Reformat config comments (#470)

This commit is contained in:
Tubular Bells
2022-08-03 15:05:03 -05:00
committed by GitHub
parent 98958df324
commit f65eb9a003
14 changed files with 473 additions and 191 deletions

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@@ -4,7 +4,9 @@
* AUDIO SETTINGS *
******************/
// Do not restart the music on cap grabs.
/**
* Do not restart the music on cap grabs.
*/
#define PERSISTENT_CAP_MUSIC
/**
@@ -22,6 +24,8 @@
#define MAX_SIMULTANEOUS_NOTES_EMULATOR 40
#define MAX_SIMULTANEOUS_NOTES_CONSOLE 24
// 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.
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
/**
* 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.
* Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only. Hurts emulator and console performance.
*/
// #define BETTER_REVERB

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@@ -7,7 +7,7 @@
/**
* Enabling this will enable a set of defines in order to run a benchmark on the game.
* Currently this just starts the credits, and enables PUPPYPRINT_DEBUG.
*/
*/
// #define ENABLE_CREDITS_BENCHMARK
#ifdef ENABLE_CREDITS_BENCHMARK

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@@ -4,51 +4,73 @@
* CAMERA SETTINGS *
*******************/
// Forces the camera mode to your choice (except when swimming or flying).
// It does this by setting the area's camera->defMode to this mode, and also
// changes hardcoded modes to use c->defMode.
// Note: removes door cutscenes due to the way they're designed to work with specific modes.
// Search for FORCED_CAMERA_MODE in camera.c for more information.
/**
* Forces the camera mode to your choice (except when swimming or flying).
* It does this by setting the area's camera->defMode to this mode, and also
* changes hardcoded modes to use c->defMode.
* Note: removes door cutscenes due to the way they're designed to work with specific modes.
* Search for FORCED_CAMERA_MODE in camera.c for more information.
*/
#define FORCED_CAMERA_MODE CAMERA_MODE_8_DIRECTIONS
// Changes hardcoded camera mode reverting to instead use the area's default mode (defMode).
// If you're using a FORCED_CAMERA_MODE, this must be on for it to work.
/**
* Changes hardcoded camera mode reverting to instead use the area's default mode (defMode).
* If you're using a FORCED_CAMERA_MODE, this must be on for it to work.
*/
#define USE_COURSE_DEFAULT_MODE
/***** Movement specific camera modes: *****/
// Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE).
/**
* Camera mode when Mario is < 400 units away from the water surface (default is CAMERA_MODE_WATER_SURFACE).
*/
#define WATER_SURFACE_CAMERA_MODE CAMERA_MODE_WATER_SURFACE
// Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO).
/**
* Camera mode when Mario is > 800 units away from the water surface (default is CAMERA_MODE_BEHIND_MARIO).
*/
#define DEEP_WATER_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
// Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
/**
* Camera mode when Mario is flying (default is CAMERA_MODE_BEHIND_MARIO).
*/
#define FLYING_CAMERA_MODE CAMERA_MODE_BEHIND_MARIO
/*******************************************/
// Makes the camera approach Mario's height much more quickly.
/**
* Makes the camera approach Mario's height much more quickly.
*/
#define FAST_VERTICAL_CAMERA_MOVEMENT
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the D-pad.
/**
* Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the D-pad.
*/
#define PARALLEL_LAKITU_CAM
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
/**
* Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
*/
// #define PUPPYCAM
// 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.
// Run this command to apply the patch if you want to use it:
// tools/apply_patch.sh enhancements/reonucam.patch
// 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.
/**
* 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.
* Run this command to apply the patch if you want to use it:
* tools/apply_patch.sh enhancements/reonucam.patch
* 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.
*/
/**********************************/
/***** Vanilla config options *****/
/**********************************/
// Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
/**
* Included for ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS define.
*/
#include "config_game.h"
// Allow course specific camera processing.
// You will likely want this disabled in non-vanilla hacks.
// This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
// but feel free to override it if you really want to for some reason/
/**
* Allow course specific camera processing.
* You will likely want this disabled in non-vanilla hacks.
* This is automatically enabled when ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS is enabled,
* but feel free to override it if you really want to for some reason.
*/
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
#define ENABLE_VANILLA_CAM_PROCESSING
#endif

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@@ -4,22 +4,32 @@
* COLLISION SETTINGS *
**********************/
// 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.
// The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
/**
* 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.
* The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
*/
#define FAST_FLOOR_ALIGN 10
// Automatically calculates the optimal collision distance for an object based on its vertices.
/**
* Automatically calculates the optimal collision distance for an object based on its vertices.
*/
#define AUTO_COLLISION_DISTANCE
// Allows all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
/**
* Allows all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
*/
#define ALL_SURFACES_HAVE_FORCE
// Number of walls that can push Mario at once. Vanilla is 4.
/**
* Number of walls that can push Mario at once. Vanilla is 4.
*/
#define MAX_REFERENCED_WALLS 4
// Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
// Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
// Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
// Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
/**
* Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
* Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
* Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
* Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
*/
#define COLLISION_DATA_TYPE s16
#define ROOM_DATA_TYPE s8

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@@ -4,10 +4,16 @@
* CUTSCENE SETTINGS *
*********************/
// -- CUTSCENE SKIPS --
/************************
* -- CUTSCENE SKIPS -- *
************************/
// Skips the peach letter cutscene.
/**
* Skips the peach letter cutscene.
*/
#define PEACH_SKIP
// Skips the title/splash screen (Super Mario 64 logo).
/**
* Skips the title/splash screen (Super Mario 64 logo).
*/
// #define SKIP_TITLE_SCREEN

