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https://github.com/Print-and-Panic/Microtransactions64.git
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Files
98958df32459dd9c9deeeec80da00affee80230d
91 lines
4.2 KiB
C
91 lines
4.2 KiB
C
#pragma once
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/*********************
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* GRAPHICS SETTINGS *
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*********************/
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// The size of the master display list (gDisplayListHead). 6400 is vanilla.
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#define GFX_POOL_SIZE 10000
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
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#define INTRO_CREDIT
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Fix formatting inconsistencies in config files (#303)
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// Spawns floombas on the title screen.
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#define INTRO_FLOOMBAS
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Fix formatting inconsistencies in config files (#303)
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// Enables widescreen (16:9) support.
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#define WIDE
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// 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.
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// 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).
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// When increasing this, you should probably also increase the GFX pool size (the GFX_POOL_SIZE define above).
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#define SKYBOX_SIZE 1
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// When this option is enabled, LODs will ONLY work on console.
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// When this option is disabled, LODs will work regardless of whether console or emulator is used.
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// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
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#define AUTO_LOD
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// Enables Puppyprint, a display library for text and large images.
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// Automatically enabled when PUPPYPRINT_DEBUG is enabled.
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// #define PUPPYPRINT
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Fix formatting inconsistencies in config files (#303)
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// Disables AA (Improves console performance but causes visible seams between unconnected geometry).
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// #define DISABLE_AA
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// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
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#define IA8_COINS
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
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#define IA8_30FPS_COINS
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// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
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// For advanced users only. Does not work perfectly out the box, best used when exported actor models are
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// using 64 vertex sizes, offered by Fast64 in the microcode menu.
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// #define OBJECTS_REJ
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/**
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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* Mario's silhouette when behind solid objects/surfaces.
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* Also enables new render layers, such as LAYER_ALPHA_DECAL.
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* The number is the intensity of the silhouette, from 0-255.
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* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
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* Also, this also disables anti-aliasing on Mario.
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* NOTE: Regarding performance, silhouette seems to lose 1-2 frames on console.
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*/
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// #define SILHOUETTE 127
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// Use 64x64 quarter shadow textures (Vanilla are 16x16).
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#define HD_SHADOWS
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// Makes certain objects (mainly trees) transparent when the camera gets close.
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// #define OBJ_OPACITY_BY_CAM_DIST
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// Fixes the game reading the ia8 burn smoke texture as an rgba16.
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#define BURN_SMOKE_FIX
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// Disables the fix to Koopa's unshelled model.
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#define KOOPA_KEEP_PINK_SHORTS
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// Uses the star object's model in the star dance cutscene.
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// This has a side effect of making the star dance star also transparent when Mario collects a transparent star.
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// #define STAR_DANCE_USES_STARS_MODEL
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// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// NOTE: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
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// #define PUPPYLIGHTS
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// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, those will appear as sideways in-game if this is enabled.
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// Make sure your custom environment map textures are the correct orientation.
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// #define FIX_REFLECT_MTX
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// This improves performance a bit, and does not seem to break anything.
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#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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// Disables all object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
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// #define DISABLE_SHADOWS
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Fix formatting inconsistencies in config files (#303)
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// Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
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// 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.
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#define LEGACY_SHADOW_IDS
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