You've already forked Microtransactions64
mirror of
https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
This commit is contained in:
@@ -4,12 +4,12 @@
|
||||
* AUDIO SETTINGS *
|
||||
******************/
|
||||
|
||||
// Fixes the castle music sometimes triggering after getting a dialog
|
||||
// Fixes the castle music sometimes triggering after getting a dialog.
|
||||
#define CASTLE_MUSIC_FIX
|
||||
|
||||
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH)
|
||||
// Increases the audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH).
|
||||
#define EXPAND_AUDIO_HEAP
|
||||
|
||||
// Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
|
||||
// Uses a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
|
||||
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
|
||||
//#define BETTER_REVERB
|
||||
// #define BETTER_REVERB
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
/**********************
|
||||
* BENCHMARK SETTINGS *
|
||||
**********************/
|
||||
/**
|
||||
* Enabling this will enable a set of defines in order to run a benchmark on the game
|
||||
* Currently this just starts the credits, and enables puppyprint debug
|
||||
*/
|
||||
|
||||
/**
|
||||
* Enabling this will enable a set of defines in order to run a benchmark on the game.
|
||||
* Currently this just starts the credits, and enables PUPPYPRINT_DEBUG.
|
||||
*/
|
||||
// #define ENABLE_CREDITS_BENCHMARK
|
||||
|
||||
#ifdef ENABLE_CREDITS_BENCHMARK
|
||||
|
||||
@@ -4,37 +4,37 @@
|
||||
* CAMERA SETTINGS *
|
||||
*******************/
|
||||
|
||||
// Force the camera mode to your choice (except when swimming or flying)
|
||||
// Forces the camera mode to your choice (except when swimming or flying).
|
||||
// It does this by setting the area's camera->defMode to this mode, and also
|
||||
// changes hardcoded modes to use c->defMode
|
||||
// Note: removes door cutscenes due to the way they're designed to work with specific modes
|
||||
// Search for FORCED_CAMERA_MODE in camera.c for more information
|
||||
// changes hardcoded modes to use c->defMode.
|
||||
// Note: removes door cutscenes due to the way they're designed to work with specific modes.
|
||||
// Search for FORCED_CAMERA_MODE in camera.c for more information.
|
||||
#define FORCED_CAMERA_MODE CAMERA_MODE_8_DIRECTIONS
|
||||
|
||||
// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode)
|
||||
// If you're using a FORCED_CAMERA_MODE, this must be on for it to work
|
||||
// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode).
|
||||
// If you're using a FORCED_CAMERA_MODE, this must be on for it to work.
|
||||
#define USE_COURSE_DEFAULT_MODE
|
||||
|
||||
/***** Movement specific camera modes: *****/
|
||||
// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE)
|
||||
// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE).
|
||||
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
|
||||
// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO)
|
||||
// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO).
|
||||
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
|
||||
// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO)
|
||||
// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
|
||||
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
|
||||
/*******************************************/
|
||||
|
||||
// Makes the camera approach Mario's height much more quickly
|
||||
// Makes the camera approach Mario's height much more quickly.
|
||||
#define FAST_VERTICAL_CAMERA_MOVEMENT
|
||||
|
||||
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
|
||||
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the D-pad.
|
||||
#define PARALLEL_LAKITU_CAM
|
||||
|
||||
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
|
||||
// #define PUPPYCAM
|
||||
|
||||
// Note: Reonucam is available, but because we had no time to test it properly, it's included as a patch rather than being in the code by default.
|
||||
// Run this command to apply the patch if you want to use it:
|
||||
// Run this command to apply the patch if you want to use it:
|
||||
// tools/apply_patch.sh enhancements/reonucam.patch
|
||||
// Consider it a beta, but it should work fine. Please report any bugs with it. Applying the patch will simply add a define here, so you can still turn it off even after patching.
|
||||
|
||||
@@ -42,13 +42,13 @@
|
||||
/***** Vanilla config options *****/
|
||||
/**********************************/
|
||||
|
||||
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define
|
||||
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
|
||||
#include "config_game.h"
|
||||
|
||||
// Allow course specific camera processing
|
||||
// You will likely want this disabled in non-vanilla hacks
|
||||
// Allow course specific camera processing.
|
||||
// You will likely want this disabled in non-vanilla hacks.
|
||||
// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
|
||||
// but feel free to override it if you really want to for some reason
|
||||
// but feel free to override it if you really want to for some reason/
|
||||
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
|
||||
#define ENABLE_VANILLA_CAM_PROCESSING
|
||||
#endif
|
||||
|
||||
@@ -8,10 +8,10 @@
|
||||
// The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
|
||||
#define FAST_FLOOR_ALIGN 10
|
||||
|
||||
// Automatically calculate the optimal collision distance for an object based on its vertices.
|
||||
// Automatically calculates the optimal collision distance for an object based on its vertices.
|
||||
#define AUTO_COLLISION_DISTANCE
|
||||
|
||||
// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
|
||||
// Allows all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
|
||||
#define ALL_SURFACES_HAVE_FORCE
|
||||
|
||||
// Number of walls that can push Mario at once. Vanilla is 4.
