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#include "include_asm.h"
6
7#define BSS __attribute__ ((nocommon, section (".bss")))
8#define TRANSPARENT_UNION __attribute__ ((__transparent_union__))
9
10#define ALIGNED(x) __attribute__((aligned(x)))
11
12#ifndef BBPLAYER
13# define OSALIGNED(x) ALIGNED(x)
14#else
15# define OSALIGNED(x)
16#endif
17
18# define BBALIGNED(x) ALIGNED(x)
19
20#define ALIGN16(val) (((val) + 0xF) & ~0xF)
21#define ALIGN8(val) (((val) + 0x7) & ~0x7)
22
23#ifdef _LANGUAGE_C_PLUS_PLUS
24#define EXTERN_C extern "C"
25#else
26#define EXTERN_C extern
27#endif
28
29#define NAME_SUFFIX
30#define NAME_PREFIX
31#ifdef _LANGUAGE_C_PLUS_PLUS
32// use C++ namespaces instead of these macros!
33#define A(sym) sym
34#define N(sym) sym
35#else
36#define A(sym) NS(AREA, NAME_PREFIX, sym, NAME_SUFFIX)
37#define N(sym) NS(NAMESPACE, NAME_PREFIX, sym, NAME_SUFFIX)
38#endif
39
40#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
41
42#define PTR_LIST_END ((void*) -1)
43
44#define API_CALLABLE(name) ApiStatus name(Evt* script, b32 isInitialCall)
45
46#define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000)
47#define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000)
48
49//#ifdef DEBUG
50#define IS_DEBUG_PANIC(statement) is_debug_panic(statement)
51/*#else
52#define IS_DEBUG_PANIC(statement) do {} while(TRUE)
53#endif*/
54
55#define PANIC() IS_DEBUG_PANIC("Panic")
56#define PANIC_MSG(msg, args...) \
57 do { \
58 char panicMsg[0x40]; \
59 sprintf(panicMsg, msg, ##args); \
60 IS_DEBUG_PANIC(msg); \
61 } while (0)
62#define ASSERT(condition) \
63 if (!(condition)) { \
64 IS_DEBUG_PANIC("Assertion failed: " #condition); \
65 }
66#define ASSERT_MSG(condition, msg, args...) \
67 if (!(condition)) { \
68 char assertMsg[0x40]; \
69 sprintf(assertMsg, msg, ##args); \
70 IS_DEBUG_PANIC(assertMsg); \
71 }
72
73#define BADGE_MENU_PAGE(index) (&gPauseBadgesPages[index])
74#define ITEM_MENU_PAGE(index) (&gPauseItemsPages[index])
75
76#define MENU_PANEL_SELECTED_GRID_DATA(panel) \
77 (panel)->gridData[(panel)->state * (panel)->numCols * (panel)->numRows + \
78 (panel)->numCols * (panel)->row + \
79 (panel)->col]
80
81#define MAX_MAPVARS 16
82#define MAX_MAPFLAGS 3
83#define MAX_ENEMY_ACTORS 24
84
85#define MAX_ANIMATED_MODELS 16
86#define MAX_ANIMATED_MESHES 16
87#define MAX_ENTITY_MODELS 256
88#define MAX_MODELS 256
89#define MAX_MODEL_TRANSFORM_GROUPS 4
90#define MAX_SCRIPTS 128
91#define MAX_NPCS 64
92#define MAX_TRIGGERS 64
93#define MAX_SHADOWS 60
94#define MAX_ENTITIES 30
95#define MAX_WORKERS 16
96#define MAX_TEX_PANNERS 16
97#define MAX_ITEM_ENTITIES 256
98#define MAX_IMGFX_INSTANCES 90
99
100#define MAX_STAR_PIECES 222
101
102#define SP_PER_BAR 256
103#define SP_PER_SEG 32
104
105#define SCREEN_WIDTH 320
106#define SCREEN_HEIGHT 240
107
108#define LAST_DEMO_SCENE_IDX 18
109
110#define WORLD_ENTITY_HEAP_SIZE 0x17FF0
111#define COLLISION_HEAP_SIZE 0x18000
112#define GENERAL_HEAP_SIZE 0x54000
113#define SPRITE_HEAP_SIZE 0x60000
114#define BATTLE_HEAP_SIZE 0x25800
