diff --git a/include/config/config_debug.h b/include/config/config_debug.h index 42aef6cdb..6a25c3431 100644 --- a/include/config/config_debug.h +++ b/include/config/config_debug.h @@ -4,7 +4,7 @@ * DEBUG SETTINGS * ******************/ -// Enables most debug options +// Enables most debug options, including PUPPYPRINT_DEBUG. // #define DEBUG_ALL // Disables all debug options (except PUPPYPRINT) @@ -22,11 +22,15 @@ // Enable debug free move (DPad up to enter, A to exit). #define ENABLE_DEBUG_FREE_MOVE -// Include a custom, enhanced performance profiler (Enables PUPPYPRINT by default in config_safeguards). +// 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 +// #define PUPPYPRINT_DEBUG_CYCLES + +// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG. +// Press DPAD left to show the debug UI. +// #define VANILLA_STYLE_CUSTOM_DEBUG // Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither. // If puppyprint is enabled, then this can be cycled only while the screen is active. @@ -39,9 +43,6 @@ // This will not overwrite existing save file data unless you save over it. // #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 diff --git a/include/config/config_safeguards.h b/include/config/config_safeguards.h index f670bfa53..0a5dd97db 100644 --- a/include/config/config_safeguards.h +++ b/include/config/config_safeguards.h @@ -72,7 +72,7 @@ #undef DEBUG_LEVEL_SELECT #undef ENABLE_DEBUG_FREE_MOVE #undef VANILLA_DEBUG - #undef CUSTOM_DEBUG + #undef VANILLA_STYLE_CUSTOM_DEBUG #undef PUPPYPRINT_DEBUG #undef PUPPYPRINT_DEBUG_CYCLES #undef VISUAL_DEBUG diff --git a/src/game/game_init.c b/src/game/game_init.c index ad9fdb7d0..545e9e66a 100644 --- a/src/game/game_init.c +++ b/src/game/game_init.c @@ -45,7 +45,7 @@ OSContPad gControllerPads[4]; u8 gControllerBits; u8 gIsConsole = TRUE; // Needs to be initialized before audio_reset_session is called u8 gBorderHeight; -#ifdef CUSTOM_DEBUG +#ifdef VANILLA_STYLE_CUSTOM_DEBUG u8 gCustomDebugMode; #endif #ifdef EEP diff --git a/src/game/game_init.h b/src/game/game_init.h index c7a5c4729..3ed0132e6 100644 --- a/src/game/game_init.h +++ b/src/game/game_init.h @@ -49,7 +49,7 @@ extern struct GfxPool *gGfxPool; extern u8 gControllerBits; extern u8 gIsConsole; extern u8 gBorderHeight; -#ifdef CUSTOM_DEBUG +#ifdef VANILLA_STYLE_CUSTOM_DEBUG extern u8 gCustomDebugMode; #endif extern u8 *gAreaSkyboxStart[AREA_COUNT]; diff --git a/src/game/hud.c b/src/game/hud.c index 5743601ae..93f7fa3fb 100644 --- a/src/game/hud.c +++ b/src/game/hud.c @@ -399,7 +399,7 @@ void render_hud_mario_lives(void) { print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(54), HUD_TOP_Y, "%d", gHudDisplay.lives); } -#ifdef CUSTOM_DEBUG +#ifdef VANILLA_STYLE_CUSTOM_DEBUG void render_debug_mode(void) { print_text(180, 40, "DEBUG MODE"); print_text_fmt_int(5, 20, "Z %d", gMarioState->pos[2]); @@ -603,7 +603,7 @@ void render_hud(void) { if (gSurfacePoolError & NOT_ENOUGH_ROOM_FOR_SURFACES) print_text(10, 40, "SURFACE POOL FULL"); if (gSurfacePoolError & NOT_ENOUGH_ROOM_FOR_NODES) print_text(10, 60, "SURFACE NODE POOL FULL"); -#ifdef CUSTOM_DEBUG +#ifdef VANILLA_STYLE_CUSTOM_DEBUG if (gCustomDebugMode) { render_debug_mode(); } diff --git a/src/game/mario.c b/src/game/mario.c index b322d8f73..90f4da1d9 100644 --- a/src/game/mario.c +++ b/src/game/mario.c @@ -1213,23 +1213,6 @@ void update_mario_button_inputs(struct MarioState *m) { if (m->controller->buttonPressed & A_BUTTON) m->input |= INPUT_A_PRESSED; if (m->controller->buttonDown & A_BUTTON) m->input |= INPUT_A_DOWN; -#ifdef CUSTOM_DEBUG - if (m->controller->buttonPressed & L_JPAD) { - gCustomDebugMode ^= 1; - } - if (gCustomDebugMode) { - if (m->controller->buttonPressed & R_JPAD) { - if (gMarioState->action == ACT_DEBUG_FREE_MOVE) { - set_mario_action(gMarioState, ACT_IDLE, 0); - } else { - set_mario_action(gMarioState, ACT_DEBUG_FREE_MOVE, 0); - } - } - } else if (gMarioState->action == ACT_DEBUG_FREE_MOVE) { - set_mario_action(gMarioState, ACT_IDLE, 0); - } -#endif - // Don't update for these buttons if squished. if (m->squishTimer == 0) { if (m->controller->buttonDown & B_BUTTON) m->input |= INPUT_B_DOWN;