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Reformat config comments (#470)
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@@ -4,7 +4,9 @@
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* AUDIO SETTINGS *
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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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*/
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#define PERSISTENT_CAP_MUSIC
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/**
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@@ -22,6 +24,8 @@
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#define MAX_SIMULTANEOUS_NOTES_EMULATOR 40
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#define MAX_SIMULTANEOUS_NOTES_CONSOLE 24
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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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/**
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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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*/
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// #define BETTER_REVERB
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@@ -7,7 +7,7 @@
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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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// #define ENABLE_CREDITS_BENCHMARK
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#ifdef ENABLE_CREDITS_BENCHMARK
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@@ -4,51 +4,73 @@
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* CAMERA SETTINGS *
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*******************/
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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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/**
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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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*/
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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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/**
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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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*/
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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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/**
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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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*/
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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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/**
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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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*/
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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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/**
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* Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
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*/
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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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/**
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* Makes the camera approach Mario's height much more quickly.
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*/
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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 D-pad.
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/**
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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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*/
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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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/**
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* Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
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*/
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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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// 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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/**
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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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* 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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*/
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/**********************************/
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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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/**
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* Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
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*/
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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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// 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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/**
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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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*/
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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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@@ -4,22 +4,32 @@
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* COLLISION SETTINGS *
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**********************/
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// Reduces some find_floor calls, at the cost of some barely noticeable smoothness in Mario's visual movement in a few actions at higher speeds.
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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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/**
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* Reduces some find_floor calls, at the cost of some barely noticeable smoothness in Mario's visual movement in a few actions at higher speeds.
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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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*/
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#define FAST_FLOOR_ALIGN 10
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// Automatically calculates the optimal collision distance for an object based on its vertices.
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/**
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* Automatically calculates the optimal collision distance for an object based on its vertices.
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*/
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#define AUTO_COLLISION_DISTANCE
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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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/**
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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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*/
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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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/**
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* Number of walls that can push Mario at once. Vanilla is 4.
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*/
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#define MAX_REFERENCED_WALLS 4
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// 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.
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// Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
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// Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
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// 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.
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/**
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* 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.
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* Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
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* Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
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* 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.
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*/
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#define COLLISION_DATA_TYPE s16
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#define ROOM_DATA_TYPE s8
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@@ -4,10 +4,16 @@
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* CUTSCENE SETTINGS *
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*********************/
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// -- CUTSCENE SKIPS --
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/************************
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* -- CUTSCENE SKIPS -- *
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************************/
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// Skips the peach letter cutscene.
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/**
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* Skips the peach letter cutscene.
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*/
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#define PEACH_SKIP
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// Skips the title/splash screen (Super Mario 64 logo).
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/**
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* Skips the title/splash screen (Super Mario 64 logo).
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*/
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// #define SKIP_TITLE_SCREEN
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@@ -4,54 +4,84 @@
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* DEBUG SETTINGS *
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******************/
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// Enables most debug options, including PUPPYPRINT_DEBUG.
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/**
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* Enables most debug options, including PUPPYPRINT_DEBUG.
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*/
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// #define DEBUG_ALL
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// Disables all debug options (except PUPPYPRINT).
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/**
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* Disables all debug options (except PUPPYPRINT).
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*/
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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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/**
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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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*/
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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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/**
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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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*/
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// #define TEST_LEVEL LEVEL_BOB
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// Enables debug level select. Hold L while the game boots to turn it on.
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/**
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* Enables debug level select. Hold L while the game boots to turn it on.
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*/
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#define DEBUG_LEVEL_SELECT
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// Enables debug free move (D-pad up to enter, A to exit).
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/**
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* Enables debug free move (D-pad up to enter, A to exit).
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*/
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#define ENABLE_DEBUG_FREE_MOVE
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// Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
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/**
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* Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
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*/
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// #define PUPPYPRINT_DEBUG 1
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// Uses cycles instead of microseconds in Puppyprint debug output.
