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Microtransactions64/config.h

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#ifndef S2D_CONFIG_H
#define S2D_CONFIG_H
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#define const
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// include your font header here
#include "fonts/impact.h"
// get your font symbols defined here
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#define s2d_font impact_obj
#define s2d_tex impact_tex
#define s2d_kerning_table impact_kerning_table
extern char s2d_kerning_table[];
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// Debug: bypass custom matrix setup
#define s2d_mat impact_mtx
// Homebrew users: use this to rename your gdl head
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#define gdl_head gDisplayListHead
extern Gfx *gdl_head;
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// Other games/Homebrew users: change these values
// an allocator function of the format void *alloc(size_t bytes)
#define alloc alloc_display_list
// The frame timer that is used to time s2d_type_print
#define s2d_timer gGlobalTimer
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extern u32 s2d_timer;
// The equivalent vsprintf in your game (defaults to libultra _Printf)
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#define vsprintf(dst, str, fmt, args) _Printf(proutSprintf, dst, fmt, args)
extern char *proutSprintf(char *dst, const char *src, size_t count);
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// tab glyph width and height
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#define TAB_WIDTH_H TEX_WIDTH * 2
#define TAB_WIDTH_V TEX_WIDTH / 2
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// Set these to optimize s2d texture "cache"
#define TEX_WIDTH 16
#define TEX_HEIGHT 16
#define TEX_BITDEPTH 8
#define _NUM_CACHE (4096 / (TEX_WIDTH * TEX_HEIGHT * (TEX_BITDEPTH / 8)))
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#endif