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Merge branch 'master' of https://github.com/Reonu/HackerSM64 into develop/merge-master-2.0.1-into-2.1.0
This commit is contained in:
@@ -4,19 +4,13 @@
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* AUDIO SETTINGS *
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******************/
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/**
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* Fixes the castle music sometimes triggering after getting a dialog.
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*/
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// Fixes the castle music sometimes triggering after getting a dialog.
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#define CASTLE_MUSIC_FIX
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/**
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* Do not restart the music on cap grabs
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*/
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// Do not restart the music on cap grabs.
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#define PERSISTENT_CAP_MUSIC
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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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*/
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// Increases the 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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#define EXPAND_AUDIO_HEAP
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/**
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@@ -28,8 +22,6 @@
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#define MAX_SIMULTANEOUS_NOTES_EMULATOR 40
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#define MAX_SIMULTANEOUS_NOTES_CONSOLE 24
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/**
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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. Hurts emulator and console performance.
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*/
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// 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.
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// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
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// #define BETTER_REVERB
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@@ -3,11 +3,11 @@
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/**********************
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* BENCHMARK SETTINGS *
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**********************/
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/**
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* Enabling this will enable a set of defines in order to run a benchmark on the game
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* Currently this just starts the credits, and enables puppyprint debug
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*/
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/**
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* Enabling this will enable a set of defines in order to run a benchmark on the game.
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* Currently this just starts the credits, and enables PUPPYPRINT_DEBUG.
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*/
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// #define ENABLE_CREDITS_BENCHMARK
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#ifdef ENABLE_CREDITS_BENCHMARK
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@@ -4,37 +4,37 @@
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* CAMERA SETTINGS *
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*******************/
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// Force the camera mode to your choice (except when swimming or flying)
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// Forces the camera mode to your choice (except when swimming or flying).
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// It does this by setting the area's camera->defMode to this mode, and also
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// changes hardcoded modes to use c->defMode
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// Note: removes door cutscenes due to the way they're designed to work with specific modes
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// Search for FORCED_CAMERA_MODE in camera.c for more information
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// changes hardcoded modes to use c->defMode.
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// Note: removes door cutscenes due to the way they're designed to work with specific modes.
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// Search for FORCED_CAMERA_MODE in camera.c for more information.
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#define FORCED_CAMERA_MODE CAMERA_MODE_8_DIRECTIONS
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// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode)
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// If you're using a FORCED_CAMERA_MODE, this must be on for it to work
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// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode).
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// If you're using a FORCED_CAMERA_MODE, this must be on for it to work.
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#define USE_COURSE_DEFAULT_MODE
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/***** Movement specific camera modes: *****/
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// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE)
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// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE).
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#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
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// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO)
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// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO).
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#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
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// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO)
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// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
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#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
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/*******************************************/
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// Makes the camera approach Mario's height much more quickly
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// Makes the camera approach Mario's height much more quickly.
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#define FAST_VERTICAL_CAMERA_MOVEMENT
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// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
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// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the D-pad.
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#define PARALLEL_LAKITU_CAM
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// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
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// #define PUPPYCAM
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// 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.
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// Run this command to apply the patch if you want to use it:
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// Run this command to apply the patch if you want to use it:
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// tools/apply_patch.sh enhancements/reonucam.patch
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// 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.
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@@ -42,13 +42,13 @@
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/***** Vanilla config options *****/
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/**********************************/
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// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define
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// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
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#include "config_game.h"
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// Allow course specific camera processing
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// You will likely want this disabled in non-vanilla hacks
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// Allow course specific camera processing.
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// You will likely want this disabled in non-vanilla hacks.
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// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
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// but feel free to override it if you really want to for some reason
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// but feel free to override it if you really want to for some reason/
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#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
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#define ENABLE_VANILLA_CAM_PROCESSING
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#endif
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@@ -8,10 +8,10 @@
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// The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
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#define FAST_FLOOR_ALIGN 10
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// Automatically calculate the optimal collision distance for an object based on its vertices.
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// Automatically calculates the optimal collision distance for an object based on its vertices.
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#define AUTO_COLLISION_DISTANCE
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// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
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// Allows all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
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#define ALL_SURFACES_HAVE_FORCE
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// Number of walls that can push Mario at once. Vanilla is 4.
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@@ -6,8 +6,8 @@
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// -- CUTSCENE SKIPS --
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// Skip peach letter cutscene
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// Skips the peach letter cutscene.
