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178 lines
9.3 KiB
C
178 lines
9.3 KiB
C
#ifndef CONFIG_H
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#define CONFIG_H
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// HACKERSM64 CONFIG DEFINES NEAR BOTTOM
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/**
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* @file config.h
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* A catch-all file for configuring various bugfixes and other settings (maybe eventually) in SM64
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*/
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// Bug Fixes
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// --| Post-JP Version Nintendo Bug Fixes
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/// Fixes bug where obtaining over 999 coins sets the number of lives to 999 (or -25)
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#define BUGFIX_MAX_LIVES (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where the Boss music won't fade out after defeating King Bob-omb
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#define BUGFIX_KING_BOB_OMB_FADE_MUSIC (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug in Bob-Omb Battlefield where entering a warp stops the Koopa race music
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#define BUGFIX_KOOPA_RACE_MUSIC (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where Piranha Plants do not reset their action state when the
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/// player exits their activation radius.
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#define BUGFIX_PIRANHA_PLANT_STATE_RESET (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where sleeping Piranha Plants damage players that bump into them
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#define BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE (0 || VERSION_US || VERSION_SH)
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/// Fixes bug where it shows a star when you grab a key in bowser battle stages
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#define BUGFIX_STAR_BOWSER_KEY (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug that enables Mario in time stop even if is not ready to speak
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#define BUGFIX_DIALOG_TIME_STOP (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug that causes Mario to still collide with Bowser in BITS after his defeat
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#define BUGFIX_BOWSER_COLLIDE_BITS_DEAD (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where Bowser wouldn't reset his speed when fallen off (and adds missing checks)
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#define BUGFIX_BOWSER_FALLEN_OFF_STAGE (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where Bowser would look weird while fading out
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#define BUGFIX_BOWSER_FADING_OUT (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Removes multi-language cake screen
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#define EU_CUSTOM_CAKE_FIX 1
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// Support Rumble Pak
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// Currently not recommended, as it may cause random crashes.
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//#define ENABLE_RUMBLE (1 || VERSION_SH)
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// Clear RAM on boot
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#define CLEARRAM 1
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// Screen Size Defines
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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// Border Height Define for NTSC Versions
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#ifdef TARGET_N64
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// Size of the black border at the top and bottom of the screen. You can set it to different values for console and emulator.
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// There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
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#define BORDER_HEIGHT_CONSOLE 0
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#define BORDER_HEIGHT_EMULATOR 0
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#endif
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// -- HackerSM64 specific settings --
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// TEST LEVEL
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// Uncomment this define and set a test level in order to boot straight into said level.
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// This allows you to quickly test the level you're working on.
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// If you want the game to boot normally, just comment out the define again.
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//#define TEST_LEVEL LEVEL_BOB
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// COMMON HACK CHANGES
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// 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.
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// The end quote should be here: "
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#define INTERNAL_ROM_NAME "SUPERMARIO64 "
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// Disable lives and hide the lives counter
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#define DISABLE_LIVES
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// Skip peach letter cutscene
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#define PEACH_SKIP
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// Fixes the castle music sometimes triggering after getting a dialog
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#define CASTLE_MUSIC_FIX
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// Remove course specific camera processing
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#define CAMERA_FIX
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// Change the movement speed when hanging from a ceiling (the vanilla value is 4.f)
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#define HANGING_SPEED 12.f
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// Makes Mario face the direction of the analog stick directly while hanging from a ceiling, without doing "semicircles"
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#define TIGHTER_HANGING_CONTROLS
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// Makes Mario turn around instantly when moving on the ground
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//#define SUPER_RESPONSIVE_CONTROLS
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// Disables fall damage
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#define NO_FALL_DAMAGE
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// Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage)
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//#define NO_FALL_DAMAGE_SOUND
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// Number of coins to spawn the "100 coin" star. If you remove the define altogether, then there won't be a 100 coin star at all.
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#define X_COIN_STAR 100
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// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Doesn't break treadmills anymore!
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#define PLATFORM_DISPLACEMENT_2
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// Stars don't kick you out of the level
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// #define NON_STOP_STARS
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
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//#define GLOBAL_STAR_IDS
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// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
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//#define SKIP_TITLE_SCREEN
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// Uncomment this if you want to keep the mario head and not skip it
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//#define KEEP_MARIO_HEAD
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// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
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#define PARALLEL_LAKITU_CAM
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// Allows Mario to ledgegrab sloped floors
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#define NO_FALSE_LEDGEGRABS
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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.
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#define MULTILANG (0 || VERSION_EU)
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//Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
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//#define PUPPYCAM
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// HACKER QOL
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// Increase the maximum pole length (it will treat bparam1 and bparam2 as a single value)
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#define LONGER_POLES
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// Number of possible unique model ID's (keep it higher than 256)
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#define MODEL_ID_COUNT 256
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// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions)
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#define EXPAND_AUDIO_HEAP
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// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
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#define ALL_SURFACES_HAVE_FORCE
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// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
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//#define CUSTOM_DEBUG
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// Include Puppyprint, a display library for text and large images. Also includes a custom, enhanced performance profiler.
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//#define PUPPYPRINT
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//#define PUPPYPRINT_DEBUG 0
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// BUG/GAME QOL FIXES
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// Fix instant warp offset not working when warping across different areas
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#define INSTANT_WARP_OFFSET_FIX
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// Whether a tree uses snow particles or not is decided via the model IDs instead of the course number
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#define TREE_PARTICLE_FIX
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// Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive
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#define JUMP_KICK_FIX
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// Allow Mario to grab hangable ceilings from any state
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#define HANGING_FIX
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// The last frame that will be considered a firsty when wallkicking
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#define FIRSTY_LAST_FRAME 1
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// 46 degree walkicks
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//#define WALLKICKS_46_DEGREES
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// Disable BLJs and crush SimpleFlips's dreams
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//#define DISABLE_BLJ
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// RELATING TO EXIT COURSE
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// Disable exit course
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//#define DISABLE_EXIT_COURSE
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// Decides whether you can exit course while moving (has no effect if you disable exit course)
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//#define EXIT_COURSE_WHILE_MOVING
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// Decides which level "exit course" takes you to (has no effect if you disable exit course)
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#define EXIT_COURSE_LEVEL LEVEL_CASTLE
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// Decides the area node "exit course" takes you to (has no effect if you disable exit course)
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#define EXIT_COURSE_AREA 0x01
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// Decides the warp node "exit course" takes you to (has no effect if you disable exit course)
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#define EXIT_COURSE_NODE 0x1F
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// OTHER ENHANCEMENTS
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// Enable widescreen (16:9) support
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#define WIDE
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// 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.
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// 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).
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// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define in src/game/game_init.h)
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#define SKYBOX_SIZE 1
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// When this option is enabled, LODs will ONLY work on console.
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// When this option is disabled, LODs will work regardless of whether console or emulator is used.
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// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
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#define AUTO_LOD
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// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
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#define DISABLE_AA
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// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
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#define IA8_COINS
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// Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
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// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs.
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//#define BETTER_REVERB
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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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#define COLLISION_DATA_TYPE s16
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#define ROOM_DATA_TYPE s8
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// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE
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#endif // CONFIG_H
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