Paper Mario DX
Paper Mario (N64) modding
 
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macros.h
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1#ifndef _MACROS_H_
2#define _MACROS_H_
3
4#include "types.h"
5
6#define BSS __attribute__ ((nocommon, section (".bss")))
7#define TRANSPARENT_UNION __attribute__ ((__transparent_union__))
8
9#define ALIGNED(x) __attribute__((aligned(x)))
10
11#ifndef BBPLAYER
12# define OSALIGNED(x) ALIGNED(x)
13#else
14# define OSALIGNED(x)
15#endif
16
17# define BBALIGNED(x) ALIGNED(x)
18
19#define ALIGN16(val) (((val) + 0xF) & ~0xF)
20#define ALIGN8(val) (((val) + 0x7) & ~0x7)
21
22#ifdef _LANGUAGE_C_PLUS_PLUS
23#define EXTERN_C extern "C"
24#else
25#define EXTERN_C extern
26#endif
27
28#define NAME_SUFFIX
29#define NAME_PREFIX
30#ifdef _LANGUAGE_C_PLUS_PLUS
31// use C++ namespaces instead of these macros!
32#define A(sym) sym
33#define N(sym) sym
34#else
35#define A(sym) NS(AREA, NAME_PREFIX, sym, NAME_SUFFIX)
36#define N(sym) NS(NAMESPACE, NAME_PREFIX, sym, NAME_SUFFIX)
37#endif
38
39#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
40
41#define PTR_LIST_END ((void*) -1)
42
43#define API_CALLABLE(name) ApiStatus name(Evt* script, b32 isInitialCall)
44
45#define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000)
46#define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000)
47
48//#ifdef DEBUG
49#define IS_DEBUG_PANIC(statement) is_debug_panic(statement)
50/*#else
51#define IS_DEBUG_PANIC(statement) do {} while(true)
52#endif*/
53
54#define PANIC() IS_DEBUG_PANIC("Panic")
55#define PANIC_MSG(msg, args...) \
56 do { \
57 char panicMsg[0x40]; \
58 sprintf(panicMsg, msg, ##args); \
59 IS_DEBUG_PANIC(msg); \
60 } while (0)
61#define ASSERT(condition) \
62 if (!(condition)) { \
63 IS_DEBUG_PANIC("Assertion failed: " #condition); \
64 }
65#define ASSERT_MSG(condition, msg, args...) \
66 if (!(condition)) { \
67 char assertMsg[0x40]; \
68 sprintf(assertMsg, msg, ##args); \
69 IS_DEBUG_PANIC(assertMsg); \
70 }
71
72#define BADGE_MENU_PAGE(index) (&gPauseBadgesPages[index])
73#define ITEM_MENU_PAGE(index) (&gPauseItemsPages[index])
74
75#define MENU_PANEL_SELECTED_GRID_DATA(panel) \
76 (panel)->gridData[(panel)->state * (panel)->numCols * (panel)->numRows + \
77 (panel)->numCols * (panel)->row + \
78 (panel)->col]
79
80#define MAX_MAPVARS 16
81#define MAX_MAPFLAGS 3
82#define MAX_ENEMY_ACTORS 24
83
84#define MAX_ANIMATED_MODELS 16
85#define MAX_ANIMATED_MESHES 16
86#define MAX_ENTITY_MODELS 256
87#define MAX_MODELS 256
88#define MAX_MODEL_TRANSFORM_GROUPS 4
89#define MAX_SCRIPTS 128
90#define MAX_NPCS 64
91#define MAX_TRIGGERS 64
92#define MAX_SHADOWS 60
93#define MAX_ENTITIES 30
94#define MAX_WORKERS 16
95#define MAX_TEX_PANNERS 16
96#define MAX_ITEM_ENTITIES 256
97#define MAX_IMGFX_INSTANCES 90
98
99#define MAX_STAR_PIECES 222
100
101#define SP_PER_BAR 256
102#define SP_PER_SEG 32
103
104#define AC_DIFFICULTY_LEN 8
106typedef s32 Difficulty2D[AC_DIFFICULTY_LEN][2];
107
108#define SCREEN_WIDTH 320
109#define SCREEN_HEIGHT 240
110
111#define SCREEN_INSET_X 12
112#define SCREEN_INSET_Y 20
113
114#define SCREEN_XMIN (SCREEN_INSET_X)
115#define SCREEN_XMAX (SCREEN_WIDTH - SCREEN_INSET_X)
116#define SCREEN_YMIN (SCREEN_INSET_Y)
117#define SCREEN_YMAX (SCREEN_HEIGHT - SCREEN_INSET_Y)