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#define PEACH_SKIP
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// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
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//#define SKIP_TITLE_SCREEN
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// Skips the title/splash screen (Super Mario 64 logo).
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// #define SKIP_TITLE_SCREEN
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@@ -7,46 +7,50 @@
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// Enables most debug options, including PUPPYPRINT_DEBUG.
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// #define DEBUG_ALL
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// Disables all debug options (except PUPPYPRINT)
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// Disables all debug options (except PUPPYPRINT).
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#define DISABLE_ALL
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// Enables a comprehensive standalone profiler. Automatically enabled by PUPPYPRINT_DEBUG.
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// If not using PUPPYPRINT_DEBUG, press L to toggle the profiler.
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// #define USE_PROFILER
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// TEST LEVEL
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// Uncomment this define and set a test level in order to boot straight into said level.
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// This allows you to quickly test the level you're working on.
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// If you want the game to boot normally, just comment out the define again.
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// #define TEST_LEVEL LEVEL_BOB
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// Enable debug level select. Hold L while the game boots to turn it on.
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// Enables debug level select. Hold L while the game boots to turn it on.
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#define DEBUG_LEVEL_SELECT
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// Enable debug free move (DPad up to enter, A to exit).
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// Enables debug free move (D-pad up to enter, A to exit).
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#define ENABLE_DEBUG_FREE_MOVE
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// Include a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
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// Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
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// #define PUPPYPRINT_DEBUG 1
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// Use cycles instead of microseconds in Puppyprint debug output.
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// Uses cycles instead of microseconds in Puppyprint debug output.
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// #define PUPPYPRINT_DEBUG_CYCLES
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// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
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// Press DPAD left to show the debug UI.
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// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
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// Press D-pad left to show the debug UI.
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// #define VANILLA_STYLE_CUSTOM_DEBUG
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// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
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// Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
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// If puppyprint is enabled, then this can be cycled only while the screen is active.
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// #define VISUAL_DEBUG
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// Open all courses and doors. Used for debugging purposes to unlock all content.
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// Opens all courses and doors. Used for debugging purposes to unlock all content.
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#define UNLOCK_ALL
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// Same as above, but also reads all save file flags as complete.
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// This will not overwrite existing save file data unless you save over it.
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// #define COMPLETE_SAVE_FILE
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// Removes the limit on FPS
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// Removes the limit on FPS.
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// #define UNLOCK_FPS
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// Include vanilla debug functionality.
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// Includes vanilla debug functionality.
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// #define VANILLA_DEBUG
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// Forces a crash when the game starts. Useful for debugging the crash screen.
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@@ -4,65 +4,62 @@
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* GAME SETTINGS *
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*****************/
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/**
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/**
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* Enables some mechanics that change behavior depending on hardcoded level numbers.
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* You may also need to change sLevelsWithRooms in object_helpers.c
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* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic
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* You may also need to change sLevelsWithRooms in object_helpers.c.
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* TODO: separate this into separate defines, behavior params, or make these mechanics otherwise dynamic.
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*/
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// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
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// Disable lives and hide the lives counter
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// Disables lives and hides the lives counter.
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#define DISABLE_LIVES
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// Save number of lives to the save file (Does nothing if DISABLE_LIVES is enabled)
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// Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
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#define SAVE_NUM_LIVES
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// The number of lives Mario starts with after a game over or starting the game for the first time (must be lower than 127)
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// 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).
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#define DEFAULT_NUM_LIVES 4
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// This can be 0..127
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// This can be 0..127.
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#define MAX_NUM_LIVES 100
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// This can be 0..32767
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// This can be 0..32767.
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#define MAX_NUM_COINS 999
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// Air/Breath meter is separate from health meter when underwater
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// Air/breath meter is separate from health meter when underwater.
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// #define BREATH_METER
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// 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.
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#define X_COIN_STAR 100
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/*
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* Stars don't kick you out of the level (does not play nicely with vanilla)
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* In v2.0 there are numerous issues with this define that can be seen here https://github.com/Reonu/HackerSM64/issues/258
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* Use at your own risk.
|
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*/
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// Stars don't kick you out of the level (does not play nicely with vanilla).
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// #define NON_STOP_STARS
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
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// Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
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// #define KEYS_EXIT_LEVEL
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC).
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// #define GLOBAL_STAR_IDS
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// Number of possible unique model ID's (keep it higher than 256)
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// Number of possible unique model ID's (keep it higher than 256).
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#define MODEL_ID_COUNT 256
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// Number of supported areas per level.