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/**
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* Uses cycles instead of microseconds in Puppyprint debug output.
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*/
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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 D-pad left to show the debug UI.
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/**
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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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*/
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// #define VANILLA_STYLE_CUSTOM_DEBUG
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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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/**
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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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*/
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// #define VISUAL_DEBUG
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// Opens all courses and doors. Used for debugging purposes to unlock all content.
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/**
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* Opens all courses and doors. Used for debugging purposes to unlock all content.
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*/
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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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/**
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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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*/
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// #define COMPLETE_SAVE_FILE
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// Removes the limit on FPS.
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/**
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* Removes the limit on FPS.
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*/
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// #define UNLOCK_FPS
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// Includes vanilla debug functionality.
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/**
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* Includes vanilla debug functionality.
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*/
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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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/**
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* Forces a crash when the game starts. Useful for debugging the crash screen.
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*/
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// #define DEBUG_FORCE_CRASH_ON_BOOT
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@@ -11,63 +11,101 @@
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*/
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// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
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// Disables lives and hides the lives counter.
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/**
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* Disables lives and hides the lives counter.
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*/
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#define DISABLE_LIVES
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// Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
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/**
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* Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
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*/
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#define SAVE_NUM_LIVES
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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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/**
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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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*/
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#define DEFAULT_NUM_LIVES 4
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// This can be 0..127.
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/**
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* This can be 0..127.
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*/
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#define MAX_NUM_LIVES 100
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// This can be 0..32767.
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/**
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* This can be 0..32767.
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*/
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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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/**
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* Air/breath meter is separate from health meter when underwater.
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*/
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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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/**
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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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*/
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#define X_COIN_STAR 100
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// Stars don't kick you out of the level (does not play nicely with vanilla).
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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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*/
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// #define NON_STOP_STARS
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// Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
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/**
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* Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
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*/
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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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/**
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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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||||
/**
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||||
* Number of possible unique model ID's (keep it higher than 256).
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||||
*/
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||||
#define MODEL_ID_COUNT 256
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||||
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||||
// Number of supported areas per level.
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||||
/**
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||||
* Number of supported areas per level.
|
||||
*/
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||||
#define AREA_COUNT 8
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||||
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||||
// Makes signs and NPCs easier to talk to.
|
||||
/**
|
||||
* Makes signs and NPCs easier to talk to.
|
||||
*/
|
||||
// #define EASIER_DIALOG_TRIGGER
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||||
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// Shows 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].
|
||||
*/
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||||
// #define DIALOG_INDICATOR
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||||
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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 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.
|
||||
/**
|
||||
* Include the English characters that were missing from US segment2
|
||||
* J, Q, V, X, Z, ¨, !, !!, ?, &, %, ., and the beta key.
|
||||
* [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.
|
||||
*/
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||||
// #define COMPLETE_EN_US_SEGMENT2
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||||
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||||
// Removes multi-language cake screen.
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/**
|
||||
* Removes multi-language cake screen.
|
||||
*/
|
||||
#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.
|
||||
/**
|
||||
* 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.
|
||||
*/
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||||
#define MULTILANG (0 || VERSION_EU)
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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.
|
||||
/**
|
||||
* Prevents infinite death loops by always restoring Mario's health when he's warped to any kind of warp while dead.
|
||||
*/
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||||
#define PREVENT_DEATH_LOOP
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||||
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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.
|
||||
/**
|
||||
* 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
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||||
|
||||
@@ -4,11 +4,17 @@
|
||||
* GODDARD SETTINGS *
|
||||
********************/
|
||||
|
||||
// Enables Goddard (the Mario head).
|
||||
/**
|
||||
* Enables Goddard (the Mario head).
|
||||
*/
|
||||
// #define KEEP_MARIO_HEAD
|
||||
|
||||
// Enables the 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
|
||||
|
||||
@@ -4,44 +4,66 @@
|
||||
* GRAPHICS SETTINGS *
|
||||
*********************/
|
||||
|
||||
// The size of the master display list (gDisplayListHead). 6400 is vanilla.
