.
//#define COMPLETE_SAVE_FILE
// #define COMPLETE_SAVE_FILE
// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
// #define CUSTOM_DEBUG
// Removes the limit on FPS
//#define UNLOCK_FPS
// #define UNLOCK_FPS
// Include vanilla debug functionality.
// #define VANILLA_DEBUG
// Forces a crash when the game starts. Useful for debugging the crash screen.
//#define DEBUG_FORCE_CRASH_ON_BOOT
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
#ifdef COMPLETE_SAVE_FILE
#define UNLOCK_ALL
#endif // COMPLETE_SAVE_FILE
#ifdef DEBUG_ALL
#define DEBUG_LEVEL_SELECT
#define ENABLE_DEBUG_FREE_MOVE
#define PUPPYPRINT
#define PUPPYPRINT_DEBUG 1
#define VISUAL_DEBUG
#define UNLOCK_ALL
#define COMPLETE_SAVE_FILE
#endif // DEBUG_ALL
#ifdef DISABLE_ALL
#undef DEBUG_ALL
#undef TEST_LEVEL
#undef DEBUG_LEVEL_SELECT
#undef ENABLE_DEBUG_FREE_MOVE
#undef VANILLA_DEBUG
#undef CUSTOM_DEBUG
#undef PUPPYPRINT_DEBUG
#undef PUPPYPRINT_DEBUG_CYCLES
#undef VISUAL_DEBUG
#undef UNLOCK_ALL
#undef COMPLETE_SAVE_FILE
#undef DEBUG_FORCE_CRASH_ON_BOOT
#endif // DISABLE_ALL
// #define DEBUG_FORCE_CRASH_ON_BOOT

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@@ -4,9 +4,11 @@
* GAME SETTINGS *
*****************/
// Enables some mechanics that change behavior depending on hardcoded level numbers.
// You may also need to change sLevelsWithRooms in object_helpers.c
// TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic
/**
* Enables some mechanics that change behavior depending on hardcoded level numbers.
* You may also need to change sLevelsWithRooms in object_helpers.c
* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic
*/
// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
// Disable lives and hide the lives counter
@@ -26,6 +28,7 @@
// Air/Breath meter is separate from health meter when underwater
// #define BREATH_METER
// Number of coins to spawn the "100 coin" star. If you remove the define altogether, then there won't be a 100 coin star at all.
#define X_COIN_STAR 100
@@ -46,7 +49,9 @@
#define AREA_COUNT 8
// Makes signs and NPCs easier to talk to.
#define EASIER_DIALOG_TRIGGER
// NOTE: Currently has issues with talking to Bowser post-fight,
// https://github.com/Reonu/HackerSM64/issues/273
// #define EASIER_DIALOG_TRIGGER
// Show an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER]
// #define DIALOG_INDICATOR
@@ -68,13 +73,3 @@
// The level that the game starts in after file select. The levelscript needs to have a MARIO_POS command for this to work.
#define START_LEVEL LEVEL_CASTLE_GROUNDS
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
#ifdef DISABLE_LIVES
#undef SAVE_NUM_LIVES
#endif // DISABLE_LIVES
#ifndef START_LEVEL
#define START_LEVEL LEVEL_CASTLE_GROUNDS
#endif

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@@ -12,10 +12,3 @@
// Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled)
#define DISABLE_DEMO
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing.--
#ifndef KEEP_MARIO_HEAD
#undef GODDARD_EASTER_EGG
#define DISABLE_DEMO
#endif // !KEEP_MARIO_HEAD

