#pragma once /********************* * GRAPHICS SETTINGS * *********************/ // 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. #define INTRO_CREDIT // Spawns floombas on the title screen. #define INTRO_FLOOMBAS // 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). #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. #define AUTO_LOD // 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). // #define DISABLE_AA // Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better. #define IA8_COINS // Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti). #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. // #define OBJECTS_REJ /** * Mario's silhouette when behind solid objects/surfaces. * Also enables new render layers, such as LAYER_ALPHA_DECAL. * The number is the intensity of the silhouette, from 0-255. * NOTE: The overlap between Mario's model parts is visible on certain HLE plugins. * Also, this also disables anti-aliasing on Mario. * NOTE: Regarding performance, silhouette seems to lose 1-2 frames on console. */ // #define SILHOUETTE 127 // Use 64x64 quarter shadow textures (Vanilla are 16x16). #define HD_SHADOWS // 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. #define BURN_SMOKE_FIX // Disables the fix to Koopa's unshelled model. #define KOOPA_KEEP_PINK_SHORTS // Uses the star object's model in the star dance cutscene. // This has a side effect of making the star dance star also transparent when Mario collects a transparent star. // #define STAR_DANCE_USES_STARS_MODEL // Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects. // NOTE: 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. // #define FIX_REFLECT_MTX // 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. // #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. #define LEGACY_SHADOW_IDS