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rename CUSTOM_DEBUG, add comments (#275)
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@@ -4,7 +4,7 @@
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* DEBUG SETTINGS *
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******************/
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// Enables most debug options
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// Enables most debug options, including PUPPYPRINT_DEBUG.
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// #define DEBUG_ALL
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// Disables all debug options (except PUPPYPRINT)
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@@ -22,11 +22,15 @@
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// Enable debug free move (DPad up to enter, A to exit).
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#define ENABLE_DEBUG_FREE_MOVE
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// Include a custom, enhanced performance profiler (Enables PUPPYPRINT by default in config_safeguards).
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// Include a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
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// #define PUPPYPRINT_DEBUG 1
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// Use cycles instead of microseconds in Puppyprint debug output.
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//#define PUPPYPRINT_DEBUG_CYCLES
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// #define PUPPYPRINT_DEBUG_CYCLES
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// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
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// Press DPAD left to show the debug UI.
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// #define VANILLA_STYLE_CUSTOM_DEBUG
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// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
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// If puppyprint is enabled, then this can be cycled only while the screen is active.
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@@ -39,9 +43,6 @@
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// This will not overwrite existing save file data unless you save over it.
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// #define COMPLETE_SAVE_FILE
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// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
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// #define CUSTOM_DEBUG
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// Removes the limit on FPS
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// #define UNLOCK_FPS
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@@ -72,7 +72,7 @@
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#undef DEBUG_LEVEL_SELECT
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#undef ENABLE_DEBUG_FREE_MOVE
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#undef VANILLA_DEBUG
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#undef CUSTOM_DEBUG
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#undef VANILLA_STYLE_CUSTOM_DEBUG
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#undef PUPPYPRINT_DEBUG
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#undef PUPPYPRINT_DEBUG_CYCLES
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#undef VISUAL_DEBUG
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@@ -45,7 +45,7 @@ OSContPad gControllerPads[4];
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u8 gControllerBits;
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u8 gIsConsole = TRUE; // Needs to be initialized before audio_reset_session is called
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u8 gBorderHeight;
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#ifdef CUSTOM_DEBUG
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#ifdef VANILLA_STYLE_CUSTOM_DEBUG
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u8 gCustomDebugMode;
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#endif
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#ifdef EEP
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@@ -49,7 +49,7 @@ extern struct GfxPool *gGfxPool;
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extern u8 gControllerBits;
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extern u8 gIsConsole;
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extern u8 gBorderHeight;
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#ifdef CUSTOM_DEBUG
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#ifdef VANILLA_STYLE_CUSTOM_DEBUG
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extern u8 gCustomDebugMode;
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#endif
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extern u8 *gAreaSkyboxStart[AREA_COUNT];
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@@ -399,7 +399,7 @@ void render_hud_mario_lives(void) {
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print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(54), HUD_TOP_Y, "%d", gHudDisplay.lives);
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}
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#ifdef CUSTOM_DEBUG
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#ifdef VANILLA_STYLE_CUSTOM_DEBUG
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void render_debug_mode(void) {
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print_text(180, 40, "DEBUG MODE");
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print_text_fmt_int(5, 20, "Z %d", gMarioState->pos[2]);
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@@ -603,7 +603,7 @@ void render_hud(void) {
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if (gSurfacePoolError & NOT_ENOUGH_ROOM_FOR_SURFACES) print_text(10, 40, "SURFACE POOL FULL");
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if (gSurfacePoolError & NOT_ENOUGH_ROOM_FOR_NODES) print_text(10, 60, "SURFACE NODE POOL FULL");
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#ifdef CUSTOM_DEBUG
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#ifdef VANILLA_STYLE_CUSTOM_DEBUG
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if (gCustomDebugMode) {
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render_debug_mode();
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}
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@@ -1213,23 +1213,6 @@ void update_mario_button_inputs(struct MarioState *m) {
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if (m->controller->buttonPressed & A_BUTTON) m->input |= INPUT_A_PRESSED;
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if (m->controller->buttonDown & A_BUTTON) m->input |= INPUT_A_DOWN;
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#ifdef CUSTOM_DEBUG
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if (m->controller->buttonPressed & L_JPAD) {
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gCustomDebugMode ^= 1;
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}
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if (gCustomDebugMode) {
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if (m->controller->buttonPressed & R_JPAD) {
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if (gMarioState->action == ACT_DEBUG_FREE_MOVE) {
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set_mario_action(gMarioState, ACT_IDLE, 0);
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} else {
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set_mario_action(gMarioState, ACT_DEBUG_FREE_MOVE, 0);
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}
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}
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} else if (gMarioState->action == ACT_DEBUG_FREE_MOVE) {
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set_mario_action(gMarioState, ACT_IDLE, 0);
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}
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#endif
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// Don't update for these buttons if squished.
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if (m->squishTimer == 0) {
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if (m->controller->buttonDown & B_BUTTON) m->input |= INPUT_B_DOWN;
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