You've already forked Microtransactions64
mirror of
https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
202 lines
10 KiB
C
202 lines
10 KiB
C
#pragma once
|
|
|
|
/**
|
|
* @file config.h
|
|
* A catch-all file for configuring various bugfixes and other settings in SM64
|
|
*/
|
|
|
|
// -- ROM SETTINGS --
|
|
// 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.
|
|
// The end quote should be here: "
|
|
#define INTERNAL_ROM_NAME "SUPERMARIO64 "
|
|
// Support Rumble Pak
|
|
// Currently not recommended, as it may cause random crashes.
|
|
//#define ENABLE_RUMBLE (1 || VERSION_SH)
|
|
// Clear RAM on boot
|
|
#define CLEARRAM 1
|
|
// Screen Size Defines
|
|
#define SCREEN_WIDTH 320
|
|
#define SCREEN_HEIGHT 240
|
|
// Border Height Define for NTSC Versions
|
|
#ifdef TARGET_N64 // safeguard
|
|
// Size of the black border at the top and bottom of the screen. You can set it to different values for console and emulator.
|
|
// There is generally no reason to have a value other than 0 for emulator. As for console, it provides a (small) performance boost.
|
|
#define BORDER_HEIGHT_CONSOLE 0
|
|
#define BORDER_HEIGHT_EMULATOR 0
|
|
#endif // TARGET_N64
|
|
|
|
// -- GAME SETTINGS --
|
|
// Disable lives and hide the lives counter
|
|
#define DISABLE_LIVES
|
|
// 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.
|
|
#define X_COIN_STAR 100
|
|
// Stars don't kick you out of the level
|
|
//#define NON_STOP_STARS
|
|
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
|
|
//#define GLOBAL_STAR_IDS
|
|
// Number of possible unique model ID's (keep it higher than 256)
|
|
#define MODEL_ID_COUNT 256
|
|
// Number of supported areas per level.
|
|
#define AREA_COUNT 8
|
|
/// Removes multi-language cake screen
|
|
#define EU_CUSTOM_CAKE_FIX 1
|
|
// 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.
|
|
#define MULTILANG (0 || VERSION_EU)
|
|
|
|
// -- EXIT COURSE SETTINGS --
|
|
// Disable exit course
|
|
//#define DISABLE_EXIT_COURSE
|
|
#ifndef DISABLE_EXIT_COURSE // safeguard
|
|
// Decides whether you can exit course while moving (has no effect if you disable exit course)
|
|
// #define EXIT_COURSE_WHILE_MOVING
|
|
// Decides which level "exit course" takes you to (has no effect if you disable exit course)
|
|
#define EXIT_COURSE_LEVEL LEVEL_CASTLE
|
|
// Decides the area node "exit course" takes you to (has no effect if you disable exit course)
|
|
#define EXIT_COURSE_AREA 0x01
|
|
// Decides the warp node "exit course" takes you to (has no effect if you disable exit course)
|
|
#define EXIT_COURSE_NODE 0x1F
|
|
#endif // DISABLE_EXIT_COURSE
|
|
|
|
// -- MOVEMENT SETTINGS --
|
|
// Fixes Mario's turn radius by making it dependent on forward speed.
|
|
// Modes:
|
|
// 0 is vanilla behavior.
|
|
// 1 is similar to vanilla, but prevents Mario from moving in the wrong direction, and allows finer control with the analog stick.
|
|
// 2 is similar to mode 1, but a bit further from vanilla, and allows instant turnaround if Mario is moving slower than a certain threshold.
|
|
// 3 is instant turning to the intended direction regardless of speed and angle.
|
|
#define GROUND_TURN_MODE 0
|
|
// Improved hanging:
|
|
// - Doesn't require holding down the A button
|
|
// - Percise turning control ()
|
|
// - Preventis falling from the edges
|
|
// (Arceveti)
|
|
#define BETTER_HANGING
|
|
// Change the movement speed when hanging from a ceiling (the vanilla value is 4.0f, has no effect if BETTER_HANGING is enabled)
|
|
#define HANGING_SPEED 12.0f
|
|
// Disables fall damage
|
|
#define NO_FALL_DAMAGE
|
|
// Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage)
|
|
//#define NO_FALL_DAMAGE_SOUND
|
|
// Disables Mario getting stuck in snow and sand when falling
|
|
//#define NO_GETTING_BURIED
|
|
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Doesn't break treadmills anymore!
|
|
#define PLATFORM_DISPLACEMENT_2
|
|
// Allows Mario to ledgegrab sloped floors
|
|
#define NO_FALSE_LEDGEGRABS
|
|
// Use Shindou's pole behavior
|
|
//#define SHINDOU_POLES
|
|
// Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive
|
|
#define JUMP_KICK_FIX
|
|
// Allow Mario to grab hangable ceilings from any state
|
|
#define HANGING_FIX
|
|
// The last frame that will be considered a firsty when wallkicking
|
|
#define FIRSTY_LAST_FRAME 1
|
|
// 46 degree walkicks
|
|
//#define WALLKICKS_46_DEGREES
|
|
// Disable BLJs and crush SimpleFlips's dreams
|
|
//#define DISABLE_BLJ
|
|
|
|
// -- COLLISION SETTINGS --
|
|
// Reduces some find_floor calls, at the cost of some barely noticeable smoothness in Mario's visual movement in a few actions at higher speeds.