118
119#define LAST_DEMO_SCENE_IDX 18
120
121#define WORLD_ENTITY_HEAP_SIZE 0x17FF0
122#define COLLISION_HEAP_SIZE 0x18000
123#define GENERAL_HEAP_SIZE 0x54000
124#define SPRITE_HEAP_SIZE 0x60000
125#define BATTLE_HEAP_SIZE 0x25800
126#define FRAME_BUFFER_SIZE 0x25800
127
128#define CAM_NEAR_CLIP 16
129#define CAM_FAR_CLIP 4096
130
131// Size of tmem in bytes (4kB)
132#define TMEM_SIZE 0x1000
133// Height of tiles to use when copying fullscreen images (6)
134#define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2)))
135
136// Alternative to libultra's M_PI: non-float version; more digits cause issues
137#define PI 3.141592f
138#define PI_D 3.141592
139#define TAU 6.28318f
140#define PI_S 3.14159f // Shorter PI
141
142// Angle conversion macros
143#define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f))
144#define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI))
145#define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f)
146
147// Should be 1.0f / 0x7FFF, but precision is wrong for a double
148#define SHT_MINV 3.051851e-05
149
150#define SPRITE_WORLD_SCALE_F (5.0f/7.0f)
151#define SPRITE_WORLD_SCALE_D (5.0/7.0)
152
153#define SPR_PAL_SIZE 16
154
155#define BATTLE_ID_BIT 0x800
156#define BATTLE_NPC_ID_BIT 0x800
157#define BATTLE_ENTITY_ID_BIT 0x800
158
159#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
160#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
161
162#define COLLISION_WITH_NPC_BIT 0x2000
163#define COLLISION_WITH_ENTITY_BIT 0x4000
164
165#define ENTITY_COLLIDER_ID(entityIndex) (entityIndex | COLLISION_WITH_ENTITY_BIT)
166
167#define NO_COLLIDER -1
168
169#define NPC_DISPOSE_LOCATION 0,-1000,0
170#define NPC_DISPOSE_POS_X 0
171#define NPC_DISPOSE_POS_Y -1000
172#define NPC_DISPOSE_POS_Z 0
173
174#define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a)
175#define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz)
176
177#define SQ(x) ((x) * (x))
178#define CUBE(x) ((x) * (x) * (x))
179#define QUART(x) ((x) * (x) * (x) * (x))
180
182#define F16(f) (s16)(f * 327.67f)
183
185#define X10(f) (s32)(f * 1024.0f)
186
187#define _NS(w, x, y, z) w ## _ ## x ## y ## z
188#define NS(w, x, y, z) _NS(w, x, y, z)
189
190#define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0)))
191
192#define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID))
193#define PACK_ROOM_FLAGS(itemVisGroup, roomFlags) ((itemVisGroup) << 12 | (roomFlags))
194
195// loads integrator with standard parameter set used for falling
196
197#define LOAD_INTEGRATOR_FALL(ptr) \
198 (ptr)[0] = 0.11430f; \
199 (ptr)[1] = -0.28710f; \
200 (ptr)[2] = -0.18230f; \
201 (ptr)[3] = 0.01152f; \
202
203/* common AI function and script variables */
204// ai script
205#define AI_TEMP_STATE functionTemp[0]
206#define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1]
207#define AI_PATROL_GOAL_INDEX functionTemp[2]
208// melee enemy
209#define AI_VAR_ATTACK_STATE varTable[0]
210#define AI_VAR_MELEE_PRE_TIME varTable[1]
211#define AI_VAR_MELEE_HIT_TIME varTable[2]
212#define AI_VAR_MELEE_MISS_TIME varTable[3]
213#define AI_VAR_NEXT_STATE varTable[7]
214// melee hitbox
215#define AI_VAR_HITNPC_YOFFSET varTable[0]
216#define AI_VAR_HITNPC_DIST varTable[1]
217#define AI_VAR_HITNPC_2 varTable[2]
218#define AI_VAR_HITNPC_3 varTable[3]
