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Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
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@@ -4,21 +4,21 @@
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* GRAPHICS SETTINGS *
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*********************/
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// Size of how large the master display list (gDisplayListHead) can be. 6400 is vanilla
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// The size of the master display list (gDisplayListHead). 6400 is vanilla.
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#define GFX_POOL_SIZE 10000
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// Show a watermark in the title screen that reads "Made with HackerSM64", instead of the copyright message
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// Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
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#define INTRO_CREDIT
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// Spawn floombas in the title screen
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// Spawns floombas on the title screen.
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#define INTRO_FLOOMBAS
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// Enable widescreen (16:9) support
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// Enables widescreen (16:9) support.
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#define WIDE
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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.
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// 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).
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// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define above)
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// When increasing this, you should probably also increase the GFX pool size (the GFX_POOL_SIZE define above).
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#define SKYBOX_SIZE 1
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// When this option is enabled, LODs will ONLY work on console.
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@@ -26,17 +26,17 @@
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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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#define AUTO_LOD
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// Include Puppyprint, a display library for text and large images.
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// Automatically included when PUPPYPRINT_DEBUG is enabled
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// Enables Puppyprint, a display library for text and large images.
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// Automatically enabled when PUPPYPRINT_DEBUG is enabled.
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// #define PUPPYPRINT
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// Disable AA (Improves console performance but causes visible seams between unconnected geometry).
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// Disables AA (Improves console performance but causes visible seams between unconnected geometry).
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// #define DISABLE_AA
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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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// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti)
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// Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
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#define IA8_30FPS_COINS
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// Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
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@@ -45,7 +45,7 @@
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// #define OBJECTS_REJ
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/**
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* Mario's silhouette when behind solid objects/surfaces
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* Mario's silhouette when behind solid objects/surfaces.
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* Also enables new render layers, such as LAYER_ALPHA_DECAL.
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* The number is the intensity of the silhouette, from 0-255.
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* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
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@@ -63,24 +63,24 @@
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// Fixes the game reading the ia8 burn smoke texture as an rgba16.
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#define BURN_SMOKE_FIX
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// Disable the fix to Koopa's unshelled model.
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// Disables the fix to Koopa's unshelled model.
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#define KOOPA_KEEP_PINK_SHORTS
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// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
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// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1.
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// NOTE: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
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// #define PUPPYLIGHTS
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// Uses the correct "up" vector for the guLookAtReflect call in geo_process_master_list_sub.
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// 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.
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// 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.
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// Make sure your custom environment map textures are the correct orientation.
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// #define FIX_REFLECT_MTX
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// This improves performance a bit, and does not seem to break anything.
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#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
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// 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.
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// 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.
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// #define DISABLE_SHADOWS
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// Use old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
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// Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
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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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#define LEGACY_SHADOW_IDS
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