// 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
// Spawn floombas in the title screen
#define INTRO_FLOOMBAS
// Enable widescreen (16:9) support
#define WIDE
// 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 above)
#define SKYBOX_SIZE 1
// When this option is enabled, LODs will ONLY work on console.
// When this option is disabled, LODs will work regardless of whether console or emulator is used.
// 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
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti)
// Use 64x64 quarter shadow textures (Vanilla are 16x16).
#define HD_SHADOWS
// Makes certain objects (mainly trees) transparent when the camera gets close.
// #define OBJ_OPACITY_BY_CAM_DIST
// Fixes the game reading the ia8 burn smoke texture as an rgba16.
#define BURN_SMOKE_FIX
// Disable the fix to Koopa's unshelled model.
#define KOOPA_KEEP_PINK_SHORTS
// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1.
// #define PUPPYLIGHTS
// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, they will appear as sideways in-game if this is enabled.
// Make sure your custom environment map textures are the correct orientation.
// #define FIX_REFLECT_MTX
// This improves performance a bit, and does not seem to break anything.
#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
// Disables object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
// #define DISABLE_SHADOWS
// 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.