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Merge branch 'develop/2.1.0' of https://github.com/HackerN64/HackerSM64 into develop/2.1.0-four-controllers-base
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@@ -21,6 +21,15 @@
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*/
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// #define DISABLE_MARIO_PITCH_SHIFTING
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/**
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* Enables the additional spacial processing that takes place with sound effects in vanilla.
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* 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.
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* This is not the same thing as enabling stereo audio, but it does represent the sole differences between the Stereo and Headset sound options.
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* Because of this, the Headset sound option will also not appear in the file select menu with this disabled.
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* Leaving this disabled may also be slightly beneficial for CPU performance.
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*/
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// #define ENABLE_STEREO_HEADSET_EFFECTS
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/**
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* Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
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* 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 @@
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/**
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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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* Regardless of whether this setting is enabled or not, you can use gEmulator to wrap your own code in a console check.
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*/
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#define AUTO_LOD
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@@ -133,3 +133,30 @@
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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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*/
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#define LEGACY_SHADOW_IDS
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/**
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* Limits the horizontal fov on emulator like on console. May break viewport widescreen hacks.
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*/
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// #define HORIZONTAL_CULLING_ON_EMULATOR
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/**
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* Makes objects bellow the screen be culled.
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*/
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#define VERTICAL_CULLING
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/**
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* If the first command of an object´s geolayout is not GEO_CULLING_RADIUS, DEFAULT_CULLING_RADIUS
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* will be used instead.
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*/
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#define DEFAULT_CULLING_RADIUS 300
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/**
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* Eases the textured screen transitions to make them look smoother.
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*/
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#define EASE_IN_OUT_TRANSITIONS
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/**
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* Makes use of the tex edge render mode to deliver smooth transition textures
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*/
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// #define SHARP_TRANSITION_TEXTURES
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@@ -17,7 +17,13 @@
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#define EXIT_COURSE_WHILE_MOVING
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/**
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* Decides which level, area and warp ID the "Exit Course" option takes you to (has no effect if you disable Exit Course).
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* Decides whether to treat exiting course as if the player had died.
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* If enabled, the player will get warped to the failure warp node when selecting EXIT COURSE. (Has no effect if you disable Exit Course)
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*/
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// #define DEATH_ON_EXIT_COURSE
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/**
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* 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).
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* Ensure that the warp exists, or else the game will crash.
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*/
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#define EXIT_COURSE_LEVEL LEVEL_CASTLE
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