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
|
||||
// -- CUTSCENE SKIPS --
|
||||
|
||||
// Skip peach letter cutscene
|
||||
// Skips the peach letter cutscene.
|
||||
#define PEACH_SKIP
|
||||
|
||||
// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
|
||||
//#define SKIP_TITLE_SCREEN
|
||||
// Skips the title/splash screen (Super Mario 64 logo).
|
||||
// #define SKIP_TITLE_SCREEN
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
// Enables most debug options, including PUPPYPRINT_DEBUG.
|
||||
// #define DEBUG_ALL
|
||||
|
||||
// Disables all debug options (except PUPPYPRINT)
|
||||
// Disables all debug options (except PUPPYPRINT).
|
||||
#define DISABLE_ALL
|
||||
|
||||
// TEST LEVEL
|
||||
@@ -16,37 +16,37 @@
|
||||
// If you want the game to boot normally, just comment out the define again.
|
||||
// #define TEST_LEVEL LEVEL_BOB
|
||||
|
||||
// Enable debug level select. Hold L while the game boots to turn it on.
|
||||
// Enables debug level select. Hold L while the game boots to turn it on.
|
||||
#define DEBUG_LEVEL_SELECT
|
||||
|
||||
// Enable debug free move (DPad up to enter, A to exit).
|
||||
// Enables debug free move (D-pad up to enter, A to exit).
|
||||
#define ENABLE_DEBUG_FREE_MOVE
|
||||
|
||||
// Include a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
|
||||
// Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
|
||||
// #define PUPPYPRINT_DEBUG 1
|
||||
|
||||
// Use cycles instead of microseconds in Puppyprint debug output.
|
||||
// Uses cycles instead of microseconds in Puppyprint debug output.
|
||||
// #define PUPPYPRINT_DEBUG_CYCLES
|
||||
|
||||
// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
|
||||
// Press DPAD left to show the debug UI.
|
||||
// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
|
||||
// Press D-pad left to show the debug UI.
|
||||
// #define VANILLA_STYLE_CUSTOM_DEBUG
|
||||
|
||||
// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
|
||||
// Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
|
||||
// If puppyprint is enabled, then this can be cycled only while the screen is active.
|
||||
// #define VISUAL_DEBUG
|
||||
|
||||
// Open all courses and doors. Used for debugging purposes to unlock all content.
|
||||
// Opens all courses and doors. Used for debugging purposes to unlock all content.
|
||||
#define UNLOCK_ALL
|
||||
|
||||
// Same as above, but also reads all save file flags as complete.
|
||||
// This will not overwrite existing save file data unless you save over it.
|
||||
// #define COMPLETE_SAVE_FILE
|
||||
|
||||
// Removes the limit on FPS
|
||||
// Removes the limit on FPS.
|
||||
// #define UNLOCK_FPS
|
||||
|
||||
// Include vanilla debug functionality.
|
||||
// Includes vanilla debug functionality.
|
||||
// #define VANILLA_DEBUG
|
||||
|
||||
// Forces a crash when the game starts. Useful for debugging the crash screen.
|
||||
|
||||
@@ -4,29 +4,29 @@
|
||||
* GAME SETTINGS *
|
||||
*****************/
|
||||
|
||||
/**
|
||||
/**
|
||||
* Enables some mechanics that change behavior depending on hardcoded level numbers.
|
||||
* You may also need to change sLevelsWithRooms in object_helpers.c
|
||||
* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic
|
||||
* You may also need to change sLevelsWithRooms in object_helpers.c.
|
||||
* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic.
|
||||
*/
|
||||
// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
|
||||
|
||||
// Disable lives and hide the lives counter
|
||||
// Disables lives and hides the lives counter.
|
||||
#define DISABLE_LIVES
|
||||
|
||||
// Save number of lives to the save file (Does nothing if DISABLE_LIVES is enabled)
|
||||
// Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
|
||||
#define SAVE_NUM_LIVES
|
||||
|
||||
// The number of lives Mario starts with after a game over or starting the game for the first time (must be lower than 127)
|
||||
// This is the number of lives Mario starts with after a game over or starting the game for the first time (must be lower than 127).