115#define FRAME_BUFFER_SIZE 0x25800
116
117#define CAM_NEAR_CLIP 16
118#define CAM_FAR_CLIP 4096
119
120// Size of tmem in bytes (4kB)
121#define TMEM_SIZE 0x1000
122// Height of tiles to use when copying fullscreen images (6)
123#define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2)))
124
125// Alternative to libultra's M_PI: non-float version; more digits cause issues
126#define PI 3.141592f
127#define PI_D 3.141592
128#define TAU 6.28318f
129#define PI_S 3.14159f // Shorter PI
130
131// Angle conversion macros
132#define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f))
133#define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI))
134#define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f)
135
136// Should be 1.0f / 0x7FFF, but precision is wrong for a double
137#define SHT_MINV 3.051851e-05
138
139#define SPRITE_WORLD_SCALE_F (5.0f/7.0f)
140#define SPRITE_WORLD_SCALE_D (5.0/7.0)
141
142#define SPR_PAL_SIZE 16
143
144#define BATTLE_ID_BIT 0x800
145#define BATTLE_NPC_ID_BIT 0x800
146#define BATTLE_ENTITY_ID_BIT 0x800
147
148#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
149#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
150
151#define COLLISION_WITH_NPC_BIT 0x2000
152#define COLLISION_WITH_ENTITY_BIT 0x4000
153
154#define ENTITY_COLLIDER_ID(entityIndex) (entityIndex | COLLISION_WITH_ENTITY_BIT)
155
156#define NO_COLLIDER -1
157
158#define NPC_DISPOSE_LOCATION 0,-1000,0
159#define NPC_DISPOSE_POS_X 0
160#define NPC_DISPOSE_POS_Y -1000
161#define NPC_DISPOSE_POS_Z 0
162
163#define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a)
164#define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz)
165
166#define SQ(x) ((x) * (x))
167#define CUBE(x) ((x) * (x) * (x))
168#define QUART(x) ((x) * (x) * (x) * (x))
169
171#define F16(f) (s16)(f * 327.67f)
172
174#define X10(f) (s32)(f * 1024.0f)
175
176#define _NS(w, x, y, z) w ## _ ## x ## y ## z
177#define NS(w, x, y, z) _NS(w, x, y, z)
178
179#define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0)))
180
181#define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID))
182#define PACK_ROOM_FLAGS(itemVisGroup, roomFlags) ((itemVisGroup) << 12 | (roomFlags))
183
184// loads integrator with standard parameter set used for falling
185
186#define LOAD_INTEGRATOR_FALL(ptr) \
187 (ptr)[0] = 0.11430f; \
188 (ptr)[1] = -0.28710f; \
189 (ptr)[2] = -0.18230f; \
190 (ptr)[3] = 0.01152f; \
191
192/* common AI function and script variables */
193// ai script
194#define AI_TEMP_STATE functionTemp[0]
195#define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1]
196#define AI_PATROL_GOAL_INDEX functionTemp[2]
197// melee enemy
198#define AI_VAR_ATTACK_STATE varTable[0]
199#define AI_VAR_MELEE_PRE_TIME varTable[1]
200#define AI_VAR_MELEE_HIT_TIME varTable[2]
201#define AI_VAR_MELEE_MISS_TIME varTable[3]
202#define AI_VAR_NEXT_STATE varTable[7]
203// melee hitbox
204#define AI_VAR_HITNPC_YOFFSET varTable[0]
205#define AI_VAR_HITNPC_DIST varTable[1]
206#define AI_VAR_HITNPC_2 varTable[2]