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#define AREA_COUNT 8
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// Makes signs and NPCs easier to talk to.
|
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// NOTE: Currently has issues with talking to Bowser post-fight,
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// https://github.com/Reonu/HackerSM64/issues/273
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// #define EASIER_DIALOG_TRIGGER
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// Show an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER]
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// Shows an "A" when Mario is able to talk [requires EASIER_DIALOG_TRIGGER].
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// #define DIALOG_INDICATOR
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// Include the English characters that were missing from US segment2
|
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// J, Q, V, X, Z, ¨, !, !!, ?, &, %, ., and the beta key.
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// [MAKE SURE TO ALSO BUILD FROM JP/SH AND EU TO OBTAIN THE ASSETS]
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// [MAKE SURE TO INCLUDE EU AND JP/SH BASEROMS IN THE REPO TO OBTAIN THE ASSETS]
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// If this is disabled, backup assets will be used.
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// #define COMPLETE_EN_US_SEGMENT2
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/// Removes multi-language cake screen
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// Removes multi-language cake screen.
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#define EU_CUSTOM_CAKE_FIX
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// 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 +68,6 @@
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// 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
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// The level that the game starts in after file select. The levelscript needs to have a MARIO_POS command for this to work.
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// The level that the game starts with immediately after file select.
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// The levelscript needs to have a MARIO_POS command for this to work.
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#define START_LEVEL LEVEL_CASTLE_GROUNDS
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@@ -4,11 +4,11 @@
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* GODDARD SETTINGS *
|
||||
********************/
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||||
|
||||
// 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)
|
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// Enables the Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled).
|
||||
#define GODDARD_EASTER_EGG
|
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|
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// 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
|
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|
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@@ -4,21 +4,21 @@
|
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* 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 +63,28 @@
|
||||
// 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
|
||||
|
||||
// Uses the star object's model in the star dance cutscene.
|
||||
// This has a side effect of making the star dance star also transparent when Mario collects a transparent star.
|
||||
// #define STAR_DANCE_USES_STARS_MODEL
|
||||
|
||||
// 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 --
|
||||
|
||||