|
||||
#define DEFAULT_NUM_LIVES 4
|
||||
|
||||
// This can be 0..127
|
||||
// This can be 0..127.
|
||||
#define MAX_NUM_LIVES 100
|
||||
|
||||
// This can be 0..32767
|
||||
// This can be 0..32767.
|
||||
#define MAX_NUM_COINS 999
|
||||
|
||||
// Air/Breath meter is separate from health meter when underwater
|
||||
// Air/breath meter is separate from health meter when underwater.
|
||||
// #define BREATH_METER
|
||||
|
||||
// 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.
|
||||
@@ -39,30 +39,28 @@
|
||||
*/
|
||||
// #define NON_STOP_STARS
|
||||
|
||||
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
|
||||
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC).
|
||||
// #define GLOBAL_STAR_IDS
|
||||
|
||||
// Number of possible unique model ID's (keep it higher than 256)
|
||||
// Number of possible unique model ID's (keep it higher than 256).
|
||||
#define MODEL_ID_COUNT 256
|
||||
|
||||
// Number of supported areas per level.
|
||||
#define AREA_COUNT 8
|
||||
|
||||
// Makes signs and NPCs easier to talk to.
|
||||
// NOTE: Currently has issues with talking to Bowser post-fight,
|
||||
// https://github.com/Reonu/HackerSM64/issues/273
|
||||
// #define EASIER_DIALOG_TRIGGER
|
||||
|
||||
// Show an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER]
|
||||
// Shows an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER].
|
||||
// #define DIALOG_INDICATOR
|
||||
|
||||
// Include the English characters that were missing from US segment2
|
||||
// J, Q, V, X, Z, ¨, !, !!, ?, &, %, ., and the beta key.
|
||||
// [MAKE SURE TO HAVE EU AND JP/SH BASEROMS TO OBTAIN THE ASSETS]
|
||||
// [MAKE SURE TO INCLUDE EU AND JP/SH BASEROMS IN THE REPO TO OBTAIN THE ASSETS]
|
||||
// If this is disabled, backup assets will be used.
|
||||
// #define COMPLETE_EN_US_SEGMENT2
|
||||
|
||||
/// Removes multi-language cake screen
|
||||
// Removes multi-language cake screen.
|
||||
#define EU_CUSTOM_CAKE_FIX
|
||||
|
||||
// Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
|
||||
@@ -71,5 +69,6 @@
|
||||
// Prevents infinite death loops by always restoring Mario's health when he's warped to any kind of warp while dead.
|
||||
#define PREVENT_DEATH_LOOP
|
||||
|
||||
// The level that the game starts in after file select. The levelscript needs to have a MARIO_POS command for this to work.
|
||||
// The level that the game starts with immediately after file select.
|
||||
// The levelscript needs to have a MARIO_POS command for this to work.
|
||||
#define START_LEVEL LEVEL_CASTLE_GROUNDS
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
* GODDARD SETTINGS *
|
||||
********************/
|
||||
|
||||
// Uncomment this if you want to keep the mario head and not skip it
|
||||
// Enables Goddard (the Mario head).
|
||||
// #define KEEP_MARIO_HEAD
|
||||
|
||||
// Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled)
|
||||
// Enables the Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled).
|
||||
#define GODDARD_EASTER_EGG
|
||||
|
||||
// Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled)
|
||||
// Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled).
|
||||
#define DISABLE_DEMO
|
||||
|
||||
@@ -4,21 +4,21 @@
|
||||
* GRAPHICS SETTINGS *
|
||||
*********************/
|
||||
|
||||
// Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla
|
||||
// The size of the master display list (gDisplayListHead). 6400 is vanilla.
|
||||
#define GFX_POOL_SIZE 10000
|
||||
|
||||
// Show a watermark in the title screen that reads "Made with HackerSM64", instead of the copyright message
|
||||
// Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
|
||||
#define INTRO_CREDIT
|
||||
|
||||
// Spawn floombas in the title screen
|
||||
// Spawns floombas on the title screen.
|
||||
#define INTRO_FLOOMBAS
|
||||
|
||||
// Enable widescreen (16:9) support
|
||||
// Enables widescreen (16:9) support.
|
||||
#define WIDE
|
||||
|
||||
// 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 above)
|
||||
// When increasing this, you should probably also increase the GFX pool size (the GFX_POOL_SIZE define above).
|
||||
#define SKYBOX_SIZE 1
|
||||
|
||||
// When this option is enabled, LODs will ONLY work on console.