207#define AI_VAR_HITNPC_3 varTable[3]
208#define AI_VAR_HITNPC_4 varTable[4]
209#define AI_VAR_HITNPC_SOUND varTable[15]
210// projectile hitbox
211#define VAR_PROJECTILE_HITBOX_STATE varTable[0]
212#define AI_PROJECTILE_AMMO_COUNT varTable[3]
213
214#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)
215
216#define FOLIAGE_MODEL_LIST(names...) \
217{ \
218 .count = __NARG__(names), \
219 .models = { names } \
220}
221
222#define STATUS_KEY_IGNORE_RES 0xFE
223#define STATUS_KEY_NEVER 0xFF
224#define DMG_STATUS_KEY(typeFlag, duration, chance) (STATUS_FLAG_80000000 | typeFlag | (duration << 8) | chance)
225#define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_80000000 | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8))
226#define DMG_STATUS_IGNORE_RES(typeFlag, duration) (STATUS_KEY_IGNORE_RES | typeFlag | (duration << 8))
227
228#define _RDP_WHOLE(x) (((s32)(x * 65536.0) >> 16) & 0xFFFF)
229#define _RDP_FRAC(x) ((s32)(x * 65536.0) & 0xFFFF)
230#define _RDP_PACK_WHOLE(a, b) (_RDP_WHOLE(a) << 16) | _RDP_WHOLE(b)
231#define _RDP_PACK_FRAC(a, b) (_RDP_FRAC(a) << 16) | _RDP_FRAC(b)
232
233#define RDP_MATRIX( \
234 Ax, Bx, Cx, Dx, \
235 Ay, By, Cy, Dy, \
236 Az, Bz, Cz, Dz, \
237 Aw, Bw, Cw, Dw ) \
238{ \
239 .m = { \
240 { \
241 _RDP_PACK_WHOLE(Ax, Ay), \
242 _RDP_PACK_WHOLE(Az, Aw), \
243 _RDP_PACK_WHOLE(Bx, By), \
244 _RDP_PACK_WHOLE(Bz, Bw), \
245 }, \
246 { \
247 _RDP_PACK_WHOLE(Cx, Cy), \
248 _RDP_PACK_WHOLE(Cz, Cw), \
249 _RDP_PACK_WHOLE(Dx, Dy), \
250 _RDP_PACK_WHOLE(Dz, Dw), \
251 }, \
252 { \
253 _RDP_PACK_FRAC(Ax, Ay), \
254 _RDP_PACK_FRAC(Az, Aw), \
255 _RDP_PACK_FRAC(Bx, By), \
256 _RDP_PACK_FRAC(Bz, Bw), \
257 }, \
258 { \
259 _RDP_PACK_FRAC(Cx, Cy), \
260 _RDP_PACK_FRAC(Cz, Cw), \
261 _RDP_PACK_FRAC(Dx, Dy), \
262 _RDP_PACK_FRAC(Dz, Dw), \
263 } \
264 } \
265};
266
267#define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F)
268#define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F)
269#define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F)
270#define UNPACK_PAL_A(color) ((color) & 1)
271
272#define PACK_PAL_RGBA(r, g, b, a) (((r) << 11) | ((g) << 6) | ((b) << 1) | (a));
273
274#define PM_RM_SHROUD GBL_c1(G_BL_CLR_BL, G_BL_A_FOG, G_BL_CLR_IN, G_BL_1MA)
275
276#define PM_CC_01 0, 0, 0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
277#define PM_CC_02 0, 0, 0, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
278#define PM_CC_03 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
279#define PM_CC_04 PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
280#define PM_CC_05 TEXEL0, 0, SHADE, 0, TEXEL0, 0, PRIMITIVE, 0
281#define PM_CC_06 COMBINED, 0, PRIMITIVE_ALPHA, 0, 0, 0, 0, COMBINED
282#define PM_CC_07 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
283#define PM_CC_PRIM_FULL_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 1
284#define PM_CC_PRIM_NO_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 0
285#define PM_CC_0A 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL0, 0
286
