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159 lines
5.0 KiB
C
159 lines
5.0 KiB
C
#pragma once
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/*********************
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* GRAPHICS SETTINGS *
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*********************/
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/**
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* The size of the master display list (gDisplayListHead). 6400 is vanilla.
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*/
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#define GFX_POOL_SIZE 10000
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/**
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* Causes the global light direction to be in world space,
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* this allows you to have a singular light source that doesn't change with the camera's rotation.
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* By modifying `globalLightDirection`, you can choose the direction that points TOWARDS the light,
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* but keep in mind that this direction should be normalized to roughly ~127 if changed.
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*/
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// #define WORLDSPACE_LIGHTING
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/**
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* Show a watermark on the title screen that reads "Made with HackerSM64", instead of the copyright message.
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*/
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#define INTRO_CREDIT
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/**
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* Spawns floombas on the title screen.
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*/
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#define INTRO_FLOOMBAS
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/**
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* Enables widescreen (16:9) support.
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*/
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#define WIDE
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/**
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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 above).
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*/
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#define SKYBOX_SIZE 1
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/**
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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 gEmulator to wrap your own code in a console check.
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*/
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#define AUTO_LOD
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/**
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* Enables Puppyprint, a display library for text and large images.
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* Automatically enabled when PUPPYPRINT_DEBUG is enabled.
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*/
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// #define PUPPYPRINT
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/**
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* Disables AA (Improves console performance but causes visible seams between unconnected geometry).
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*/
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// #define DISABLE_AA
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/**
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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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*/
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#define IA8_COINS
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/**
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* Similar to the above, but 30 FPS (Textures by InTheBeef, cleaned up by Arceveti).
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*/
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#define IA8_30FPS_COINS
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/**
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* Use .rej microcode for certain objects (experimental - only should be used when F3DEX_GBI_2 is defined).
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* For advanced users only. Does not work perfectly out the box, best used when exported actor models are
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* using 64 vertex sizes, offered by Fast64 in the microcode menu.
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*/
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// #define OBJECTS_REJ
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/**
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* Mario's silhouette when behind solid objects/surfaces.
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* Also enables new render layers, such as LAYER_ALPHA_DECAL.
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* The number is the intensity of the silhouette, from 0-255.
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* NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
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* Also, this also disables anti-aliasing on Mario.
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* NOTE: Regarding performance, silhouette seems to lose 1-2 frames on console.
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*/
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// #define SILHOUETTE 127
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/**
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* Use 64x64 quarter shadow textures (Vanilla are 16x16).
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*/
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#define HD_SHADOWS
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/**
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* Makes certain objects (mainly trees) transparent when the camera gets close.
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*/
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// #define OBJ_OPACITY_BY_CAM_DIST
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/**
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* Fixes the game reading the ia8 burn smoke texture as an rgba16.
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*/
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#define BURN_SMOKE_FIX
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/**
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* Disables the fix to Koopa's unshelled model.
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*/
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#define KOOPA_KEEP_PINK_SHORTS
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/**
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* Uses the star object's model in the star dance cutscene.
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* This has a side effect of making the star dance star also transparent when Mario collects a transparent star.
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*/
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// #define STAR_DANCE_USES_STARS_MODEL
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/**
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* 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.
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*/
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// #define DISABLE_SHADOWS
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/**
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* Uses old shadow IDs for Fast64 compatibility. This is a temporary fix until Fast64 is updated to use the enum defines.
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* 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.
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*/
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#define LEGACY_SHADOW_IDS
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/**
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* May break viewport widescreen hacks.
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* When this is disabled, the culling will only be skipped according to the NO_CULLING_EMULATOR_BLACKLIST.
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*/
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// #define CULLING_ON_EMULATOR
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/**
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* Makes objects below the screen be culled.
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* NOTE: Vanilla objects do not account for vertical culling.
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*/
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// #define VERTICAL_CULLING
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/**
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* If the first command of an object´s geolayout is not GEO_CULLING_RADIUS, DEFAULT_CULLING_RADIUS
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* will be used instead.
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*/
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#define DEFAULT_CULLING_RADIUS 300
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/**
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* Eases the textured screen transitions to make them look smoother.
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*/
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#define EASE_IN_OUT_TRANSITIONS
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/**
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* Makes use of the tex edge render mode to deliver smooth transition textures
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*/
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// #define SHARP_TRANSITION_TEXTURES
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/**
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* Uses frustratio of 2 instead of 1.
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* Can improve performance in some circumstances, though it can also cause large tris to warp if cut off from the camera.
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* Only use this if you can test the difference of your hack with and without this change on console.
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*/
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// #define USE_FRUSTRATIO2
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