|
||||
@@ -26,17 +26,17 @@
|
||||
// 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
|
||||
|
||||
// Include Puppyprint, a display library for text and large images.
|
||||
// Automatically included when PUPPYPRINT_DEBUG is enabled
|
||||
// Enables Puppyprint, a display library for text and large images.
|
||||
// Automatically enabled when PUPPYPRINT_DEBUG is enabled.
|
||||
// #define PUPPYPRINT
|
||||
|
||||
// Disable AA (Improves console performance but causes visible seams between unconnected geometry).
|
||||
// Disables AA (Improves console performance but causes visible seams between unconnected geometry).
|
||||
// #define DISABLE_AA
|
||||
|
||||
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
|
||||
#define IA8_COINS
|
||||
|
||||
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti)
|
||||
// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
|
||||
#define IA8_30FPS_COINS
|
||||
|
||||
// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
|
||||
@@ -45,7 +45,7 @@
|
||||
// #define OBJECTS_REJ
|
||||
|
||||
/**
|
||||
* Mario's silhouette when behind solid objects/surfaces
|
||||
* Mario's silhouette when behind solid objects/surfaces.
|
||||
* Also enables new render layers, such as LAYER_ALPHA_DECAL.
|
||||
* The number is the intensity of the silhouette, from 0-255.
|
||||
* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
|
||||
@@ -63,24 +63,24 @@
|
||||
// Fixes the game reading the ia8 burn smoke texture as an rgba16.
|
||||
#define BURN_SMOKE_FIX
|
||||
|
||||
// Disable the fix to Koopa's unshelled model.
|
||||
// Disables the fix to Koopa's unshelled model.
|
||||
#define KOOPA_KEEP_PINK_SHORTS
|
||||
|
||||
// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
|
||||
// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1.
|
||||
// NOTE: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
|
||||
// #define PUPPYLIGHTS
|
||||
|
||||
// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
|
||||
// It is sideways in vanilla, and since vanilla's environment map textures are sideways too, they will appear as sideways in-game if this is enabled.
|
||||
// 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.
|
||||
// Make sure your custom environment map textures are the correct orientation.
|
||||
// #define FIX_REFLECT_MTX
|
||||
|
||||
// This improves performance a bit, and does not seem to break anything.
|
||||
#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
|
||||
|
||||
// Disables object shadows. You'll probably only want this either as a last resort for performance or if you're making a super stylized hack.
|
||||
// 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.
|
||||
// #define DISABLE_SHADOWS
|
||||
|
||||
// Use old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
|
||||
// Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
|
||||
// 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
|
||||
|
||||
@@ -6,10 +6,9 @@
|
||||
|
||||
// Various interaction related settings, bug fixes or QoL changes
|
||||
|
||||
/**
|
||||
* This bug allows mario to move when initiating a dialog,
|
||||
* just as long as mario doesn't enter an action that can
|
||||
* be interrupted with text
|
||||
* Uncomment this to fix this bug, and frustrate speedrunners
|
||||
/**
|
||||
* This fixes a bug which allows mario to move when initiating
|
||||
* a dialog. just as long as mario doesn't enter an action that
|
||||
* can be interrupted with text.
|
||||
*/
|
||||
// #define BUGFIX_DIALOG_TIME_STOP
|
||||
|
||||
@@ -6,13 +6,13 @@
|
||||
|
||||
// -- EXIT COURSE SETTINGS --
|
||||
|
||||
// Disable exit course
|
||||
//#define DISABLE_EXIT_COURSE
|
||||
// Disables Exit Course.
|
||||
// #define DISABLE_EXIT_COURSE
|
||||
|
||||
// Decides whether you can exit course while moving (has no effect if you disable exit course)
|
||||
// Decides whether you can exit course while moving (has no effect if you disable Exit Course).
|
||||
#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 which level, area and warp ID the "Exit Course" option takes you to (has no effect if you disable Exit Course).
|
||||
// Ensure that the warp exists, or else the game will crash.
|
||||
#define EXIT_COURSE_LEVEL LEVEL_CASTLE
|
||||
#define EXIT_COURSE_AREA 0x01
|
||||
|
||||
@@ -7,79 +7,78 @@
|
||||
// Changes Mario's ground turn radius by making it dependent on the analog stick magnitude and speed.
|
||||
// #define VELOCITY_BASED_TURN_SPEED
|
||||
|
||||
// Allows Mario to easily side flip when moving forwards at any speed
|
||||
// Allows Mario to easily side flip when moving forwards at any speed.
|
||||
// #define SIDE_FLIP_AT_LOW_SPEEDS
|
||||
|
||||
// Allows Mario to aim towards a new direction at the end of turning around,
|
||||
// and allows Mario to turn around multiple times in a row
|
||||
// and allows Mario to turn around multiple times in a row.
