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* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
77 lines
2.4 KiB
C
77 lines
2.4 KiB
C
#ifndef _DEBUG_H_
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#define _DEBUG_H_
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#include <libultraship.h>
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#include <defines.h>
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/**
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* Debug Variable Display List (DVDL), display variables and address at runtime.
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* to enable it change DVDL to 1 or 0 to disable it
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* and compile with DEBUG=1 "make DEBUG=1".
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* To edit the variables displayed edit the structure array in src/debug/debug.inc.c.
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*
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* Additional features
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* Holding L + R + Z + A will start the creditis sequence.
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* Holding L + R + Z + B will start the ending sequence.
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*/
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#define DVDL 0
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#if DVDL
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#define CHARACTER_BUFFER_SIZE 200 // size of the string buffer
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/**
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* This is the position of the displayed text.
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* It's calculated from the top left.
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*/
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#define TEXT_Y_POSSITION -0x8
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#define TEXT_X_POSSITION -0x5
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// flags
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#define DISPLAY_DECIMAL_NUMBER 0x1
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#define DISPLAY_HEXIDECIMAL_NUMBER 0x2
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#define DISPLAY_OCTAL_NUMBER 0x4
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#define DISPLAY_BINARY_NUMBER 0x8
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#define DISPLAY_SIGNED_NUMBER 0x10
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#define DISPLAY_FLOAT_AS_TYPE 0x20
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#define DISPLAY_FLOAT_WITH_ROUNDING 0x40
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#define DISPLAY_FLOAT_NUMBER 0x80
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#define HEXIDECIMAL 16
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#define DECIMAL 10
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#define OCTAL 8
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#define BINARY 2
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/**
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* This structure is the heart of the DVDL.
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* only the first 4 attributes should be set by the user, the other 2 are used by the program.
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*/
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typedef struct {
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char* variableName; // name of the variable to be displayed
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void* variablePointer; // pointer to the variable so it can display it
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u8 variableSize; // size of the variable to make up for templates from C++
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u8 variableFlag; // flag to change how the variable is displayed
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char buffer[CHARACTER_BUFFER_SIZE]; // when converting a variable to string this will be filled
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char* characterBuffer; // silly pointer so i don't need to do stuff
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} variableWatchAttributes;
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/**
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* This structure array is what you edit to display in the list.
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* First index is the variable name, second is a pointer to the variable and
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* third is the size of the variable.
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*
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* initilized in debug/debug.inc.c
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*/
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extern variableWatchAttributes gMainVariableWatchList[];
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/**
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* This is what calls the debug watch list. Because of how mk64 was programed,
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* It's called at 4 different parts of the code. One for menus, race,
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* ending sequence and creditis. It does not display during loading time because
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* the RSP is not initialized during that portion of the code.
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*/
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void display_dvdl(void);
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#endif
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#endif
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