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@@ -4,6 +4,9 @@
* GRAPHICS SETTINGS *
*********************/
// Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla
#define GFX_POOL_SIZE 10000
// Show a watermark in the title screen that reads "Made with HackerSM64", instead of the copyright message
#define INTRO_CREDIT
@@ -15,7 +18,7 @@
// Skybox size modifier, changing this will add support for larger skybox images. NOTE: Vanilla skyboxes may break if you change this option. Be sure to rescale them accordingly.
// Whenever you change this, make sure to run "make -C tools clean" to rebuild the skybox tool (alternatively go into skyconv.c and change the file in any way (like adding/deleting a space) to specifically rebuild that tool).
// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define in src/game/game_init.h)
// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define above)
#define SKYBOX_SIZE 1
// When this option is enabled, LODs will ONLY work on console.
@@ -23,6 +26,10 @@
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
#define AUTO_LOD
// Include Puppyprint, a display library for text and large images.
// Automatically included when PUPPYPRINT_DEBUG is enabled
// #define PUPPYPRINT
// Disable AA (Improves console performance but causes visible seams between unconnected geometry).
// #define DISABLE_AA
@@ -77,20 +84,3 @@
// Use old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
// NOTE: When this is enabled, The 49th hardcoded rectangle shadow will act as a regular circular shadow, due to Mario's shadow ID being 99 in vanilla.
#define LEGACY_SHADOW_IDS
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
#ifndef F3DZEX_GBI_2
#undef OBJECTS_REJ // OBJECTS_REJ requires f3dzex.
#endif // !F3DZEX_GBI_2
#ifndef F3DEX_GBI_SHARED
#undef OBJECTS_REJ // Non F3DEX-based ucodes do NOT support ucode switching.
#endif // !F3DEX_GBI_SHARED
#ifdef OBJECTS_REJ
// Enable required ucodes.
#define F3DEX2_REJ_GBI
#define F3DLX2_REJ_GBI
#endif // OBJECTS_REJ

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@@ -17,12 +17,3 @@
#define EXIT_COURSE_LEVEL LEVEL_CASTLE
#define EXIT_COURSE_AREA 0x01
#define EXIT_COURSE_NODE 0x1F
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
#ifdef DISABLE_EXIT_COURSE
#undef EXIT_COURSE_WHILE_MOVING
#undef EXIT_COURSE_LEVEL
#undef EXIT_COURSE_AREA
#undef EXIT_COURSE_NODE
#endif // DISABLE_EXIT_COURSE

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@@ -5,7 +5,7 @@
*********************/
// Fixes Mario's turn ground radius by making it dependent on the analog stick magnitude.
//#define GROUND_TURN_FIX
// #define GROUND_TURN_FIX
// Fixes Mario's turn ground radius by allowing Mario to turn around at any speed.
// Basically a simpler version of GROUND_TURN_FIX but smoother & closer to vanilla.
@@ -80,10 +80,3 @@
// Re-enable upwarping when entering water. Forces you to only enter water from the top
// #define WATER_PLUNGE_UPWARP
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
// #ifdef GROUND_TURNING_AROUND_FIX
// #undef GROUND_TURN_FIX
// #endif // GROUND_TURNING_AROUND_FIX

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@@ -73,12 +73,3 @@
// The number of segments Wiggler has, not including the head. Vanilla is 4.
#define WIGGLER_NUM_SEGMENTS 4
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing. --
// Enable floombas if the intro floombas are enabled
#ifdef INTRO_FLOOMBAS
#ifndef FLOOMBAS
#define FLOOMBAS
#endif
#endif

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@@ -23,10 +23,3 @@
// There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
#define BORDER_HEIGHT_CONSOLE 0
#define BORDER_HEIGHT_EMULATOR 0
// -- Compatibility safeguards. Don't mess with these unless you know what you're doing.--
#ifndef TARGET_N64
#define BORDER_HEIGHT_CONSOLE 0
#define BORDER_HEIGHT_EMULATOR 0
#endif // !TARGET_N64

