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Add Silhouette
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@@ -179,6 +179,12 @@
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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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// 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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// Also, this also disables anti-aliasing on Mario, and the outermost pixel edges of the silhouette are slightly visible on Mario's normal model at lower resolutions.
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#define SILHOUETTE 127
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// 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.
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// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only.
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//#define BETTER_REVERB
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@@ -40,14 +40,54 @@
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#endif
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// Layers
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#define LAYER_FORCE 0
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#define LAYER_OPAQUE 1
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#define LAYER_OPAQUE_DECAL 2
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#define LAYER_OPAQUE_INTER 3
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#define LAYER_ALPHA 4
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#define LAYER_TRANSPARENT 5
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#define LAYER_TRANSPARENT_DECAL 6
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#define LAYER_TRANSPARENT_INTER 7
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#if SILHOUETTE
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#define LAYER_FORCE 0x0 // is zbuffered
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#define LAYER_OPAQUE 0x1 // is zbuffered
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#define LAYER_OPAQUE_INTER 0x2 // is zbuffered
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#define LAYER_OPAQUE_DECAL 0x3 // is zbuffered
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#define LAYER_ALPHA 0x4 // is zbuffered
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#define LAYER_ALPHA_DECAL 0x5 // is zbuffered
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#define LAYER_SILHOUETTE_OPAQUE 0x6 // is zbuffered
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#define LAYER_SILHOUETTE_ALPHA 0x7 // is zbuffered
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#define LAYER_OCCLUDE_SILHOUETTE_OPAQUE 0x8 // is zbuffered
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#define LAYER_OCCLUDE_SILHOUETTE_ALPHA 0x9 // is zbuffered
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#define LAYER_TRANSPARENT_DECAL 0xA // not zbuffered
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#define LAYER_TRANSPARENT 0xB // not zbuffered
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#define LAYER_TRANSPARENT_INTER 0xC // not zbuffered
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#define LAYER_ZB_LAST LAYER_OCCLUDE_SILHOUETTE_ALPHA
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#define LAYER_SILHOUETTE_FIRST LAYER_SILHOUETTE_OPAQUE
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#define LAYER_LAST_BEFORE_SILHOUETTE (LAYER_SILHOUETTE_FIRST - 1)
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#define LAYER_SILHOUETTE_LAST LAYER_SILHOUETTE_ALPHA
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#define LAYER_OCCLUDE_SILHOUETTE_FIRST LAYER_OCCLUDE_SILHOUETTE_OPAQUE
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#define LAYER_OCCLUDE_SILHOUETTE_LAST LAYER_OCCLUDE_SILHOUETTE_ALPHA
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#define LAYER_OPAQUE_ORIG LAYER_OPAQUE
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#define LAYER_ALPHA_ORIG LAYER_ALPHA
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#else
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#define LAYER_FORCE 0x0 // is zbuffered
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#define LAYER_OPAQUE 0x1 // is zbuffered
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#define LAYER_OPAQUE_DECAL 0x2 // is zbuffered
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#define LAYER_OPAQUE_INTER 0x3 // is zbuffered
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#define LAYER_ALPHA 0x4 // is zbuffered
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#define LAYER_TRANSPARENT 0x5 // not zbuffered
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#define LAYER_TRANSPARENT_DECAL 0x6 // not zbuffered
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#define LAYER_TRANSPARENT_INTER 0x7 // not zbuffered
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#define LAYER_ZB_LAST LAYER_ALPHA
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#define LAYER_ALPHA_DECAL 0x4 // is zbuffered
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#define LAYER_SILHOUETTE_OPAQUE 0x1 // is zbuffered
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#define LAYER_SILHOUETTE_ALPHA 0x4 // is zbuffered
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#define LAYER_OCCLUDE_SILHOUETTE_OPAQUE 0x1 // is zbuffered
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#define LAYER_OCCLUDE_SILHOUETTE_ALPHA 0x4 // is zbuffered
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#endif
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#define LAYER_FIRST_NON_ZB (LAYER_ZB_LAST + 1)
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#define LAYER_LAST_ALL LAYER_TRANSPARENT_INTER
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#define INPUT_NONZERO_ANALOG 0x0001
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#define INPUT_A_PRESSED 0x0002
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