219#define AI_VAR_HITNPC_4 varTable[4]
220#define AI_VAR_HITNPC_SOUND varTable[15]
221// projectile hitbox
222#define VAR_PROJECTILE_HITBOX_STATE varTable[0]
223#define AI_PROJECTILE_AMMO_COUNT varTable[3]
224
225#define INTEGER_LOG2(x) ((x) <= 2 ? 1 : (x) <= 4 ? 2 : (x) <= 8 ? 3 : (x) <= 16 ? 4 : (x) <= 32 ? 5 : (x) <= 64 ? 6 : (x) <= 128 ? 7 : (x) <= 256 ? 8 : (x) <= 512 ? 9 : 10)
226
227#define FOLIAGE_MODEL_LIST(names...) \
228{ \
229 .count = __NARG__(names), \
230 .models = { names } \
231}
232
233#define STATUS_KEY_IGNORE_RES 0xFE
234#define STATUS_KEY_NEVER 0xFF
235#define DMG_STATUS_KEY(typeFlag, duration, chance) (STATUS_FLAG_USE_DURATION | typeFlag | (duration << 8) | chance)
236#define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_USE_DURATION | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8))
237#define DMG_STATUS_IGNORE_RES(typeFlag, duration) (STATUS_KEY_IGNORE_RES | typeFlag | (duration << 8))
238
239#define _RDP_WHOLE(x) (((s32)(x * 65536.0) >> 16) & 0xFFFF)
240#define _RDP_FRAC(x) ((s32)(x * 65536.0) & 0xFFFF)
241#define _RDP_PACK_WHOLE(a, b) (_RDP_WHOLE(a) << 16) | _RDP_WHOLE(b)
242#define _RDP_PACK_FRAC(a, b) (_RDP_FRAC(a) << 16) | _RDP_FRAC(b)
243
244#define RDP_MATRIX( \
245 Ax, Bx, Cx, Dx, \
246 Ay, By, Cy, Dy, \
247 Az, Bz, Cz, Dz, \
248 Aw, Bw, Cw, Dw ) \
249{ \
250 .m = { \
251 { \
252 _RDP_PACK_WHOLE(Ax, Ay), \
253 _RDP_PACK_WHOLE(Az, Aw), \
254 _RDP_PACK_WHOLE(Bx, By), \
255 _RDP_PACK_WHOLE(Bz, Bw), \
256 }, \
257 { \
258 _RDP_PACK_WHOLE(Cx, Cy), \
259 _RDP_PACK_WHOLE(Cz, Cw), \
260 _RDP_PACK_WHOLE(Dx, Dy), \
261 _RDP_PACK_WHOLE(Dz, Dw), \
262 }, \
263 { \
264 _RDP_PACK_FRAC(Ax, Ay), \
265 _RDP_PACK_FRAC(Az, Aw), \
266 _RDP_PACK_FRAC(Bx, By), \
267 _RDP_PACK_FRAC(Bz, Bw), \
268 }, \
269 { \
270 _RDP_PACK_FRAC(Cx, Cy), \
271 _RDP_PACK_FRAC(Cz, Cw), \
272 _RDP_PACK_FRAC(Dx, Dy), \
273 _RDP_PACK_FRAC(Dz, Dw), \
274 } \
275 } \
276};
277
278#define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F)
279#define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F)
280#define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F)
281#define UNPACK_PAL_A(color) ((color) & 1)
282
283#define PACK_PAL_RGBA(r, g, b, a) (((r) << 11) | ((g) << 6) | ((b) << 1) | (a));
284
285#define PM_RM_SHROUD GBL_c1(G_BL_CLR_BL, G_BL_A_FOG, G_BL_CLR_IN, G_BL_1MA)
286
287#define PM_CC_01 0, 0, 0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
288#define PM_CC_02 0, 0, 0, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
289
290#define PM_CC_03 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
291#define PM_CC_04 PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
292#define PM_CC_05 TEXEL0, 0, SHADE, 0, TEXEL0, 0, PRIMITIVE, 0
293#define PM_CC_06 COMBINED, 0, PRIMITIVE_ALPHA, 0, 0, 0, 0, COMBINED
294#define PM_CC_07 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
295#define PM_CC_PRIM_FULL_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 1
296#define PM_CC_PRIM_NO_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 0
297#define PM_CC_0A 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL0, 0
298
299#define PM_CC_0B 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL1, 0
300#define PM_CC_0D 0, 0, 0, 0, SHADE, 0, TEXEL1, 0
301#define PM_CC_0C 0, 0, 0, 0, 0, 0, 0, COMBINED