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@@ -0,0 +1,164 @@
#pragma once
/*****************************
* COMPATIBILITY SAFE GUARDS *
*****************************/
/**
* NOTE: Only mess with these if you know what you're doing!
* These are put in place to insure that connected functionality works as intended.
*/
/*****************
* config_graphics
*/
#ifndef F3DZEX_GBI_2
#undef OBJECTS_REJ // OBJECTS_REJ requires f3dzex.
#endif // !F3DZEX_GBI_2
#ifndef F3DEX_GBI_SHARED
#undef OBJECTS_REJ // Non F3DEX-based ucodes do NOT support ucode switching.
#endif // !F3DEX_GBI_SHARED
#ifdef OBJECTS_REJ
// Enable required ucodes.
#define F3DEX2_REJ_GBI
#define F3DLX2_REJ_GBI
#endif // OBJECTS_REJ
/*****************
* config_debug
*/
#ifdef PUPPYPRINT_DEBUG
#undef PUPPYPRINT
#define PUPPYPRINT
#endif
#ifdef COMPLETE_SAVE_FILE
#undef UNLOCK_ALL
#define UNLOCK_ALL
#endif // COMPLETE_SAVE_FILE
#ifdef DEBUG_ALL
#undef DEBUG_LEVEL_SELECT
#define DEBUG_LEVEL_SELECT
#undef ENABLE_DEBUG_FREE_MOVE
#define ENABLE_DEBUG_FREE_MOVE
#undef PUPPYPRINT
#define PUPPYPRINT
#undef PUPPYPRINT_DEBUG
#define PUPPYPRINT_DEBUG 1
#undef VISUAL_DEBUG
#define VISUAL_DEBUG
#undef UNLOCK_ALL
#define UNLOCK_ALL
#undef COMPLETE_SAVE_FILE
#define COMPLETE_SAVE_FILE
#endif // DEBUG_ALL
#ifdef DISABLE_ALL
#undef DEBUG_ALL
#undef TEST_LEVEL
#undef DEBUG_LEVEL_SELECT
#undef ENABLE_DEBUG_FREE_MOVE
#undef VANILLA_DEBUG
#undef CUSTOM_DEBUG
#undef PUPPYPRINT_DEBUG
#undef PUPPYPRINT_DEBUG_CYCLES
#undef VISUAL_DEBUG
#undef UNLOCK_ALL
#undef COMPLETE_SAVE_FILE
#undef DEBUG_FORCE_CRASH_ON_BOOT
#endif // DISABLE_ALL
/*****************
* config_camera
*/
#ifdef FORCED_CAMERA_MODE
#undef USE_COURSE_DEFAULT_MODE
#define USE_COURSE_DEFAULT_MODE // Forced camera mode overwrites the default mode
#endif
#ifndef WATER_SURFACE_CAMERA_MODE
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
#endif
#ifndef DEEP_WATER_CAMERA_MODE
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
#endif
#ifndef FLYING_CAMERA_MODE
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
#endif
/*****************
* config_game
*/
#ifdef DISABLE_LIVES
#undef SAVE_NUM_LIVES
#endif // DISABLE_LIVES
#ifndef START_LEVEL
#define START_LEVEL LEVEL_CASTLE_GROUNDS
#endif
/*****************
* config_goddard
*/
#ifndef KEEP_MARIO_HEAD
#undef GODDARD_EASTER_EGG
#undef DISABLE_DEMO
#define DISABLE_DEMO
#endif // !KEEP_MARIO_HEAD
/*****************
* config_menu
*/
#ifdef DISABLE_EXIT_COURSE
#undef EXIT_COURSE_WHILE_MOVING
#undef EXIT_COURSE_LEVEL
#undef EXIT_COURSE_AREA
#undef EXIT_COURSE_NODE
#endif // DISABLE_EXIT_COURSE
/*****************
* config_objects
*/
// Enable floombas if the intro floombas are enabled
#ifdef INTRO_FLOOMBAS
#undef FLOOMBAS
#define FLOOMBAS
#endif
/*****************
* config_rom
*/
#ifndef TARGET_N64
#undef BORDER_HEIGHT_CONSOLE
#define BORDER_HEIGHT_CONSOLE 0
#undef BORDER_HEIGHT_EMULATOR
#define BORDER_HEIGHT_EMULATOR 0
#endif // !TARGET_N64

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@@ -8,8 +8,7 @@
#include "types.h"
#include "memory.h"
#define GFX_POOL_SIZE 10000 // Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla
#include "config.h"
#define MARIO_ANIMS_POOL_SIZE 0x4000
#define DEMO_INPUTS_POOL_SIZE 0x800