|
||||
// #define RESET_DIRECTION_WHEN_TURNING_AROUND
|
||||
|
||||
// Improved hanging:
|
||||
// - Doesn't require holding down the A button
|
||||
// - Precise turning control
|
||||
// - Prevents falling from the edges
|
||||
// - Doesn't require holding down the A button.
|
||||
// - Precise turning control.
|
||||
// - Prevents falling from the edges.
|
||||
#define BETTER_HANGING
|
||||
|
||||
// Change the movement speed when hanging from a ceiling (the vanilla value is 4.0f, has no effect if BETTER_HANGING is enabled)
|
||||
// Change the movement speed when hanging from a ceiling (the vanilla value is 4.0f, has no effect if BETTER_HANGING is enabled).
|
||||
#define HANGING_SPEED 12.0f
|
||||
|
||||
// Prevents Mario from falling asleep while idle
|
||||
// Prevents Mario from falling asleep while idle.
|
||||
// #define NO_SLEEP
|
||||
|
||||
// Disables fall damage
|
||||
// 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
|
||||
// Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage).
|
||||
// #define NO_FALL_DAMAGE_SOUND
|
||||
|
||||
// Fall height for normal fall damage. Vanilla is 1150.0f
|
||||
// Fall height for normal fall damage. Vanilla is 1150.0f.
|
||||
#define FALL_DAMAGE_HEIGHT_SMALL 1150.0f
|
||||
|
||||
// Fall height for double fall damage. Vanilla is 3000.0f
|
||||
// Fall height for double fall damage. Vanilla is 3000.0f.
|
||||
#define FALL_DAMAGE_HEIGHT_LARGE 3000.0f
|
||||
|
||||
// Disables Mario getting stuck in snow and sand when falling
|
||||
// Disables Mario getting stuck in snow and sand when falling.
|
||||
// #define NO_GETTING_BURIED
|
||||
|
||||
// Prevents hands-free holding. (WARNING: Enabling this may make you a total buzzkill)
|
||||
// Prevents hands-free holding.
|
||||
// #define HANDS_FREE_HOLDING_FIX
|
||||
|
||||
// Prevents Mario losing his cap.
|
||||
//#define PREVENT_CAP_LOSS
|
||||
// Prevents Mario from losing his cap.
|
||||
// #define PREVENT_CAP_LOSS
|
||||
|
||||
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Doesn't break treadmills anymore!
|
||||
// Enables Platform Displacement 2, also known as momentum patch. Makes Mario keep the momemtum from moving platforms.
|
||||
#define PLATFORM_DISPLACEMENT_2
|
||||
|
||||
// Use Shindou's pole behavior
|
||||
//#define SHINDOU_POLES
|
||||
// Uses Shindou's pole behavior.
|
||||
// #define SHINDOU_POLES
|
||||
|
||||
// If A and Z are pressed on the same frame, Mario will long jump instead of ground pound.
|
||||
// If A and Z are pressed on the same frame while running, Mario will long jump instead of ground pound.
|
||||
#define EASIER_LONG_JUMPS
|
||||
|
||||
// Hold Z while twirling to descend faster
|
||||
// Enables the ability to hold Z while twirling to descend faster.
|
||||
#define Z_TWIRL
|
||||
|
||||
// Disables bonks when ground pounding next to a wall
|
||||
// Disables bonks when ground pounding next to a wall.
|
||||
#define DISABLE_GROUNDPOUND_BONK
|
||||
|
||||
// Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive
|
||||
// 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
|
||||
|
||||
// Allow Mario to grab hangable ceilings from any state
|
||||
// Allows Mario to grab hangable ceilings from any state.
|
||||
#define HANGING_FIX
|
||||
|
||||
// The last frame that will be considered a firsty when wallkicking
|
||||
// The last frame after hitting a wall that will be considered a firsty when wallkicking.
|
||||
#define FIRSTY_LAST_FRAME 1
|
||||
|
||||
// The maximum angle the player can wall kick, in degrees. 0..90. To allow 45 degree wall kicks, you must supply `46` to allow 45 and under.
|
||||
#define WALL_KICK_DEGREES 45
|
||||
|
||||
// This is vanilla behavior, disable to allow ledge grabbing on
|
||||
// any surface angle
|
||||
// This is vanilla behavior, disable it to allow ledge grabbing regardless of floor pitch.
