You've already forked Microtransactions64
mirror of
https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Reconfigure BETTER_REVERB console default parameters
This commit is contained in:
@@ -87,7 +87,7 @@
|
||||
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Doesn't break treadmills anymore!
|
||||
#define PLATFORM_DISPLACEMENT_2
|
||||
// Stars don't kick you out of the level
|
||||
// #define NON_STOP_STARS
|
||||
//#define NON_STOP_STARS
|
||||
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
|
||||
//#define GLOBAL_STAR_IDS
|
||||
// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
|
||||
@@ -98,9 +98,9 @@
|
||||
#define PARALLEL_LAKITU_CAM
|
||||
// Allows Mario to ledgegrab sloped floors
|
||||
#define NO_FALSE_LEDGEGRABS
|
||||
//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.
|
||||
// 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.
|
||||
#define MULTILANG (0 || VERSION_EU)
|
||||
//Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
|
||||
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
|
||||
//#define PUPPYCAM
|
||||
|
||||
|
||||
@@ -118,8 +118,8 @@
|
||||
// Include Puppyprint, a display library for text and large images. Also includes a custom, enhanced performance profiler.
|
||||
//#define PUPPYPRINT
|
||||
#define PUPPYPRINT_DEBUG 0
|
||||
//Visual debug enables some collision visuals. Tapping Right on the dpad 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.
|
||||
// Visual debug enables some collision visuals. Tapping Right on the dpad 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
|
||||
|
||||
// BUG/GAME QOL FIXES
|
||||
@@ -168,10 +168,10 @@
|
||||
// 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.
|
||||
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only.
|
||||
//#define BETTER_REVERB
|
||||
//Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
|
||||
//Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
|
||||
//Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
|
||||
//Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
|
||||
// Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
|
||||
// Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
|
||||
// Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
|
||||
// Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
|
||||
#define COLLISION_DATA_TYPE s16
|
||||
#define ROOM_DATA_TYPE s8
|
||||
|
||||
|
||||
@@ -54,8 +54,9 @@
|
||||
*
|
||||
* If after changing the parameters, you hear increasing noise followed by a sudden disappearance of reverb and/or scratchy audio, this indicates an s16 overflow.
|
||||
* If this happens, stop immediately and reduce the parameters at fault. This becomes a ticking time bomb, and may eventually result in very loud noise if it reaches the point of s32 overflow.
|
||||
* Checks to prevent this have not been implemented to maximize performance potential, so choose your parameters wisely.
|
||||
* Generally speaking, a sound that doesn't seem to be fading is a parameter red flag (also known as feedback).
|
||||
* Depending on the violating parameters chosen, you probably won't ever experience s32 overflow, but s16 overflow still isn't a pleasant experience.
|
||||
* Checks to prevent this have not been implemented to maximize performance potential, so choose your parameters wisely. The current defaults are unlikely to have this problem.
|
||||
* Generally speaking, a sound that doesn't seem to be fading at a natural rate is a parameter red flag (also known as feedback).
|
||||
*/
|
||||
|
||||
|
||||
@@ -76,7 +77,7 @@ s8 betterReverbDownsampleEmulator = 2;
|
||||
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.
|
||||
// Setting it to anything less 3 will disable reverb outright.
|
||||
// This can be changed at any time, but is best set when calling audio_reset_session.
|
||||
u32 reverbFilterCountConsole = NUM_ALLPASS - 3;
|
||||
u32 reverbFilterCountConsole = NUM_ALLPASS - 6;
|
||||
|
||||
// This value represents the number of filters to use with the reverb. This can be decreased to improve performance, but at the cost of a lesser presence of reverb in the final audio.
|
||||
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.
|
||||
|
||||
Reference in New Issue
Block a user