Merge branch 'develop/2.1.0' of https://github.com/HackerN64/HackerSM64 into develop/2.1.0-four-controllers-base

This commit is contained in:
Arceveti
2023-09-05 12:57:54 -07:00
142 changed files with 20123 additions and 3946 deletions

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@@ -21,6 +21,15 @@
*/
// #define DISABLE_MARIO_PITCH_SHIFTING
/**
* Enables the additional spacial processing that takes place with sound effects in vanilla.
* SM64's implementation of this isn't the best, which causes some sounds like the waterfall in castle grounds to sound more unpleasant than necessary.
* This is not the same thing as enabling stereo audio, but it does represent the sole differences between the Stereo and Headset sound options.
* Because of this, the Headset sound option will also not appear in the file select menu with this disabled.
* Leaving this disabled may also be slightly beneficial for CPU performance.
*/
// #define ENABLE_STEREO_HEADSET_EFFECTS
/**
* Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
* Note that this is REQUIRED in order to use the extended 0C audio bank. Do not disable this if you're planning on using it.

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@@ -42,7 +42,7 @@
/**
* 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.
* Regardless of whether this setting is enabled or not, you can use gEmulator to wrap your own code in a console check.
*/
#define AUTO_LOD
@@ -133,3 +133,30 @@
* 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.
*/
#define LEGACY_SHADOW_IDS
/**
* Limits the horizontal fov on emulator like on console. May break viewport widescreen hacks.
*/
// #define HORIZONTAL_CULLING_ON_EMULATOR
/**
* Makes objects bellow the screen be culled.
*/
#define VERTICAL_CULLING
/**
* If the first command of an object´s geolayout is not GEO_CULLING_RADIUS, DEFAULT_CULLING_RADIUS
* will be used instead.
*/
#define DEFAULT_CULLING_RADIUS 300
/**
* Eases the textured screen transitions to make them look smoother.
*/
#define EASE_IN_OUT_TRANSITIONS
/**
* Makes use of the tex edge render mode to deliver smooth transition textures
*/
// #define SHARP_TRANSITION_TEXTURES

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@@ -17,7 +17,13 @@
#define EXIT_COURSE_WHILE_MOVING
/**
* Decides which level, area and warp ID the "Exit Course" option takes you to (has no effect if you disable Exit Course).
* Decides whether to treat exiting course as if the player had died.
* If enabled, the player will get warped to the failure warp node when selecting EXIT COURSE. (Has no effect if you disable Exit Course)
*/
// #define DEATH_ON_EXIT_COURSE
/**
* Decides which level, area and warp ID the "Exit Course" option takes you to (has no effect if you disable Exit Course or enable DEATH_ON_EXIT_COURSE).
* Ensure that the warp exists, or else the game will crash.
*/
#define EXIT_COURSE_LEVEL LEVEL_CASTLE