287#define PM_CC_0B 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL1, 0
288#define PM_CC_0D 0, 0, 0, 0, SHADE, 0, TEXEL1, 0
289#define PM_CC_0C 0, 0, 0, 0, 0, 0, 0, COMBINED
290
291#define PM_CC_0E 0, 0, 0, TEXEL0, 0, 0, 0, 0
292#define PM_CC_0F 0, 0, 0, TEXEL0, 0, 0, 0, 1
293#define PM_CC_10 0, 0, 0, TEXEL0, 0, 0, 0, PRIMITIVE
294#define PM_CC_11 0, 0, 0, TEXEL0, SHADE, 0, TEXEL0, 0
295#define PM_CC_12 0, 0, 0, TEXEL0, TEXEL0, 0, SHADE, 0
296
297#define PM_CC_MSG_UP_ARROW \
298 TEXEL0, 0, PRIMITIVE, 0, \
299 0, 0, 0, TEXEL1
300
301#define PM_CC_14 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
302#define PM_CC_15 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, 0, 0, 0, TEXEL1
303
304// multiply the combined color from cycle1 with PRIMITIVE color; PRIMITIVE alpha is ignored
305#define PM_CC2_MULTIPLY_PRIM COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED
306
307// multiply the combined color from cycle1 with SHADE color; SHADE alpha is ignored
308#define PM_CC2_MULTIPLY_SHADE COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED
309
310#define PM_CC_NOISE NOISE, 0, SHADE_ALPHA, 0, 0, 0, 0, 1
311
312#define PM_CC_1A TEXEL0, 0, PRIMITIVE_ALPHA, PRIMITIVE, 0, 0, 0, TEXEL0
313
314// implements ENV_TINT_DEPTH for untextured models
315// applies just the base color; depth-based fog color will be added during RDP blend step
316// color = SHADE * PRIM_ALPHA + PRIM
317// alpha = SHADE
318#define PM_CC_TINT_DEPTH_NOTEX \
319 SHADE, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
320 0, 0, 0, SHADE
321
322// implements ENV_TINT_DEPTH for single-textured or mipmaped models
323// applies just the base color; depth-based fog color will be added during RDP blend step
324// color = COMB * PRIM_ALPHA + PRIM
325// alpha = COMB
326#define PM_CC_TINT_DEPTH_NO_SHADE \
327 COMBINED, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
328 0, 0, 0, COMBINED
329
330// color = (COMB - PRIM) * PRIM_ALPHA + COMB
331// alpha = COMB
332#define PM_CC_20 \
333 COMBINED, PRIMITIVE, PRIMITIVE_ALPHA, COMBINED, \
334 0, 0, 0, COMBINED
335
336#define PM_CC_TINT_DEPTH_MIPMAPS \
337 COMBINED, 0, SHADE, PRIMITIVE, \
338 0, 0, 0, COMBINED
339
340// implements ENV_TINT_REMAP for untextured models
341// color = SHADE * PRIM + ENV
342// alpha = SHADE
343#define PM_CC_TINT_REMAP_NOTEX \
344 SHADE, 0, PRIMITIVE, ENVIRONMENT, \
345 0, 0, 0, SHADE
346
347// implements ENV_TINT_REMAP for single-textured or mipmaped models
348// NOTE: SHADE color is not used
349// color = COMB * PRIM + ENV
350// alpha = COMB
351#define PM_CC_TINT_REMAP_NO_SHADE \
352 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
353 0, 0, 0, COMBINED
354
355// implements ENV_TINT_REMAP for multi-textured models
356// only SHADE alpha is used
357// color = COMB * PRIM + ENV
358// alpha = COMB * SHADE
359#define PM_CC_TINT_REMAP_SHADE_ALPHA \
360 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
361 COMBINED, 0, SHADE, 0
362
363#define PM_CC_22 TEXEL0, TEXEL1, SHADE_ALPHA, TEXEL1, 0, 0, 0, TEXEL0