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@@ -4,54 +4,84 @@
* DEBUG SETTINGS *
******************/
// Enables most debug options, including PUPPYPRINT_DEBUG.
/**
* Enables most debug options, including PUPPYPRINT_DEBUG.
*/
// #define DEBUG_ALL
// Disables all debug options (except PUPPYPRINT).
/**
* Disables all debug options (except PUPPYPRINT).
*/
#define DISABLE_ALL
// Enables a comprehensive standalone profiler. Automatically enabled by PUPPYPRINT_DEBUG.
// If not using PUPPYPRINT_DEBUG, press L to toggle the profiler.
/**
* Enables a comprehensive standalone profiler. Automatically enabled by PUPPYPRINT_DEBUG.
* If not using PUPPYPRINT_DEBUG, press L to toggle the profiler.
*/
#define USE_PROFILER
// TEST LEVEL
// Uncomment this define and set a test level in order to boot straight into said level.
// This allows you to quickly test the level you're working on.
// If you want the game to boot normally, just comment out the define again.
/**
* -- TEST LEVEL --
* Uncomment this define and set a test level in order to boot straight into said level.
* This allows you to quickly test the level you're working on.
* If you want the game to boot normally, just comment out the define again.
*/
// #define TEST_LEVEL LEVEL_BOB
// Enables debug level select. Hold L while the game boots to turn it on.
/**
* Enables debug level select. Hold L while the game boots to turn it on.
*/
#define DEBUG_LEVEL_SELECT
// Enables debug free move (D-pad up to enter, A to exit).
/**
* Enables debug free move (D-pad up to enter, A to exit).
*/
#define ENABLE_DEBUG_FREE_MOVE
// Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
/**
* Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
*/
// #define PUPPYPRINT_DEBUG 1
// Uses cycles instead of microseconds in Puppyprint debug output.
/**
* Uses cycles instead of microseconds in Puppyprint debug output.
*/
// #define PUPPYPRINT_DEBUG_CYCLES
// A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
// Press D-pad left to show the debug UI.
/**
* A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
* Press D-pad left to show the debug UI.
*/
// #define VANILLA_STYLE_CUSTOM_DEBUG
// Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
// If puppyprint is enabled, then this can be cycled only while the screen is active.
/**
* Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
* If puppyprint is enabled, then this can be cycled only while the screen is active.
*/
// #define VISUAL_DEBUG
// Opens all courses and doors. Used for debugging purposes to unlock all content.
/**
* Opens all courses and doors. Used for debugging purposes to unlock all content.
*/
#define UNLOCK_ALL
// Same as above, but also reads all save file flags as complete.
// This will not overwrite existing save file data unless you save over it.
/**
* Same as above, but also reads all save file flags as complete.
* This will not overwrite existing save file data unless you save over it.
*/
// #define COMPLETE_SAVE_FILE
// Removes the limit on FPS.
/**
* Removes the limit on FPS.
*/
// #define UNLOCK_FPS
// Includes vanilla debug functionality.
/**
* Includes vanilla debug functionality.
*/
// #define VANILLA_DEBUG
// Forces a crash when the game starts. Useful for debugging the crash screen.
/**
* Forces a crash when the game starts. Useful for debugging the crash screen.
*/
// #define DEBUG_FORCE_CRASH_ON_BOOT

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@@ -11,63 +11,101 @@
*/
// #define ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
// Disables lives and hides the lives counter.
/**
* Disables lives and hides the lives counter.
*/
#define DISABLE_LIVES
// Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
/**
* Saves the number of lives to the save file (Does nothing if DISABLE_LIVES is enabled).
*/
#define SAVE_NUM_LIVES
// 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).
/**
* 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).
*/
#define DEFAULT_NUM_LIVES 4
// This can be 0..127.
/**
* This can be 0..127.
*/
#define MAX_NUM_LIVES 100
// This can be 0..32767.
/**
* This can be 0..32767.
*/
#define MAX_NUM_COINS 999
// Air/breath meter is separate from health meter when underwater.
/**
* Air/breath meter is separate from health meter when underwater.
*/
// #define BREATH_METER
// 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.
/**
* 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.
*/
#define X_COIN_STAR 100
// Stars don't kick you out of the level (does not play nicely with vanilla).
/**
* Stars don't kick you out of the level (does not play nicely with vanilla).
*/
// #define NON_STOP_STARS
// Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
/**
* Bowser keys always exit the level. Only has an effect if NON_STOP_STARS is enabled.
*/
// #define KEYS_EXIT_LEVEL
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC).
/**
* Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC).
*/
// #define GLOBAL_STAR_IDS
// Number of possible unique model ID's (keep it higher than 256).
/**
* Number of possible unique model ID's (keep it higher than 256).
*/
#define MODEL_ID_COUNT 256
// Number of supported areas per level.
/**
* Number of supported areas per level.
*/
#define AREA_COUNT 8
// Makes signs and NPCs easier to talk to.
/**
* Makes signs and NPCs easier to talk to.
*/
// #define EASIER_DIALOG_TRIGGER
// 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].
*/
// #define DIALOG_INDICATOR
// 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.
/**
* 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.
*/
// #define COMPLETE_EN_US_SEGMENT2
// Removes multi-language cake screen.
/**
* Removes multi-language cake screen.
*/
#define EU_CUSTOM_CAKE_FIX
// Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
/**
* Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
*/
#define MULTILANG (0 || VERSION_EU)
// 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.
*/
#define PREVENT_DEATH_LOOP
// The level that the game starts with immediately after file select.
// 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

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@@ -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

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@@ -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

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@@ -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
/**

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@@ -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

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@@ -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

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@@ -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))