#ifndef S2D_CONFIG_H #define S2D_CONFIG_H #define const // include your font header here #include "fonts/impact.h" // get your font symbols defined here #define s2d_font impact_obj #define s2d_tex impact_tex #define s2d_kerning_table impact_kerning_table extern char s2d_kerning_table[]; // Debug: bypass custom matrix setup #define s2d_mat impact_mtx // Homebrew users: use this to rename your gdl head #define gdl_head gDisplayListHead extern Gfx *gdl_head; // Other games/Homebrew users: change these values // an allocator function of the format void *alloc(size_t bytes) #define alloc alloc_display_list // your init functions for the RDP/RSP #define my_rdp_init my_rdp_init #define my_rsp_init my_rsp_init // The frame timer that is used to time s2d_type_print #define s2d_timer gGlobalTimer extern u32 s2d_timer; // The equivalent vsprintf in your game (defaults to libultra _Printf) #define vsprintf(dst, str, fmt, args) _Printf(proutSprintf, dst, fmt, args) extern char *proutSprintf(char *dst, const char *src, size_t count); // tab glyph width and height #define TAB_WIDTH_H TEX_WIDTH * 2 #define TAB_WIDTH_V TEX_WIDTH / 2 // Set these to optimize s2d texture "cache" #define TEX_WIDTH 16 #define TEX_HEIGHT 16 #define TEX_BITDEPTH 8 #define _NUM_CACHE (4096 / (TEX_WIDTH * TEX_HEIGHT * (TEX_BITDEPTH / 8))) #endif