@@ -23,26 +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.
|
||||
// #define FIX_WATER_RINGS
|
||||
// Fix the water rings in DDD by checking for interaction rather than normals.
|
||||
#define FIX_WATER_RINGS
|
||||
|
||||
// -- POWER STAR --
|
||||
|
||||
@@ -56,12 +55,12 @@
|
||||
|
||||
// -- 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 --
|
||||
|
||||
@@ -8,14 +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)
|
||||
|
||||
// Clear RAM on boot
|
||||
#define CLEARRAM 1
|
||||
|
||||
// Screen Size Defines
|
||||
// Screen Size Defines.
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_audio
|
||||
* config_audio.h
|
||||
*/
|
||||
|
||||
#ifndef MAX_SIMULTANEOUS_NOTES_EMULATOR
|
||||
@@ -51,7 +51,7 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* config_graphics
|
||||
* config_graphics.h
|
||||
*/
|
||||
|
||||
#ifndef F3DEX_GBI_2
|
||||
@@ -63,25 +63,31 @@
|
||||
#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
|
||||
|
||||
#ifdef COMPLETE_SAVE_FILE
|
||||
#ifdef DISABLE_ALL
|
||||
#undef DEBUG_ALL
|
||||
#undef TEST_LEVEL
|
||||
#undef DEBUG_LEVEL_SELECT
|
||||
#undef ENABLE_DEBUG_FREE_MOVE
|
||||
#undef VANILLA_DEBUG
|
||||
#undef VANILLA_STYLE_CUSTOM_DEBUG
|
||||
#undef PUPPYPRINT_DEBUG
|
||||
#undef PUPPYPRINT_DEBUG_CYCLES
|
||||
#undef VISUAL_DEBUG
|
||||
#undef UNLOCK_ALL
|
||||
#define UNLOCK_ALL
|
||||
#endif // COMPLETE_SAVE_FILE
|
||||
#undef COMPLETE_SAVE_FILE
|
||||
#undef DEBUG_FORCE_CRASH_ON_BOOT
|
||||
#undef USE_PROFILER
|
||||
#endif // DISABLE_ALL
|
||||
|
||||
#ifdef DEBUG_ALL
|
||||
#undef DEBUG_LEVEL_SELECT
|
||||
@@ -106,46 +112,43 @@
|
||||
#define COMPLETE_SAVE_FILE
|
||||
#endif // DEBUG_ALL
|
||||
|
||||
#ifdef DISABLE_ALL
|
||||
#undef DEBUG_ALL
|
||||
#undef TEST_LEVEL
|
||||
#undef DEBUG_LEVEL_SELECT
|
||||
#undef ENABLE_DEBUG_FREE_MOVE
|
||||
#undef VANILLA_DEBUG
|
||||
#undef VANILLA_STYLE_CUSTOM_DEBUG
|
||||
#undef PUPPYPRINT_DEBUG
|
||||
#undef PUPPYPRINT_DEBUG_CYCLES
|
||||
#undef VISUAL_DEBUG
|
||||
#ifdef PUPPYPRINT_DEBUG
|
||||
#undef PUPPYPRINT
|
||||
#define PUPPYPRINT
|
||||
#undef USE_PROFILER
|
||||
#define USE_PROFILER
|
||||
#endif // PUPPYPRINT_DEBUG
|
||||
|
||||
#ifdef COMPLETE_SAVE_FILE
|
||||
#undef UNLOCK_ALL
|
||||
#undef COMPLETE_SAVE_FILE
|
||||
#undef DEBUG_FORCE_CRASH_ON_BOOT
|
||||
#endif // DISABLE_ALL
|
||||
#define UNLOCK_ALL
|
||||
#endif // COMPLETE_SAVE_FILE
|
||||
|
||||
|
||||
/*****************
|
||||
* 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
|
||||
@@ -154,11 +157,11 @@
|
||||
|
||||
#ifndef START_LEVEL
|
||||
#define START_LEVEL LEVEL_CASTLE_GROUNDS
|
||||
#endif
|
||||
#endif // !START_LEVEL
|
||||
|
||||
|
||||
/*****************
|
||||
* config_goddard
|
||||
* config_goddard.h
|
||||
*/
|
||||
|
||||
#ifndef KEEP_MARIO_HEAD
|
||||
@@ -168,8 +171,9 @@
|
||||
#define DISABLE_DEMO
|
||||
#endif // !KEEP_MARIO_HEAD
|
||||
|
||||
|
||||
/*****************
|
||||
* config_menu
|
||||
* config_menu.h
|
||||
*/
|
||||
|
||||
#ifdef DISABLE_EXIT_COURSE
|
||||
@@ -181,10 +185,10 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* 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
|
||||
@@ -192,7 +196,7 @@
|
||||
|
||||
|
||||
/*****************
|
||||
* 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))
|
||||
|
||||
@@ -247,6 +247,9 @@ enum GoddardScene {
|
||||
#undef LOAD_MIO0
|
||||
#define LOAD_MIO0(a,b,c) LOAD_YAY0(a,b,c)
|
||||
|
||||
#undef LOAD_MIO0_TEXTURE
|
||||
#define LOAD_MIO0_TEXTURE(a,b,c) LOAD_YAY0_TEXTURE(a,b,c)
|
||||
|
||||
#ifdef NO_SEGMENTED_MEMORY
|
||||
#define FIXED_LOAD(loadAddr, romStart, romEnd) \
|
||||
CMD_BBH(LEVEL_CMD_LOAD_TO_FIXED_ADDRESS, 0x10, 0x0000), \
|
||||
|
||||
@@ -14,8 +14,8 @@ enum LevelNum {
|
||||
LEVEL_COUNT,
|
||||
LEVEL_MAX = LEVEL_COUNT - 1,
|