364#define PM_CC_23 1, TEXEL0, PRIMITIVE, TEXEL0, 0, 0, 0, TEXEL0
365#define PM_CC1_24 1, TEXEL0, PRIMITIVE, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
366#define PM_CC2_24 1, TEXEL1, TEXEL0, COMBINED, 0, 0, 0, COMBINED
367
368#define PM_CC_TEX_COMBINE_3A 0, 0, 0, 0, TEXEL0, TEXEL1, SHADE, 0
369#define PM_CC_TEX_COMBINE_3B 0, 0, 0, SHADE, 0, 0, 0, COMBINED
370#define PM_CC_TEX_COMBINE_3C SHADE, 0, PRIMITIVE, ENVIRONMENT, 0, 0, 0, COMBINED
371
372#define PM_CC1_29 TEXEL0, SHADE, TEXEL0, TEXEL0, 1, TEXEL1, TEXEL0, TEXEL1
373#define PM_CC2_29 TEXEL0, COMBINED, TEXEL0_ALPHA, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
374
375// same as G_CC_INTERFERENCE, except the roles of TEXEL0 and TEXEL1 are swapped
376#define PM_CC_ALT_INTERFERENCE \
377 TEXEL1, 0, TEXEL0, 0, \
378 TEXEL1, 0, TEXEL0, 0
379
380#define PM_CC_2B PRIMITIVE, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
381#define PM_CC_2C PRIMITIVE, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
382#define PM_CC_2D PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
383#define PM_CC_2E 0, 0, 0, TEXEL0, TEXEL1, 0, PRIMITIVE, 0
384#define PM_CC_2F PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0
385#define PM_CC_32 PRIMITIVE, 0, TEXEL0, 0, TEXEL0, 0, PRIMITIVE, 0
386
387#define PM_CC_33 ENVIRONMENT, PRIMITIVE, COMBINED, PRIMITIVE, COMBINED, 0, PRIMITIVE, 0
388
389#define PM_CC_34 TEXEL0, CENTER, SCALE, ENVIRONMENT, 0, 0, 0, TEXEL0
390#define PM_CC_35 0, PRIMITIVE, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
391
392#define PM_CC_36 TEXEL0, TEXEL1, TEXEL0, TEXEL1, 1, TEXEL0, TEXEL1, 1
393#define PM_CC_37 0, 0, 0, COMBINED, COMBINED, TEXEL1, TEXEL1, TEXEL1
394
395#define PM_CC_38 TEXEL1, K4, PRIMITIVE_ALPHA, TEXEL0, TEXEL0, TEXEL1, ENVIRONMENT, ENVIRONMENT
396#define PM_CC_39 TEXEL1, K4, COMBINED_ALPHA, COMBINED, 0, 0, 0, 1
397
398#define PM_CC_3A 0, 0, 0, PRIMITIVE, 1, TEXEL0, PRIMITIVE, TEXEL0
399
400#define PM_CC_SCREEN_OVERLAY \
401 0, 0, 0, SHADE, \
402 1, 0, PRIMITIVE, 0
403
404#define PM_CC_3C 0, 0, 0, PRIMITIVE, SHADE, 0, PRIMITIVE, 0
405
406#define PM_CC_3D SHADE, ENVIRONMENT, TEXEL0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
407
408#define PM_CC_3F TEXEL0, 0, SHADE, 0, SHADE, 0, PRIMITIVE, 0
409
410// animated tiles spreading over the screen when the game is reset
411// color = pure black
412// alpha = texture
413#define PM_CC_RESET_TILES 0, 0, 0, 0, 0, 0, 0, TEXEL0
414
415// light with animated alpha surrounding the flower gate in mac_01 as it appears
416// color = pure white
417// alpha = SHADE * PRIM
418#define PM_CC_FLOWER_GATE_GLOW 0, 0, 0, 1, SHADE, 0, PRIMITIVE, 0
419
420// light with animated alpha pouring through the opening in kkj_27 as the secret wall rotates
421// color = TEXEL0 * SHADE
422// alpha = PRIM
423#define PM_CC_KKJ_SPILL_LIGHT TEXEL0, 0, SHADE, 0, 0, 0, 0, PRIMITIVE
424
425// color = pass from cycle1
426// alpha = PRIM
427#define PM_CC_KKJ14_FIRE 0, 0, 0, COMBINED, 0, 0, 0, PRIMITIVE
428
429// color = SHADE + PRIM
430// alpha = PRIMITIVE * TEXEL0