|
||||
/**
|
||||
* The size of the master display list (gDisplayListHead). 6400 is vanilla.
|
||||
*/
|
||||
#define GFX_POOL_SIZE 10000
|
||||
|
||||
// Show a watermark on 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
|
||||
|
||||
// Spawns floombas on the title screen.
|
||||
/**
|
||||
* Spawns floombas on the title screen.
|
||||
*/
|
||||
#define INTRO_FLOOMBAS
|
||||
|
||||
// Enables 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).
|
||||
/**
|
||||
* 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).
|
||||
*/
|
||||
#define SKYBOX_SIZE 1
|
||||
|
||||
// When this option is enabled, LODs will ONLY work on console.
|
||||
// When this option is disabled, LODs will work regardless of whether console or emulator is used.
|
||||
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
|
||||
/**
|
||||
* When this option is enabled, LODs will ONLY work on console.
|
||||
* When this option is disabled, LODs will work regardless of whether console or emulator is used.
|
||||
* 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
|
||||
|
||||
// Enables Puppyprint, a display library for text and large images.
|
||||
// Automatically enabled when PUPPYPRINT_DEBUG is enabled.
|
||||
/**
|
||||
* Enables Puppyprint, a display library for text and large images.
|
||||
* Automatically enabled when PUPPYPRINT_DEBUG is enabled.
|
||||
*/
|
||||
// #define PUPPYPRINT
|
||||
|
||||
// Disables 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.
|
||||
/**
|
||||
* 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).
|
||||
// For advanced users only. Does not work perfectly out the box, best used when exported actor models are
|
||||
// using 64 vertex sizes, offered by Fast64 in the microcode menu.
|
||||
/**
|
||||
* Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
|
||||
* For advanced users only. Does not work perfectly out the box, best used when exported actor models are
|
||||
* using 64 vertex sizes, offered by Fast64 in the microcode menu.
|
||||
*/
|
||||
// #define OBJECTS_REJ
|
||||
|
||||
/**
|
||||
@@ -54,37 +76,57 @@
|
||||
*/
|
||||
// #define SILHOUETTE 127
|
||||
|
||||
// Use 64x64 quarter shadow textures (Vanilla are 16x16).
|
||||
/**
|
||||
* Use 64x64 quarter shadow textures (Vanilla are 16x16).
|
||||
*/
|
||||
#define HD_SHADOWS
|
||||
|
||||
// Makes certain objects (mainly trees) transparent when the camera gets close.
|
||||
/**
|
||||
* Makes certain objects (mainly trees) transparent when the camera gets close.
|
||||
*/
|
||||
// #define OBJ_OPACITY_BY_CAM_DIST
|
||||
|
||||
// Fixes the game reading the ia8 burn smoke texture as an rgba16.
|
||||
/**
|
||||
* Fixes the game reading the ia8 burn smoke texture as an rgba16.
|
||||
*/
|
||||
#define BURN_SMOKE_FIX
|
||||
|
||||
// Disables 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.
|
||||
/**
|
||||
* 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: Still breaks occasionally, and PUPPYLIGHT_NODE might not work in areas that aren't area 1.
|
||||
/**
|
||||
* Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
|
||||
* 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, those will appear as sideways in-game if this is enabled.
|
||||
// Make sure your custom environment map textures are the correct orientation.
|
||||
/**
|
||||
* 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, 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.
|
||||
/**
|
||||
* This improves performance a bit, and does not seem to break anything.
|
||||
*/
|
||||
#define DISABLE_GRAPH_NODE_TYPE_FUNCTIONAL
|
||||
|
||||
// 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.
|
||||
/**
|
||||
* 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
|
||||
|
||||
// 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.