||||
LEVEL_MIN = LEVEL_NONE + 1,
|
||||
LEVEL_FILE_SELECT = 100, //! This probably breaks if you have 99+ levels
|
||||
LEVEL_LEVEL_SELECT = (LEVEL_FILE_SELECT + 1)
|
||||
LEVEL_FILE_SELECT = LEVEL_COUNT + 1,
|
||||
LEVEL_LEVEL_SELECT = LEVEL_FILE_SELECT + 1,
|
||||
};
|
||||
|
||||
#undef STUB_LEVEL
|
||||
|
||||
@@ -973,11 +973,7 @@
|
||||
#define /*0x104*/ oSnufitBodyScalePeriod OBJECT_FIELD_S32(0x1F)
|
||||
#define /*0x108*/ oSnufitBodyBaseScale OBJECT_FIELD_S32(0x20)
|
||||
#define /*0x10C*/ oSnufitBullets OBJECT_FIELD_S32(0x21)
|
||||
#define /*0x1AC*/ oSnufitOffsetVec OBJECT_FIELD_S16(0x49, 0) // start pos of s16 vec
|
||||
#define /*0x1AC*/ oSnufitXOffset OBJECT_FIELD_S16(0x49, 0)
|
||||
#define /*0x1AE*/ oSnufitYOffset OBJECT_FIELD_S16(0x49, 1)
|
||||
#define /*0x1B0*/ oSnufitZOffset OBJECT_FIELD_S16(0x4A, 0)
|
||||
#define /*0x1B2*/ oSnufitBodyScale OBJECT_FIELD_S16(0x4A, 1)
|
||||
#define /*0x1AC*/ oSnufitBodyScale OBJECT_FIELD_S16(0x49, 0)
|
||||
|
||||
/* Spindel */
|
||||
#define /*0x0F4*/ oSpindelMoveTimer OBJECT_FIELD_S32(0x1B)
|
||||
@@ -1047,7 +1043,6 @@
|
||||
#define /*0x0F4*/ oTiltingPyramidNormalX OBJECT_FIELD_F32(O_TILTING_PYRAMID_NORMAL_X_INDEX)
|
||||
#define /*0x0F8*/ oTiltingPyramidNormalY OBJECT_FIELD_F32(O_TILTING_PYRAMID_NORMAL_Y_INDEX)
|
||||
#define /*0x0FC*/ oTiltingPyramidNormalZ OBJECT_FIELD_F32(O_TILTING_PYRAMID_NORMAL_Z_INDEX)
|
||||
#define /*0x10C*/ oTiltingPyramidMarioOnPlatform OBJECT_FIELD_S32(0x21)
|
||||
|
||||
/* Toad Message */
|
||||
#define /*0x108*/ oToadMessageDialogId OBJECT_FIELD_U32(0x20)
|
||||
|
||||
@@ -32,28 +32,30 @@
|
||||
|
||||
// Common cos values for degrees, often used for surface Y normals
|
||||
// These are different than coss()
|
||||
#define COS1 0.9998477f
|
||||
#define COS5 0.9961947f
|
||||
#define COS10 0.9848077f
|
||||
#define COS15 0.9659258f
|
||||
#define COS20 0.9396926f
|
||||
#define COS25 0.9063078f // ledge grabs
|
||||
#define COS30 0.8660254f
|
||||
#define COS35 0.85264016f
|
||||
#define COS36 0.8443279f
|
||||
#define COS38 0.7880108f // mario_floor_is_slippery default
|
||||
#define COS40 0.80901699f
|
||||
#define COS45 0.76040596f
|
||||
#define COS50 0.70710678f // SURFACE_FLAG_X_PROJECTION
|
||||
#define COS55 0.64944805f
|
||||
#define COS60 0.58778525f
|
||||
#define COS65 0.52249856f
|
||||
#define COS70 0.4539905f
|
||||
#define COS0 1.0f
|
||||
#define COS1 0.99984770f // mario_floor_is_slippery, mario_floor_is_slope
|
||||
#define COS5 0.99619470f // mario_floor_is_slope
|
||||
#define COS10 0.98480775f // act_butt_slide_air, act_hold_butt_slide_air, mario_floor_is_slippery, mario_floor_is_slope
|
||||
#define COS15 0.96592583f // mario_floor_is_slope
|
||||
#define COS20 0.93969262f // mario_floor_is_slippery, mario_floor_is_slope, mario_floor_is_steep
|
||||
#define COS25 0.90630779f // ledge grabs
|
||||
#define COS30 0.86602540f // should_get_stuck_in_ground, mario_floor_is_steep
|
||||
#define COS35 0.81915204f
|
||||
#define COS36 0.80901699f
|
||||
#define COS38 0.78801075f // mario_floor_is_slippery default
|
||||
#define COS40 0.76604444f
|
||||
#define COS45 0.70710678f // SURFACE_FLAG_X_PROJECTION
|
||||
#define COS50 0.64278761f
|
||||
#define COS55 0.57357644f
|
||||
#define COS60 0.5f
|
||||
#define COS65 0.42261826f
|
||||
#define COS70 0.34202014f
|
||||
#define COS73 0.29237169f // common_landing_cancels, check_common_idle_cancels, check_common_hold_idle_cancels
|
||||
#define COS75 0.38268343f
|
||||
#define COS75 0.25881905f
|
||||
#define COS78 0.20791169f
|
||||
#define COS80 0.17364818f // braking action
|
||||
#define COS85 0.23344536f
|
||||
#define COS85 0.087155743f
|
||||
#define COS90 0.0f
|
||||
|
||||
enum RenderLayers {
|
||||
LAYER_FORCE,
|
||||
|
||||
Reference in New Issue
Block a user