302
303#define PM_CC_0E 0, 0, 0, TEXEL0, 0, 0, 0, 0
304#define PM_CC_0F 0, 0, 0, TEXEL0, 0, 0, 0, 1
305#define PM_CC_10 0, 0, 0, TEXEL0, 0, 0, 0, PRIMITIVE
306#define PM_CC_11 0, 0, 0, TEXEL0, SHADE, 0, TEXEL0, 0
307#define PM_CC_12 0, 0, 0, TEXEL0, TEXEL0, 0, SHADE, 0
308
309#define PM_CC_MSG_UP_ARROW \
310 TEXEL0, 0, PRIMITIVE, 0, \
311 0, 0, 0, TEXEL1
312
313#define PM_CC_14 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
314#define PM_CC_15 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, 0, 0, 0, TEXEL1
315
316// multiply the combined color from cycle1 with PRIMITIVE color; PRIMITIVE alpha is ignored
317#define PM_CC2_MULTIPLY_PRIM COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED
318
319// multiply the combined color from cycle1 with SHADE color; SHADE alpha is ignored
320#define PM_CC2_MULTIPLY_SHADE COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED
321
322#define PM_CC_NOISE NOISE, 0, SHADE_ALPHA, 0, 0, 0, 0, 1
323
324#define PM_CC_1A TEXEL0, 0, PRIMITIVE_ALPHA, PRIMITIVE, 0, 0, 0, TEXEL0
325
326// implements ENV_TINT_DEPTH for untextured models
327// applies just the base color; depth-based fog color will be added during RDP blend step
328// color = SHADE * PRIM_ALPHA + PRIM
329// alpha = SHADE
330#define PM_CC_TINT_DEPTH_NOTEX \
331 SHADE, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
332 0, 0, 0, SHADE
333
334// implements ENV_TINT_DEPTH for single-textured or mipmaped models
335// applies just the base color; depth-based fog color will be added during RDP blend step
336// color = COMB * PRIM_ALPHA + PRIM
337// alpha = COMB
338#define PM_CC_TINT_DEPTH_NO_SHADE \
339 COMBINED, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
340 0, 0, 0, COMBINED
341
342// color = (COMB - PRIM) * PRIM_ALPHA + COMB
343// alpha = COMB
344#define PM_CC_20 \
345 COMBINED, PRIMITIVE, PRIMITIVE_ALPHA, COMBINED, \
346 0, 0, 0, COMBINED
347
348#define PM_CC_TINT_DEPTH_MIPMAPS \
349 COMBINED, 0, SHADE, PRIMITIVE, \
350 0, 0, 0, COMBINED
351
352// implements ENV_TINT_REMAP for untextured models
353// color = SHADE * PRIM + ENV
354// alpha = SHADE
355#define PM_CC_TINT_REMAP_NOTEX \
356 SHADE, 0, PRIMITIVE, ENVIRONMENT, \
357 0, 0, 0, SHADE
358
359// implements ENV_TINT_REMAP for single-textured or mipmaped models
360// NOTE: SHADE color is not used
361// color = COMB * PRIM + ENV
362// alpha = COMB
363#define PM_CC_TINT_REMAP_NO_SHADE \
364 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
365 0, 0, 0, COMBINED
366
367// implements ENV_TINT_REMAP for multi-textured models
368// only SHADE alpha is used
369// color = COMB * PRIM + ENV
370// alpha = COMB * SHADE
371#define PM_CC_TINT_REMAP_SHADE_ALPHA \
372 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
373 COMBINED, 0, SHADE, 0
374
375#define PM_CC_22 TEXEL0, TEXEL1, SHADE_ALPHA, TEXEL1, 0, 0, 0, TEXEL0
376#define PM_CC_23 1, TEXEL0, PRIMITIVE, TEXEL0, 0, 0, 0, TEXEL0
377#define PM_CC1_24 1, TEXEL0, PRIMITIVE, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
378#define PM_CC2_24 1, TEXEL1, TEXEL0, COMBINED, 0, 0, 0, COMBINED
379
380#define PM_CC_TEX_COMBINE_3A 0, 0, 0, 0, TEXEL0, TEXEL1, SHADE, 0
381#define PM_CC_TEX_COMBINE_3B 0, 0, 0, SHADE, 0, 0, 0, COMBINED
382#define PM_CC_TEX_COMBINE_3C SHADE, 0, PRIMITIVE, ENVIRONMENT, 0, 0, 0, COMBINED
