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* Puppyprint text size * Update puppyprint.c * Revert broken render_multi_image changes * revert multi image tweak parallel momento * Update puppyprint debug colors to work with new hexadecimal system * Puppyprint color reversion to currEnv + some bugfixes * Remove a pointless color array * Add forgotten comment * i can type yes definitely * Fix some puppyprint formatting edge cases * Missed one last puppyprint edge case * Additional strLen check * Variable length fix + command ignoring strlen * type changes * Update puppyprint.c * Box clamping * Revamped profiling, fixed right alignment * Update puppycam2.c * Deferred printing * Update puppyprint.c * Fixed negatives being stupid * Puppyprint Memory view rework * Update level_script.c * tweaks * Fix new line spacing with different scales also small bit of optimisation * Spacing fixes * Lightweight text option * puppyprint debug now using light text where applicable * Update puppyprint.c * Update puppyprint.c * level select menu * merge profilers into one WIP * Fully ascii compliant * Finishing touches hopefully * Update puppyprint.c * new font * vanilla font * o * Update hud.c * last kerning fixes * Requested changes * requested changes * fix the j * requested changes * change ur clothes * Update surface_collision.c * requested changes * Update puppyprint.h * Update camera.c * . * Update puppyprint.c * Update puppyprint.c * Update puppyprint.c * fix J * font * font system rework * ia4 outline font * pain * fix deferred printing * fix format change * Add audio profiling to Puppyprint Debug * Optimize audio profiling substantially * Minor audio optimizations * requested changes * oops accidentally commited 6 lmfao * Update game_init.c * Update puppyprint.c * Update puppyprint.c * Improve Puppyprint deferred prints This is safer, more readable, and more runtime efficient all in the same package * change return type * fix building with profiler only * Update profiling.c * fix upscaled texture rectangles from multi image --------- Co-authored-by: gheskett <gheskett@gmail.com>
88 lines
2.2 KiB
C
88 lines
2.2 KiB
C
#pragma once
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/******************
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* DEBUG SETTINGS *
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******************/
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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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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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
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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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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* Removes the limit on FPS.
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*/
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// #define UNLOCK_FPS
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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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/**
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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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