431#define PM_CC_DAMAGE_INDICATOR 1, 0, SHADE, PRIMITIVE, PRIMITIVE, 0, TEXEL0, 0
432
433// custom combine modes for shadows
434#define PM_CC1_SHADOW 0, 0, 0, 0, PRIMITIVE, 0, TEXEL0, 0
435#define PM_CC2_SHADOW 0, 0, 0, 0, TEXEL0, 0, PRIMITIVE, 0
436
437// custom cycle1 modes for window styles
438#define PM_CC_WINDOW_2 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL1
439#define PM_CC_WINDOW_3 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
440#define PM_CC_WINDOW_4 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE
441#define PM_CC_WINDOW_5 0, 0, 0, TEXEL1, 0, 0, 0, TEXEL1
442#define PM_CC_WINDOW_6 0, 0, 0, TEXEL1, PRIMITIVE, 0, TEXEL1, 0
443#define PM_CC_WINDOW_7 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, 1
444// custom cycle2 modes for window styles
445#define PM_CC_WINDOW_1 COMBINED, 0, TEXEL0, 0, 0, 0, 0, COMBINED
446
447#define PM_CC_IMGFX_COLOR_FILL 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0
448#define PM_CC_IMGFX_HOLOGRAM NOISE, PRIMITIVE, PRIMITIVE, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
449
450#define PM_CC_MSG_NOISE_OUTLINE NOISE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
451#define PM_CC_MSG_STATIC NOISE, TEXEL0, ENVIRONMENT, TEXEL0, 0, 0, 0, TEXEL0
452
453#define PM_CC_CANDLE_1 TEXEL0, TEXEL1, TEXEL0, 1, 1, TEXEL0, TEXEL1, 1
454#define PM_CC_CANDLE_2 0, PRIMITIVE, COMBINED, ENVIRONMENT, COMBINED, TEXEL1, TEXEL1, TEXEL1
455
456#define PM_CC_BOX1_OPAQUE TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL1
457#define PM_CC_BOX2_OPAQUE TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
458#define PM_CC_BOX1_TRANSPARENT TEXEL0, 0, PRIMITIVE, 0, TEXEL1, 0, PRIMITIVE, 0
459#define PM_CC_BOX2_TRANSPARENT TEXEL0, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
460
461#define PM_CC_BOX1_CYC2 TEXEL0, ENVIRONMENT, ENV_ALPHA, COMBINED, 0, 0, 0, COMBINED
462#define PM_CC_BOX2_CYC2 PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
463
464#define PM_CC_30 1, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
465#define PM_CC_31 1, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
466
467#define PM_CC_42 TEXEL0, 0, SHADE, 0, TEXEL0, 0, 0, TEXEL0
468
469#define PM_CC_43 PRIMITIVE, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, 1
470#define PM_CC_44 PRIMITIVE, TEXEL1, PRIMITIVE_ALPHA, TEXEL1, 0, 0, 0, 1
471
472#define PM_CC_45 TEXEL0, 0, PRIMITIVE, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0
473#define PM_CC_46 TEXEL0, ENVIRONMENT, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
474#define PM_CC_47 TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
475
476#define PM_CC_48 PRIMITIVE, 0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, SHADE
477
478#define PM_CC_49 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, TEXEL0, 0
479
480#define PM_CC_4A TEXEL1, TEXEL0, ENV_ALPHA, TEXEL0, TEXEL1, TEXEL0, ENVIRONMENT, TEXEL0
481#define PM_CC_4B PRIMITIVE, CENTER, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
482#define PM_CC_4C 1, COMBINED, PRIMITIVE, COMBINED, 0, 0, 0, COMBINED