|
||||
// #define LEDGE_GRABS_CHECK_SLOPE_ANGLE
|
||||
|
||||
// Disable BLJs and crush SimpleFlips's dreams
|
||||
//#define DISABLE_BLJ
|
||||
// Disables BLJs and crushes SimpleFlips's dreams.
|
||||
// #define DISABLE_BLJ
|
||||
|
||||
// Re-enable upwarping when entering water. Forces you to only enter water from the top
|
||||
// Re-enables upwarping when entering water. Forces you to only enter water from the top.
|
||||
// #define WATER_PLUNGE_UPWARP
|
||||
|
||||
@@ -6,16 +6,15 @@
|
||||
|
||||
// -- COIN --
|
||||
|
||||
// The distance from Mario which coin formations spawn coins at.
|
||||
// Vanilla is 2000.0f.
|
||||
// The distance from Mario at which coin formations spawn their coins. Vanilla is 2000.0f.
|
||||
// Set this to o->oDrawingDistance for a more reasonable range at the cost of performance.
|
||||
#define COIN_FORMATION_DISTANCE 2000.0f
|
||||
|
||||
// Moving Coins flicker and disappear when they hit lava instead of being instantly deleted.
|
||||
#define COIN_LAVA_FLICKER
|
||||
|
||||
// Allow for retries on collecting the remaining blue coins from a blue coin switch.
|
||||
//#define BLUE_COIN_SWITCH_RETRY
|
||||
// Allows for retries on collecting the remaining blue coins from a blue coin switch.
|
||||
// #define BLUE_COIN_SWITCH_RETRY
|
||||
|
||||
// -- GOOMBA --
|
||||
|
||||
@@ -23,25 +22,26 @@
|
||||
// #define TINY_GOOMBA_ALWAYS_DROPS_COIN
|
||||
|
||||
// Floombas! These fellas sport custom behaviors (bhvFloomba, bhvFloombaTripletSpawner) and of course the iconic Floomba texture.
|
||||
// Also support macros (macro_floomba, macro_huge_floomba, macro_tiny_floomba, macro_floomba_triplet_spawner, macro_floomba_quintuplet_spawner).
|
||||
// Also supports macros (macro_floomba, macro_huge_floomba, macro_tiny_floomba, macro_floomba_triplet_spawner, macro_floomba_quintuplet_spawner).
|
||||
#define FLOOMBAS
|
||||
|
||||
// -- HOOT --
|
||||
|
||||
// Use intendedYaw to control Hoot instead of raw left and right inputs.
|
||||
// Uses intendedYaw to control Hoot instead of the raw left and right inputs.
|
||||
#define HOOT_YAW_FIX
|
||||
|
||||
// Leaf particles occasionally fall from trees which contain Hoot.
|
||||
// Causes leaf particles to occasionally fall from trees which contain Hoot.
|
||||
#define HOOT_TREE_PARTICLES
|
||||
|
||||
// -- MR I --
|
||||
|
||||
// Uncomment to allow MR I to shoot his particle in any direction
|
||||
// Enables Mr I to shoot his particle in any direction.
|
||||
// #define MR_I_PITCH_SHOOTING
|
||||
|
||||
// -- WATER RING --
|
||||
|
||||
// Fix DDD water rings by checking for interaction rather than normals.
|
||||
//! NOT IMPLEMENTED
|
||||
// #define FIX_WATER_RINGS
|
||||
|
||||
// -- POWER STAR --
|
||||
@@ -56,12 +56,12 @@
|
||||
|
||||
// -- PLATFORM ON TRACK --
|
||||
|
||||
// The speed of a platform on a track can be controlled by standing near the front or back of it
|
||||
//#define CONTROLLABLE_PLATFORM_SPEED
|
||||
// Allows the speed of a platform on a track to be controlled by standing near the front or back of it.
|
||||
// #define CONTROLLABLE_PLATFORM_SPEED
|
||||
|
||||
// -- CHAIN CHOMP --
|
||||
|
||||
// The number of chain balls the Chain Chomp has. Vanilla is 5.
|
||||
// The number of chain balls the Chain Chomp has. Vanilla is 5.
|
||||
#define CHAIN_CHOMP_NUM_SEGMENTS 5
|
||||
|
||||
// -- POKEY --
|
||||
|
||||
@@ -8,11 +8,11 @@
|
||||
// The end quote should be here: "
|
||||
#define INTERNAL_ROM_NAME "HackerSM64 "
|
||||
|
||||
// Support Rumble Pak
|
||||
// Enables Rumble Pak Support.
|
||||
// Currently not recommended, as it may cause random crashes.
|
||||
//#define ENABLE_RUMBLE (1 || VERSION_SH)
|
||||
// #define ENABLE_RUMBLE (1 || VERSION_SH)
|
||||
|
||||
// Screen Size Defines
|
||||
// Screen Size Defines.