|
||||
/**
|
||||
* 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
|
||||
|
||||
@@ -6,14 +6,20 @@
|
||||
|
||||
// -- EXIT COURSE SETTINGS --
|
||||
|
||||
// Disables 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).
|
||||
// Ensure that the warp exists, or else the game will crash.
|
||||
/**
|
||||
* 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
|
||||
#define EXIT_COURSE_NODE 0x1F
|
||||
|
||||
@@ -4,83 +4,133 @@
|
||||
* MOVEMENT SETTINGS *
|
||||
*********************/
|
||||
|
||||
// Changes Mario's ground turn radius by making it dependent on the analog stick magnitude and speed.
|
||||
/**
|
||||
* 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.
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
// #define RESET_DIRECTION_WHEN_TURNING_AROUND
|
||||
|
||||
// Improved hanging:
|
||||
// - Doesn't require holding down the A button.
|
||||
// - Precise turning control.
|
||||
// - Prevents falling from the edges.
|
||||
/**
|
||||
* Improved hanging:
|
||||
* - 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).
|
||||
/**
|
||||
* 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.
|
||||
/**
|
||||
* Prevents hands-free holding.
|
||||
*/
|
||||
// #define HANDS_FREE_HOLDING_FIX
|
||||
|
||||
// Prevents Mario from losing his cap.
|
||||
/**
|
||||
* Prevents Mario from losing his cap.
|
||||
*/
|
||||
// #define PREVENT_CAP_LOSS
|
||||
|
||||
// Enables Platform Displacement 2, also known as momentum patch. Makes Mario keep the momemtum from moving platforms.
|
||||
/**
|
||||
* Enables Platform Displacement 2, also known as momentum patch. Makes Mario keep the momemtum from moving platforms.
|
||||
*/
|
||||
#define PLATFORM_DISPLACEMENT_2
|
||||
|
||||
// Uses Shindou's pole behavior.
|
||||
/**
|
||||
* Uses Shindou's pole behavior.
|
||||
*/
|
||||
// #define SHINDOU_POLES
|
||||
|
||||
// If A and Z are pressed on the same frame while running, 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
|
||||
|
||||
// Enables the ability to 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
|
||||
|
||||
// Allows Mario to grab hangable ceilings from any state.
|
||||
/**
|
||||
* Allows Mario to grab hangable ceilings from any state.
|
||||
*/
|
||||
#define HANGING_FIX
|
||||
|
||||
// The last frame after hitting a wall 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.
|
||||
/**
|
||||
* 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 it to allow ledge grabbing regardless of floor pitch.
|
||||
/**
|
||||
* This is vanilla behavior, disable it to allow ledge grabbing regardless of floor pitch.
|
||||
*/
|
||||
// #define LEDGE_GRABS_CHECK_SLOPE_ANGLE
|
||||
|
||||
// Disables BLJs and crushes SimpleFlips's dreams.
|
||||
/**
|
||||
* Disables BLJs and crushes SimpleFlips's dreams.
|
||||
*/
|
||||
// #define DISABLE_BLJ
|
||||
|
||||
// Re-enables 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
|
||||
|
||||
/**
|
||||
|
||||
@@ -4,71 +4,123 @@
|
||||
* SPECIFIC OBJECT SETTINGS *
|
||||
****************************/
|
||||
|
||||
// -- COIN --
|
||||
/**************
|
||||
* -- COIN --
|
||||
**************/
|
||||
|
||||
// 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.
|
||||
/**
|
||||
* 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.
|
||||
/**
|
||||
* Moving Coins flicker and disappear when they hit lava instead of being instantly deleted.
|
||||
*/
|
||||
#define COIN_LAVA_FLICKER
|
||||
|
||||
// Allows for retries on collecting the remaining blue coins from a blue coin switch.
|
||||
/**
|
||||
* Allows for retries on collecting the remaining blue coins from a blue coin switch.