383
384#define PM_CC1_29 TEXEL0, SHADE, TEXEL0, TEXEL0, 1, TEXEL1, TEXEL0, TEXEL1
385#define PM_CC2_29 TEXEL0, COMBINED, TEXEL0_ALPHA, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
386
387// same as G_CC_INTERFERENCE, except the roles of TEXEL0 and TEXEL1 are swapped
388#define PM_CC_ALT_INTERFERENCE \
389 TEXEL1, 0, TEXEL0, 0, \
390 TEXEL1, 0, TEXEL0, 0
391
392#define PM_CC_2B PRIMITIVE, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
393#define PM_CC_2C PRIMITIVE, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
394#define PM_CC_2D PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
395#define PM_CC_2E 0, 0, 0, TEXEL0, TEXEL1, 0, PRIMITIVE, 0
396#define PM_CC_2F PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0
397#define PM_CC_32 PRIMITIVE, 0, TEXEL0, 0, TEXEL0, 0, PRIMITIVE, 0
398
399#define PM_CC_33 ENVIRONMENT, PRIMITIVE, COMBINED, PRIMITIVE, COMBINED, 0, PRIMITIVE, 0
400
401#define PM_CC_34 TEXEL0, CENTER, SCALE, ENVIRONMENT, 0, 0, 0, TEXEL0
402#define PM_CC_35 0, PRIMITIVE, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
403
404#define PM_CC_36 TEXEL0, TEXEL1, TEXEL0, TEXEL1, 1, TEXEL0, TEXEL1, 1
405#define PM_CC_37 0, 0, 0, COMBINED, COMBINED, TEXEL1, TEXEL1, TEXEL1
406
407#define PM_CC_38 TEXEL1, K4, PRIMITIVE_ALPHA, TEXEL0, TEXEL0, TEXEL1, ENVIRONMENT, ENVIRONMENT
408#define PM_CC_39 TEXEL1, K4, COMBINED_ALPHA, COMBINED, 0, 0, 0, 1
409
410#define PM_CC_3A 0, 0, 0, PRIMITIVE, 1, TEXEL0, PRIMITIVE, TEXEL0
411
412#define PM_CC_SCREEN_OVERLAY \
413 0, 0, 0, SHADE, \
414 1, 0, PRIMITIVE, 0
415
416#define PM_CC_3C 0, 0, 0, PRIMITIVE, SHADE, 0, PRIMITIVE, 0
417
418#define PM_CC_3D SHADE, ENVIRONMENT, TEXEL0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
419
420#define PM_CC_3F TEXEL0, 0, SHADE, 0, SHADE, 0, PRIMITIVE, 0
421
422// animated tiles spreading over the screen when the game is reset
423// color = pure black
424// alpha = texture
425#define PM_CC_RESET_TILES 0, 0, 0, 0, 0, 0, 0, TEXEL0
426
427// light with animated alpha surrounding the flower gate in mac_01 as it appears
428// color = pure white
429// alpha = SHADE * PRIM
430#define PM_CC_FLOWER_GATE_GLOW 0, 0, 0, 1, SHADE, 0, PRIMITIVE, 0
431
432// light with animated alpha pouring through the opening in kkj_27 as the secret wall rotates
433// color = TEXEL0 * SHADE
434// alpha = PRIM
435#define PM_CC_KKJ_SPILL_LIGHT TEXEL0, 0, SHADE, 0, 0, 0, 0, PRIMITIVE
436
437// color = pass from cycle1
438// alpha = PRIM
439#define PM_CC_KKJ14_FIRE 0, 0, 0, COMBINED, 0, 0, 0, PRIMITIVE
440
441// color = SHADE + PRIM
442// alpha = PRIMITIVE * TEXEL0
443#define PM_CC_DAMAGE_INDICATOR 1, 0, SHADE, PRIMITIVE, PRIMITIVE, 0, TEXEL0, 0
444
445// custom combine modes for shadows
446#define PM_CC1_SHADOW 0, 0, 0, 0, PRIMITIVE, 0, TEXEL0, 0
447#define PM_CC2_SHADOW 0, 0, 0, 0, TEXEL0, 0, PRIMITIVE, 0
448
449// custom cycle1 modes for window styles
450#define PM_CC_WINDOW_2 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL1
451#define PM_CC_WINDOW_3 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
452#define PM_CC_WINDOW_4 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE
453#define PM_CC_WINDOW_5 0, 0, 0, TEXEL1, 0, 0, 0, TEXEL1
454#define PM_CC_WINDOW_6 0, 0, 0, TEXEL1, PRIMITIVE, 0, TEXEL1, 0
