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Microtransactions64/include/config.h

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#ifndef CONFIG_H
#define CONFIG_H
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// ULTRASM64-EXTBOUNDS CONFIG FLAGS NEAR BOTTOM
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/**
* @file config.h
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* A catch-all file for configuring various bugfixes and other settings (maybe eventually) in SM64
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*/
// Bug Fixes
// --| US Version Nintendo Bug Fixes
/// Fixes bug where obtaining over 999 coins sets the number of lives to 999 (or -25)
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#define BUGFIX_MAX_LIVES (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where the Boss music won't fade out after defeating King Bob-omb
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#define BUGFIX_KING_BOB_OMB_FADE_MUSIC (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug in Bob-Omb Battlefield where entering a warp stops the Koopa race music
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#define BUGFIX_KOOPA_RACE_MUSIC (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where Piranha Plants do not reset their action state when the
/// player exits their activation radius.
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#define BUGFIX_PIRANHA_PLANT_STATE_RESET (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where sleeping Piranha Plants damage players that bump into them
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#define BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE (0 || VERSION_US || VERSION_SH)
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/// Fixes bug where it shows a star when you grab a key in bowser battle stages
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#define BUGFIX_STAR_BOWSER_KEY (0 || VERSION_US || VERSION_EU || VERSION_SH)
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// Support Rumble Pak
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// Currently not recommended, as it may cause random crashes.
//#define ENABLE_RUMBLE (1 || VERSION_SH)
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// Clear RAM on boot
#define CLEARRAM 1
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// Screen Size Defines
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#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
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// Border Height Define for NTSC Versions
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#ifdef TARGET_N64
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<<<<<<< HEAD
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// Size of the black border at the top and bottom of the screen. You can set it to different values for console and emulator.
// There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
#define BORDER_HEIGHT_CONSOLE 0
#define BORDER_HEIGHT_EMULATOR 0
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=======
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#ifndef VERSION_EU
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#define BORDER_HEIGHT_CONSOLE 8
#define BORDER_HEIGHT_EMULATOR 0
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#else
#define BORDER_HEIGHT_CONSOLE 1
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#define BORDER_HEIGHT_EMULATOR 0
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#endif
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#else
#define BORDER_HEIGHT_CONSOLE 0
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#define BORDER_HEIGHT_EMULATOR 0
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>>>>>>> 225c1eef55c40d77f3ec9991248fefd390c788d8
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#endif
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// -- ultrasm64-extbounds specific settings --
// COMMON HACK CHANGES
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// Internal ROM name. NEEDS TO BE **EXACTLY** 20 CHARACTERS. Can't be 19 characters, can't be 21 characters. You can fill it with spaces.
// The end quote should be here: "
#define INTERNAL_ROM_NAME "SUPERMARIO64 "
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// Disable lives and hide the lives counter
#define DISABLE_LIVES
// Skip peach letter cutscene
#define PEACH_SKIP
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// Fixes the castle music sometimes triggering after getting a dialog
#define CASTLE_MUSIC_FIX
// Remove course specific camera processing
#define CAMERA_FIX
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// Disables fall damage
#define NO_FALL_DAMAGE
// Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage)
//#define NO_FALL_DAMAGE_SOUND
// Number of coins to spawn the "100 coin" star. If you remove the define altogether, then there won't be a 100 coin star at all.
#define X_COIN_STAR 100
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Breaks treadmills.
#define PLATFORM_DISPLACEMENT_2
// Stars don't kick you out of the level
// #define NON_STOP_STARS
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
//#define GLOBAL_STAR_IDS
// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
//#define SKIP_TITLE_SCREEN
// Uncomment this if you want to keep the mario head and not skip it
//#define KEEP_MARIO_HEAD
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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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// HACKER QOL
// Enable widescreen (16:9) support
#define WIDE
// 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
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// Increase the maximum pole length (it will treat bparam1 and bparam2 as a single value)
#define LONGER_POLES
// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
#define DISABLE_AA
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// Allows Mario to ledgegrab sloped floors
#define NO_FALSE_LEDGEGRABS
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// Number of possible unique model ID's (keep it higher than 256)
#define MODEL_ID_COUNT 256
// BUG/GAME QOL FIXES
// Fix instant warp offset not working when warping across different areas
#define INSTANT_WARP_OFFSET_FIX
// Whether a tree uses snow particles or not is decided via the model IDs instead of the course number
#define TREE_PARTICLE_FIX
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// Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive
#define JUMP_KICK_FIX
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// Allow Mario to grab hangable ceilings from any state
#define HANGING_FIX
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// The last frame that will be considered a firsty when wallkicking
#define FIRSTY_LAST_FRAME 1
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// 46 degree walkicks
//#define WALLKICKS_46_DEGREES
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// Disable BLJs and crush SimpleFlips's dreams
//#define DISABLE_BLJ
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// RELATING TO EXIT COURSE
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// Disable exit course
//#define DISABLE_EXIT_COURSE
// Decides whether you can exit course while moving (has no effect if you disable exit course)
//#define EXIT_COURSE_WHILE_MOVING
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// Decides which level "exit course" takes you to (has no effect if you disable exit course)
#define EXIT_COURSE_LEVEL LEVEL_CASTLE
// Decides the area node "exit course" takes you to (has no effect if you disable exit course)
#define EXIT_COURSE_AREA 0x01
// Decides the warp node "exit course" takes you to (has no effect if you disable exit course)
#define EXIT_COURSE_NODE 0x1F
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// OTHER ENHANCEMENTS
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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.
// 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 in src/game/game_init.h)
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#define SKYBOX_SIZE 1
// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE
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#endif // CONFIG_H