|
||||
*/
|
||||
// #define BLUE_COIN_SWITCH_RETRY
|
||||
|
||||
// -- GOOMBA --
|
||||
/****************
|
||||
* -- GOOMBA --
|
||||
****************/
|
||||
|
||||
// Tiny Goombas (from THI) always drop their coin.
|
||||
/**
|
||||
* Tiny Goombas (from THI) always drop their coin.
|
||||
*/
|
||||
// #define TINY_GOOMBA_ALWAYS_DROPS_COIN
|
||||
|
||||
// Floombas! These fellas sport custom behaviors (bhvFloomba, bhvFloombaTripletSpawner) and of course the iconic Floomba texture.
|
||||
// Also supports macros (macro_floomba, macro_huge_floomba, macro_tiny_floomba, macro_floomba_triplet_spawner, macro_floomba_quintuplet_spawner).
|
||||
/**
|
||||
* Floombas! These fellas sport custom behaviors (bhvFloomba, bhvFloombaTripletSpawner) and of course the iconic Floomba texture.
|
||||
* Also supports macros (macro_floomba, macro_huge_floomba, macro_tiny_floomba, macro_floomba_triplet_spawner, macro_floomba_quintuplet_spawner).
|
||||
*/
|
||||
#define FLOOMBAS
|
||||
|
||||
// -- HOOT --
|
||||
/**************
|
||||
* -- HOOT --
|
||||
**************/
|
||||
|
||||
// Uses intendedYaw to control Hoot instead of the raw left and right inputs.
|
||||
/**
|
||||
* Uses intendedYaw to control Hoot instead of the raw left and right inputs.
|
||||
*/
|
||||
#define HOOT_YAW_FIX
|
||||
|
||||
// Causes leaf particles to occasionally fall from trees which contain Hoot.
|
||||
/**
|
||||
* Causes leaf particles to occasionally fall from trees which contain Hoot.
|
||||
*/
|
||||
#define HOOT_TREE_PARTICLES
|
||||
|
||||
// -- MR I --
|
||||
/**************
|
||||
* -- MR I --
|
||||
**************/
|
||||
|
||||
// Enables 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 --
|
||||
/********************
|
||||
* -- WATER RING --
|
||||
********************/
|
||||
|
||||
// Fix the water rings in DDD by checking for interaction rather than normals.
|
||||
/**
|
||||
* Fix the water rings in DDD by checking for interaction rather than normals.
|
||||
*/
|
||||
#define FIX_WATER_RINGS
|
||||
|
||||
// -- POWER STAR --
|
||||
/********************
|
||||
* -- POWER STAR --
|
||||
********************/
|
||||
|
||||
// Collecting a Power Star will fully heal Mario.
|
||||
/**
|
||||
* Collecting a Power Star will fully heal Mario.
|
||||
*/
|
||||
#define POWER_STARS_HEAL
|
||||
|
||||
// -- 1-UP MUSHROOM --
|
||||
/**********************
|
||||
* -- 1-UP MUSHROOM --
|
||||
**********************/
|
||||
|
||||
// Collecting a 1-Up Mushroom will fully heal Mario.
|
||||
/**
|
||||
* Collecting a 1-Up Mushroom will fully heal Mario.
|
||||
*/
|
||||
#define MUSHROOMS_HEAL
|
||||
|
||||
// -- PLATFORM ON TRACK --
|
||||
/***************************
|
||||
* -- PLATFORM ON TRACK --
|
||||
***************************/
|
||||
|
||||
// Allows the speed of a platform on a track to be controlled by standing near the front or back of it.
|
||||
/**
|
||||
* 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 --
|
||||
/*********************
|
||||
* -- 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 --
|
||||
/***************
|
||||
* -- POKEY --
|
||||
***************/
|
||||
|
||||
// The number of parts Pokey has, including the head. Vanilla is 5, max is 30.
|
||||
/**
|
||||
* The number of parts Pokey has, including the head. Vanilla is 5, max is 30.