455#define PM_CC_WINDOW_7 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, 1
456// custom cycle2 modes for window styles
457#define PM_CC_WINDOW_1 COMBINED, 0, TEXEL0, 0, 0, 0, 0, COMBINED
458
459#define PM_CC_IMGFX_COLOR_FILL 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0
460#define PM_CC_IMGFX_HOLOGRAM NOISE, PRIMITIVE, PRIMITIVE, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
461
462#define PM_CC_MSG_NOISE_OUTLINE NOISE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
463#define PM_CC_MSG_STATIC NOISE, TEXEL0, ENVIRONMENT, TEXEL0, 0, 0, 0, TEXEL0
464
465#define PM_CC_CANDLE_1 TEXEL0, TEXEL1, TEXEL0, 1, 1, TEXEL0, TEXEL1, 1
466#define PM_CC_CANDLE_2 0, PRIMITIVE, COMBINED, ENVIRONMENT, COMBINED, TEXEL1, TEXEL1, TEXEL1
467
468#define PM_CC_BOX1_OPAQUE TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL1
469#define PM_CC_BOX2_OPAQUE TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
470#define PM_CC_BOX1_TRANSPARENT TEXEL0, 0, PRIMITIVE, 0, TEXEL1, 0, PRIMITIVE, 0
471#define PM_CC_BOX2_TRANSPARENT TEXEL0, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
472
473#define PM_CC_BOX1_CYC2 TEXEL0, ENVIRONMENT, ENV_ALPHA, COMBINED, 0, 0, 0, COMBINED
474#define PM_CC_BOX2_CYC2 PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
475
476#define PM_CC_30 1, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
477#define PM_CC_31 1, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
478
479#define PM_CC_42 TEXEL0, 0, SHADE, 0, TEXEL0, 0, 0, TEXEL0
480
481#define PM_CC_43 PRIMITIVE, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, 1
482#define PM_CC_44 PRIMITIVE, TEXEL1, PRIMITIVE_ALPHA, TEXEL1, 0, 0, 0, 1
483
484#define PM_CC_45 TEXEL0, 0, PRIMITIVE, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0
485#define PM_CC_46 TEXEL0, ENVIRONMENT, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
486#define PM_CC_47 TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
487
488#define PM_CC_48 PRIMITIVE, 0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, SHADE
489
490#define PM_CC_49 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, TEXEL0, 0
491
492#define PM_CC_4A TEXEL1, TEXEL0, ENV_ALPHA, TEXEL0, TEXEL1, TEXEL0, ENVIRONMENT, TEXEL0
493#define PM_CC_4B PRIMITIVE, CENTER, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
494#define PM_CC_4C 1, COMBINED, PRIMITIVE, COMBINED, 0, 0, 0, COMBINED
495#define PM_CC_4D ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
496#define PM_CC_4E SHADE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, SHADE, 0
497#define PM_CC_4F 0, 0, 0, COMBINED, COMBINED, 0, PRIMITIVE, 0
498
499#define PM_CC_50 TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
500#define PM_CC_51 TEXEL0, 0, TEXEL1, 0, PRIMITIVE, 0, TEXEL1, 0
501#define PM_CC_52 SHADE, ENVIRONMENT, COMBINED, COMBINED, 0, 0, 0, COMBINED
502
503#define PM_CC_53 TEXEL1, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL0
504#define PM_CC_54 COMBINED, TEXEL0, COMBINED_ALPHA, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
505#define PM_CC_55 PRIMITIVE, ENVIRONMENT, TEXEL0_ALPHA, ENVIRONMENT, 0, 0, 0, 1
506
507#define PM_CC_56 0, 0, 0, 0, PRIMITIVE, TEXEL0, PRIMITIVE, 0
508#define PM_CC_57 1, TEXEL0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, PRIMITIVE
509#define PM_CC_58 0, 0, 0, 0, 1, 0, ENVIRONMENT, PRIMITIVE
