Files
Microtransactions64/include/config/config_debug.h
Panic 5f8039d121 feat: deploy platinum tier revenue visualization
- Leveraged legacy "Silver" assets to create a high-value Platinum UI tier, differentiating premium subscribers from free-to-play users.
- Implemented "Quantitative Easing" protocol: Pressing 'L' now injects liquidity (credits) into the wallet for internal QA testing.
- Established foundation for Q4 monetization strategy.
2025-11-25 19:28:04 -07:00

97 lines
2.5 KiB
C

#pragma once
/******************
* DEBUG SETTINGS *
******************/
/**
* Enables most debug options, including PUPPYPRINT_DEBUG.
*/
// #define DEBUG_ALL
/**
* Disables all debug options (except PUPPYPRINT).
*/
// #define DISABLE_ALL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Enables a comprehensive standalone profiler. Automatically enabled by PUPPYPRINT_DEBUG.
* If not using PUPPYPRINT_DEBUG, press L + D-Pad Up to toggle the profiler.
*/
#define USE_PROFILER
/**
* -- TEST LEVEL --
* Uncomment this define and set a test level in order to boot straight into said level.
* This allows you to quickly test the level you're working on.
* If you want the game to boot normally, just comment out the define again.
*/
#define TEST_LEVEL LEVEL_BOB
/**
* Enables debug level select. Hold L while the game boots to turn it on.
*/
#define DEBUG_LEVEL_SELECT
/**
* Enables debug free move (D-pad up to enter, A to exit).
*/
#define ENABLE_DEBUG_FREE_MOVE
/**
* Enables a custom, enhanced performance profiler. (Enables PUPPYPRINT by default in config_safeguards).
*/
// #define PUPPYPRINT_DEBUG
/**
* Uses cycles instead of microseconds in Puppyprint debug output.
*/
// #define PUPPYPRINT_DEBUG_CYCLES
/**
* A vanilla style debug mode. It doesn't rely on a text engine, but it's much less powerful that PUPPYPRINT_DEBUG.
* Press D-pad left to show the debug UI.
*/
// #define VANILLA_STYLE_CUSTOM_DEBUG
/**
* Visual debug enables some collision visuals. Tapping Right on the D-pad will cycle between visual hitboxes, visual surfaces, both, and neither.
* If puppyprint is enabled, then this can be cycled only while the screen is active.
*/
// #define VISUAL_DEBUG
/**
* Opens all courses and doors. Used for debugging purposes to unlock all content.
*/
#define UNLOCK_ALL
/**
* Same as above, but also reads all save file flags as complete.
* This will not overwrite existing save file data unless you save over it.
*/
// #define COMPLETE_SAVE_FILE
/**
* Removes the limit on FPS.
*/
// #define UNLOCK_FPS
/**
* Includes vanilla debug functionality.
*/
// #define VANILLA_DEBUG
/**
* Forces a crash when the game starts. Useful for debugging the crash screen.
*/
// #define DEBUG_FORCE_CRASH_ON_BOOT
/**
* Intentionally crash the game whenever a runtime assertion fails (also invoked by the DEBUG define in the Makefile).
*/
#define DEBUG_ASSERTIONS