|
||||
*/
|
||||
#define POKEY_NUM_SEGMENTS 5
|
||||
|
||||
// -- WIGGLER --
|
||||
/*****************
|
||||
* -- WIGGLER --
|
||||
*****************/
|
||||
|
||||
// The number of segments Wiggler has, not including the head. Vanilla is 4.
|
||||
/**
|
||||
* The number of segments Wiggler has, not including the head. Vanilla is 4.
|
||||
*/
|
||||
#define WIGGLER_NUM_SEGMENTS 4
|
||||
|
||||
@@ -4,19 +4,27 @@
|
||||
* ROM SETTINGS *
|
||||
****************/
|
||||
|
||||
// Internal ROM name. NEEDS TO BE **EXACTLY** 20 CHARACTERS. Can't be 19 characters, can't be 21 characters. You can fill it with spaces.
|
||||
// The end quote should be here: "
|
||||
/**
|
||||
* Internal ROM name. NEEDS TO BE **EXACTLY** 20 CHARACTERS. Can't be 19 characters, can't be 21 characters. You can fill it with spaces.
|
||||
* The end quote should be here: "
|
||||
*/
|
||||
#define INTERNAL_ROM_NAME "HackerSM64 "
|
||||
|
||||
// Enables Rumble Pak Support.
|
||||
// Currently not recommended, as it may cause random crashes.
|
||||
/**
|
||||
* Enables Rumble Pak Support.
|
||||
* Currently not recommended, as it may cause random crashes.
|
||||
*/
|
||||
// #define ENABLE_RUMBLE (1 || VERSION_SH)
|
||||
|
||||
// Screen Size Defines.
|
||||
/**
|
||||
* Screen Size Defines.
|
||||
*/
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
||||
|
||||
// Height of the black borders at the top and bottom of the screen for NTSC Versions. You can set it to different values for console and emulator.
|
||||
// There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
|
||||
/**
|
||||
* Height of the black borders at the top and bottom of the screen for NTSC Versions. You can set it to different values for console and emulator.
|
||||
* There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
|
||||
*/
|
||||
#define BORDER_HEIGHT_CONSOLE 0
|
||||
#define BORDER_HEIGHT_EMULATOR 0
|
||||
|
||||
@@ -30,10 +30,14 @@
|
||||
* 64x64 collision cells.
|
||||
*/
|
||||
|
||||
// Set this to the extended bounds mode you want, then do "make clean".
|
||||
/**
|
||||
* Set this to the extended bounds mode you want, then do "make clean".
|
||||
*/
|
||||
#define EXTENDED_BOUNDS_MODE 1
|
||||
|
||||
// Don't touch the stuff past this point unless you know what you're doing!
|
||||
/**************************************************************************
|
||||
* Don't touch the stuff past this point unless you know what you're doing!
|
||||
**************************************************************************/
|
||||
|
||||
#if EXTENDED_BOUNDS_MODE == 0 // 1x, normal cell size
|
||||
#define LEVEL_BOUNDARY_MAX 0x2000L // 8192
|
||||
@@ -63,8 +67,12 @@
|
||||
|
||||
STATIC_ASSERT(((EXTENDED_BOUNDS_MODE >= 0) && (EXTENDED_BOUNDS_MODE <= 3)), "You must set a valid extended bounds mode!");
|
||||
|
||||
// The amount of cells in each axis in an area.
|
||||
/**
|
||||
* The amount of cells in each axis in an area.
|
||||
*/
|
||||
#define NUM_CELLS (2 * LEVEL_BOUNDARY_MAX / CELL_SIZE)
|
||||
|
||||
// Use this to convert game units to cell coordinates.
|
||||
/**
|
||||
* Use this to convert game units to cell coordinates.
|
||||
*/
|
||||
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & (NUM_CELLS - 1))
|
||||
|
||||
Reference in New Issue
Block a user