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96 lines
2.4 KiB
C
96 lines
2.4 KiB
C
#include <ultra64.h>
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#ifndef S2D_CONFIG_H
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#define S2D_CONFIG_H
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/**
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* SET YOUR FONT NAME HERE
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*/
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#define FONTNAME impact
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/***********
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* Helpful defines to change
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***********/
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#define BASE_SCALE 1.0f
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/******************************
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*
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* ONLY CHANGE THE BELOW CONTENTS IF YOU'RE DEVELOPING
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* FOR A GAME THAT ISN'T SM64
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*
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*****************************/
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// magic macros and font header inclusion
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#define GLUE(a, b) a##b
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#define GLUE2(a, b) GLUE(a, b)
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#define STR(x) #x
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#define STR2(x) STR(x)
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#define __headername(hd) fonts/hd.h
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#define __fontinclude(f) src/s2d_engine/fonts/f.c
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#define _FONT_HEADER STR2(__headername(FONTNAME))
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#define FONT_C_FILE STR2(__fontinclude(FONTNAME))
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#include _FONT_HEADER
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// get your font symbols defined here
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#define s2d_font GLUE2(FONTNAME, _obj)
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#define s2d_dropshadow GLUE2(FONTNAME, _obj_dropshadow)
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#define s2d_tex GLUE2(FONTNAME, _tex)
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#define s2d_kerning_table GLUE2(FONTNAME, _kerning_table)
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extern char s2d_kerning_table[];
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// Debug: bypass custom matrix setup
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#define s2d_mat GLUE2(FONTNAME, _mtx)
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// Homebrew users: use this to rename your gdl head
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#define gdl_head gDisplayListHead
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extern Gfx *gdl_head;
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#include "src/game/game_init.h"
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#define CONTROLLER_INPUT gPlayer1Controller->buttonPressed
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#define CONTROLLER_HELD_INPUT gPlayer1Controller->buttonDown
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// Other games/Homebrew users: change these values
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// an allocator function of the format void *alloc(size_t bytes)
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#define alloc alloc_display_list
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extern void *alloc(size_t);
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// your init functions for the RDP/RSP
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#define my_rdp_init my_rdp_init
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#define my_rsp_init my_rsp_init
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extern void my_rsp_init(void);
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extern void my_rdp_init(void);
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// The frame timer that is used to time s2d_type_print
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#define s2d_timer gGlobalTimer
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extern u32 s2d_timer;
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// The equivalent vsprintf in your game (defaults to libultra _Printf)
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#define vsprintf(dst, str, fmt, args) _Printf(proutSprintf, dst, fmt, args)
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extern char *proutSprintf(char *dst, const char *src, size_t count);
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// tab glyph width and height
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#define TAB_WIDTH_H TEX_WIDTH * 2
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#define TAB_WIDTH_V TEX_WIDTH / 2
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// Set these to optimize s2d texture "cache"
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#define TEX_WIDTH 16
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#define TEX_HEIGHT 16
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#define TEX_BITDEPTH 8
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#define seg2virt segmented_to_virtual
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#define IS_RUNNING_ON_EMULATOR (IO_READ(DPC_PIPEBUSY_REG) == 0)
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// Texture resolution (pixels on the texture per pixel on the framebuffer)
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#define TEX_RES 1
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#define _NUM_CACHE (4096 / (TEX_WIDTH * TEX_HEIGHT * (TEX_BITDEPTH / 8)))
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#endif |