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_graphics
|
||||
* config_graphics.h
|
||||
*/
|
||||
|
||||
#ifndef F3DEX_GBI_2
|
||||
@@ -23,20 +23,20 @@
|
||||
#endif // !F3DEX_GBI_SHARED
|
||||
|
||||
#ifdef OBJECTS_REJ
|
||||
// Enable required ucodes.
|
||||
// Enable required ucodes.
|
||||
#define F3DEX2_REJ_GBI
|
||||
#define F3DLX2_REJ_GBI
|
||||
#endif // OBJECTS_REJ
|
||||
|
||||
|
||||
/*****************
|
||||
* config_debug
|
||||
* config_debug.h
|
||||
*/
|
||||
|
||||
#ifdef PUPPYPRINT_DEBUG
|
||||
#undef PUPPYPRINT
|
||||
#define PUPPYPRINT
|
||||
#endif
|
||||
#endif // PUPPYPRINT_DEBUG
|
||||
|
||||
#ifdef COMPLETE_SAVE_FILE
|
||||
#undef UNLOCK_ALL
|
||||
@@ -83,29 +83,29 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_camera
|
||||
* config_camera.h
|
||||
*/
|
||||
|
||||
#ifdef FORCED_CAMERA_MODE
|
||||
#undef USE_COURSE_DEFAULT_MODE
|
||||
#define USE_COURSE_DEFAULT_MODE // Forced camera mode overwrites the default mode
|
||||
#endif
|
||||
#define USE_COURSE_DEFAULT_MODE // Forced camera mode overwrites the default mode.
|
||||
#endif // FORCED_CAMERA_MODE
|
||||
|
||||
#ifndef WATER_SURFACE_CAMERA_MODE
|
||||
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
|
||||
#endif
|
||||
#endif // !WATER_SURFACE_CAMERA_MODE
|
||||
|
||||
#ifndef DEEP_WATER_CAMERA_MODE
|
||||
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
|
||||
#endif
|
||||
#endif // !DEEP_WATER_CAMERA_MODE
|
||||
|
||||
#ifndef FLYING_CAMERA_MODE
|
||||
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
|
||||
#endif
|
||||
#endif // !FLYING_CAMERA_MODE
|
||||
|
||||
|
||||
/*****************
|
||||
* config_game
|
||||
* config_game.h
|
||||
*/
|
||||
|
||||
#ifdef DISABLE_LIVES
|
||||
@@ -114,11 +114,11 @@
|
||||
|
||||
#ifndef START_LEVEL
|
||||
#define START_LEVEL LEVEL_CASTLE_GROUNDS
|
||||
#endif
|
||||
#endif // !START_LEVEL
|
||||
|
||||
|
||||
/*****************
|
||||
* config_goddard
|
||||
* config_goddard.h
|
||||
*/
|
||||
|
||||
#ifndef KEEP_MARIO_HEAD
|
||||
@@ -128,8 +128,9 @@
|
||||
#define DISABLE_DEMO
|
||||
#endif // !KEEP_MARIO_HEAD
|
||||
|
||||
|
||||
/*****************
|
||||
* config_menu
|
||||
* config_menu.h
|
||||
*/
|
||||
|
||||
#ifdef DISABLE_EXIT_COURSE
|
||||
@@ -141,10 +142,10 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_objects
|
||||
* config_objects.h
|
||||
*/
|
||||
|
||||
// Enable floombas if the intro floombas are enabled
|
||||
// Enable floombas if the intro floombas are enabled.
|
||||
#ifdef INTRO_FLOOMBAS
|
||||
#undef FLOOMBAS
|
||||
#define FLOOMBAS
|
||||
@@ -152,7 +153,7 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_rom
|
||||
* config_rom.h
|
||||
*/
|
||||
|
||||
#ifndef TARGET_N64
|
||||
|
||||
@@ -7,33 +7,33 @@
|
||||
* World scale value. This allows you to scale down geometry by the given amount, which allows for larger levels
|
||||
* without the distortion you would otherwise get. Larger world scale comes at a cost of precision, which
|
||||
* can increase Z-fighting. Values above 4 should not be necessary.
|
||||
*
|
||||
* Uncomment this out to specifically set it, otherwise world scale will be based off of your extended bounds mode
|
||||
*
|
||||
* Uncomment this out to specifically set it, otherwise world scale will be based off of your extended bounds mode.