510
511#define PM_CC_59 0, 0, 0, 0, SHADE, 0, TEXEL0, 0
512#define PM_CC_5A SHADE, ENVIRONMENT, TEXEL0, TEXEL0, 0, 0, 0, TEXEL0
513
514#define PM_CC_5B 1, PRIMITIVE, TEXEL0, PRIMITIVE, 0, 0, 0, TEXEL0
515#define PM_CC_5C 1, 0, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
516#define PM_CC_5D 1, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0
517#define PM_CC_5E 1, SHADE, TEXEL0, SHADE, TEXEL0, 0, SHADE, 0
518
519#define PM_CC_HOS_BG_SHADE 0, 0, 0, SHADE, SHADE, 0, PRIMITIVE, 0
520
521#define PM_CC_CONST_ALPHA_1 0, 0, 0, 0, 0, 0, 0, 1
522#define PM_CC_CONST_0 0, 0, 0, 0, 0, 0, 0, 0
523#define PM_CC_CONST_1 0, 0, 0, 1, 0, 0, 0, 1
524
525#ifdef OLD_GCC
526#define VLA 0
527#else
528#define VLA
529#endif
530
531#if VERSION_PAL
532#define DT (50.0f/60.0f)
533#else
534#define DT (1.0f)
535#endif
536
537#define DMA_COPY_SEGMENT(segment) dma_copy(segment##_ROM_START, segment##_ROM_END, segment##_VRAM)
538
539#ifdef __GNUC__
540#define NODISCARD __attribute__((warn_unused_result))
541#else
542#define NODISCARD
543#endif
544
545// Avoid compiler warnings for unused variables.
546#ifdef __GNUC__
547#define UNUSED __attribute__((unused))
548#else
549#define UNUSED
550#endif
551
552// Avoid undefined behaviour for non-returning functions.
553#ifdef __GNUC__
554#define NORETURN __attribute__((noreturn))
555#else
556#define NORETURN
557#endif
558
559// Always inline a function.
560#ifdef __GNUC__
561#define ALWAYS_INLINE inline __attribute__((always_inline))
562#else
563#define ALWAYS_INLINE inline
564#endif
565
566// Fall through a switch case.
567#ifdef __GNUC__
568#define FALL_THROUGH __attribute__((fallthrough))
569#else
570#define FALL_THROUGH
571#endif
572
573// Use Og when compiling the function.
574#ifdef __GNUC__
575#define OPTIMIZE_OG __attribute__((optimize("Og")))
576#else
577#define OPTIMIZE_OG
578#endif
579
580// Use Os when compiling the function.
581#ifdef __GNUC__
582#define OPTIMIZE_OS __attribute__((optimize("Os")))
583#else
584#define OPTIMIZE_OS
585#endif
586
587// Use Ofast when compiling the function.
588#ifdef __GNUC__
589#define OPTIMIZE_OFAST __attribute__((optimize("Ofast")))
590#else
591#define OPTIMIZE_OFAST
592#endif
593
594// Ignore 4-byte alignment in structs.
595#ifdef __GNUC__
596#define PACKED __attribute__((packed))
597#else
598#define PACKED
599#endif
600
601// Align to 4-byte boundary.
602#ifdef __GNUC__
603#define ALIGNED4 __attribute__((aligned(4)))
604#else
605#define ALIGNED4
606#endif
607
608// Align to 8-byte boundary (for DMA requirements).
609#ifdef __GNUC__
610#define ALIGNED8 __attribute__((aligned(8)))
611#else
612#define ALIGNED8
613#endif
614
615// Align to 16-byte boundary (for audio lib requirements).
616#ifdef __GNUC__
617#define ALIGNED16 __attribute__((aligned(16)))
618#else
619#define ALIGNED16
620#endif
621
622// Align to 32-byte boundary.
623#ifdef __GNUC__
624#define ALIGNED32 __attribute__((aligned(32)))
625#else
626#define ALIGNED32
627#endif
628
629// Align to 64-byte boundary.
630#ifdef __GNUC__
631#define ALIGNED64 __attribute__((aligned(64)))
632#else
633#define ALIGNED64
634#endif
635
636#endif
s32 Difficulty2D[8][2]
Definition macros.h:106
s32 Difficulty1D[8]
Definition macros.h:105
#define AC_DIFFICULTY_LEN
Definition macros.h:104