|
|
// The defined number is the forward speed threshold before the change is active, since it's only noticeable at lower speeds.
|
|
#define FAST_FLOOR_ALIGN 10
|
|
// Automatically calculate the optimal collision distance for an object based on its vertices.
|
|
#define AUTO_COLLISION_DISTANCE
|
|
// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
|
|
#define ALL_SURFACES_HAVE_FORCE
|
|
// Number of walls that can push Mario at once. Vanilla is 4.
|
|
#define MAX_REFEREMCED_WALLS 4
|
|
// 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.
|
|
// Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
|
|
// Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
|
|
// 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.
|
|
#define COLLISION_DATA_TYPE s16
|
|
#define ROOM_DATA_TYPE s8
|
|
|
|
// -- SPECIFIC OBJECT SETTINGS --
|
|
// Allow for retries on collecting the remaining blue coins from a blue coin switch
|
|
#define BLUE_COIN_SWITCH_RETRY
|
|
|
|
// -- CUTSCENE SKIPS --
|
|
// Skip peach letter cutscene
|
|
#define PEACH_SKIP
|
|
// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
|
|
//#define SKIP_TITLE_SCREEN
|
|
// Uncomment this if you want to keep the mario head and not skip it
|
|
//#define KEEP_MARIO_HEAD
|
|
#ifdef KEEP_MARIO_HEAD // safeguard
|
|
//Goddard easter egg from Shindou (has no effect if KEEP_MARIO_HEAD is disabled)
|
|
#define GODDARD_EASTER_EGG
|
|
// Disables the demo that plays when idle on the start screen (has no effect if KEEP_MARIO_HEAD is disabled)
|
|
#define DISABLE_DEMO
|
|
#endif // KEEP_MARIO_HEAD
|
|
|
|
// -- CAMERA SETTINGS --
|
|
// Remove course specific camera processing
|
|
#define CAMERA_FIX
|
|
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
|
|
#define PARALLEL_LAKITU_CAM
|
|
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
|
|
//#define PUPPYCAM
|
|
|
|
// -- GRAPHICS SETTINGS --
|
|
// Enable widescreen (16:9) support
|
|
#define WIDE
|
|
// 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.
|
|
// 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).
|
|
// When increasing this, you should probably also increase the GFX pool size. (the GFX_POOL_SIZE define in src/game/game_init.h)
|
|
#define SKYBOX_SIZE 1
|
|
// When this option is enabled, LODs will ONLY work on console.
|
|
// When this option is disabled, LODs will work regardless of whether console or emulator is used.
|
|
// Regardless of whether this setting is enabled or not, you can use gIsConsole to wrap your own code in a console check.
|
|
#define AUTO_LOD
|
|
// Disable AA (Recommended: it changes nothing on emulator, and it makes console run better)
|
|
#define DISABLE_AA
|
|
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
|
|
#define IA8_COINS
|
|
// Mario's silhouette when behind solid objects/surfaces
|
|
// Also enables new render layers, such as LAYER_ALPHA_DECAL.
|
|
// The number is the intensity of the silhouette, from 0-255.
|
|
// NOTE: The overlap between Mario's model parts is visible on certain HLE plugins.
|
|
// Also, this also disables anti-aliasing on Mario.
|
|
#define SILHOUETTE 127
|
|
// Makes certain objects (mainly trees) transparent when the camera gets close
|
|
#define OBJ_OPACITY_BY_CAM_DIST
|
|
// Fixes the game reading the ia8 burn smoke texture as an rgba16
|
|
#define BURN_SMOKE_FIX
|
|
// Disable the fix to Koopa's unshelled model
|
|
#define KOOPA_KEEP_PINK_SHORTS
|
|
// Lightweight directional lighting engine by Fazana. Intended for giving proximity and positional pointlights to small objects.
|
|
// NOTE: Stil breaks occasionally, and PUPPYLIGHT_NODE doesn't work in areas that aren't area 1.
|
|
//#define PUPPYLIGHTS
|
|
|
|
// -- AUDIO SETTINGS --
|
|
// Fixes the castle music sometimes triggering after getting a dialog
|
|
#define CASTLE_MUSIC_FIX
|
|
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH)
|
|
#define EXPAND_AUDIO_HEAP
|
|
// 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.
|
|
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs. Currently US/JP only.
|
|
//#define BETTER_REVERB
|
|
|
|
// -- DEBUG SETTINGS --
|
|
// 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
|
|
// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
|
|
//#define CUSTOM_DEBUG
|
|
// Include Puppyprint, a display library for text and large images. Also includes a custom, enhanced performance profiler.
|
|
//#define PUPPYPRINT
|
|
#define PUPPYPRINT_DEBUG 0
|
|
// Use cycles instead of microseconds
|
|
//#define PUPPYPRINT_DEBUG_CYCLES
|
|
// Visual debug enables some collision visuals. Tapping Right on the dpad 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
|
|
// Open all courses and doors. Used for debugging purposes to unlock all content.
|
|
//#define UNLOCK_ALL
|
|
|
|
// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE
|