|
||||
*/
|
||||
// #define WORLD_SCALE 1
|
||||
|
||||
|
||||
/*
|
||||
0: Regular bounds
|
||||
Same as vanilla sm64, boundaries are (-8192 to 8191)
|
||||
16x16 collision cells.
|
||||
1: 2x extended bounds
|
||||
level boundaries are twice as big (-16384 to 16383)
|
||||
Collision calculations remain as fast as vanilla, at the cost of using more RAM.
|
||||
32x32 collision cells.
|
||||
2: Regular bounds (performance)
|
||||
Same boundaries as vanilla (-8192 to 8191), but with twice the amount of collision cells
|
||||
Trades more RAM usage for faster collision calculations.
|
||||
32x32 collision cells.
|
||||
3: 4x extended bounds
|
||||
level boundaries are 4 times as big (-32768 to 32767)
|
||||
Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla).
|
||||
64x64 collision cells.
|
||||
|
||||
If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
|
||||
SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
|
||||
collision surfaces in your level.
|
||||
*/
|
||||
/**
|
||||
* 0: Regular bounds
|
||||
* Same as vanilla sm64, boundaries are (-8192 to 8191)
|
||||
* 16x16 collision cells.
|
||||
* 1: 2x extended bounds
|
||||
* level boundaries are twice as big (-16384 to 16383)
|
||||
* Collision calculations remain as fast as vanilla, at the cost of using more RAM.
|
||||
* 32x32 collision cells.
|
||||
* 2: Regular bounds (performance)
|
||||
* Same boundaries as vanilla (-8192 to 8191), but with twice the amount of collision cells
|
||||
* Trades more RAM usage for faster collision calculations.
|
||||
* 32x32 collision cells.
|
||||
* 3: 4x extended bounds
|
||||
* level boundaries are 4 times as big (-32768 to 32767)
|
||||
* Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla).
|
||||
* 64x64 collision cells.
|
||||
*
|
||||
* If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
|
||||
* SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
|
||||
* collision surfaces in your level.
|
||||
*/
|
||||
|
||||
// Set this to the extended bounds mode you want, then do "make clean".
|
||||
#define EXTENDED_BOUNDS_MODE 1
|
||||
@@ -79,9 +79,9 @@ STATIC_ASSERT(((EXTENDED_BOUNDS_MODE >= 0) && (EXTENDED_BOUNDS_MODE <= 3)), "You
|
||||
// Multiply SURFACE_POOL_SIZE by the average amount of cells the surfaces intersect.
|
||||
#define SURFACE_NODE_POOL_SIZE (SURFACE_POOL_SIZE * 4) // Vanilla: 7000
|
||||
|
||||
// Flags for error messages
|
||||
// Flags for error messages.
|
||||
#define NOT_ENOUGH_ROOM_FOR_SURFACES (1 << 0)
|
||||
#define NOT_ENOUGH_ROOM_FOR_NODES (1 << 1)
|
||||
|
||||
// Use this to convert game units to cell coordinates
|
||||
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & (NUM_CELLS - 1));
|
||||
// Use this to convert game units to cell coordinates.
|
||||
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & (NUM_CELLS - 1))
|
||||
|
||||
@@ -63,30 +63,14 @@ s32 check_fall_damage(struct MarioState *m, u32 hardFallAction) {
|
||||
#ifdef NO_FALL_DAMAGE
|
||||
return FALSE;
|
||||
#endif
|
||||
f32 fallHeight;
|
||||
f32 damageHeight;
|
||||
|
||||
fallHeight = m->peakHeight - m->pos[1];
|
||||
f32 fallHeight = m->peakHeight - m->pos[1];
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#if defined(__clang__)
|
||||
#pragma GCC diagnostic ignored "-Wtautological-constant-out-of-range-compare"
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wtype-limits"
|
||||
#endif
|
||||
|
||||
//! Never true
|
||||
if (m->actionState == ACT_GROUND_POUND) {
|
||||
damageHeight = 600.0f;
|
||||
} else {
|
||||
damageHeight = 1150.0f;
|
||||
}
|
||||
|
||||
#pragma GCC diagnostic pop
|
||||
f32 damageHeight = FALL_DAMAGE_HEIGHT_SMALL;
|
||||
|
||||
if (m->action != ACT_TWIRLING && m->floor->type != SURFACE_BURNING) {
|
||||
if (m->vel[1] < -55.0f) {
|
||||
if (fallHeight > 3000.0f) {
|
||||
if (fallHeight > FALL_DAMAGE_HEIGHT_LARGE) {
|
||||
m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 16 : 24;
|
||||
#if ENABLE_RUMBLE
|
||||
queue_rumble_data(5, 80);
|
||||
|
||||
Reference in New Issue
Block a user