483#define PM_CC_4D ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
484#define PM_CC_4E SHADE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, SHADE, 0
485#define PM_CC_4F 0, 0, 0, COMBINED, COMBINED, 0, PRIMITIVE, 0
486
487#define PM_CC_50 TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
488#define PM_CC_51 TEXEL0, 0, TEXEL1, 0, PRIMITIVE, 0, TEXEL1, 0
489#define PM_CC_52 SHADE, ENVIRONMENT, COMBINED, COMBINED, 0, 0, 0, COMBINED
490
491#define PM_CC_53 TEXEL1, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL0
492#define PM_CC_54 COMBINED, TEXEL0, COMBINED_ALPHA, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
493#define PM_CC_55 PRIMITIVE, ENVIRONMENT, TEXEL0_ALPHA, ENVIRONMENT, 0, 0, 0, 1
494
495#define PM_CC_56 0, 0, 0, 0, PRIMITIVE, TEXEL0, PRIMITIVE, 0
496#define PM_CC_57 1, TEXEL0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, PRIMITIVE
497#define PM_CC_58 0, 0, 0, 0, 1, 0, ENVIRONMENT, PRIMITIVE
498
499#define PM_CC_59 0, 0, 0, 0, SHADE, 0, TEXEL0, 0
500#define PM_CC_5A SHADE, ENVIRONMENT, TEXEL0, TEXEL0, 0, 0, 0, TEXEL0
501
502#define PM_CC_5B 1, PRIMITIVE, TEXEL0, PRIMITIVE, 0, 0, 0, TEXEL0
503#define PM_CC_5C 1, 0, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
504#define PM_CC_5D 1, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0
505#define PM_CC_5E 1, SHADE, TEXEL0, SHADE, TEXEL0, 0, SHADE, 0
506
507#define PM_CC_HOS_BG_SHADE 0, 0, 0, SHADE, SHADE, 0, PRIMITIVE, 0
508
509#define PM_CC_CONST_ALPHA_1 0, 0, 0, 0, 0, 0, 0, 1
510#define PM_CC_CONST_0 0, 0, 0, 0, 0, 0, 0, 0
511#define PM_CC_CONST_1 0, 0, 0, 1, 0, 0, 0, 1
512
513#ifdef OLD_GCC
514#define VLA 0
515#else
516#define VLA
517#endif
518
519#if VERSION_PAL
520#define DT (50.0f/60.0f)
521#else
522#define DT (1.0f)
523#endif
524
525#define DMA_COPY_SEGMENT(segment) dma_copy(segment##_ROM_START, segment##_ROM_END, segment##_VRAM)
526
527#ifdef __GNUC__
528#define NODISCARD __attribute__((warn_unused_result))
529#else
530#define NODISCARD
531#endif
532
533// Avoid compiler warnings for unused variables.
534#ifdef __GNUC__
535#define UNUSED __attribute__((unused))
536#else
537#define UNUSED
538#endif
539
540// Avoid undefined behaviour for non-returning functions.
541#ifdef __GNUC__
542#define NORETURN __attribute__((noreturn))
543#else
544#define NORETURN
545#endif
546
547// Always inline a function.
548#ifdef __GNUC__
549#define ALWAYS_INLINE inline __attribute__((always_inline))
550#else
551#define ALWAYS_INLINE inline
552#endif
553
554// Fall through a switch case.
555#ifdef __GNUC__
556#define FALL_THROUGH __attribute__((fallthrough))
557#else
558#define FALL_THROUGH
559#endif
560
561// Use Og when compiling the function.
562#ifdef __GNUC__
563#define OPTIMIZE_OG __attribute__((optimize("Og")))
564#else
565#define OPTIMIZE_OG
566#endif
567
568// Use Os when compiling the function.
569#ifdef __GNUC__
570#define OPTIMIZE_OS __attribute__((optimize("Os")))
571#else
572#define OPTIMIZE_OS
573#endif
574
575// Use Ofast when compiling the function.
576#ifdef __GNUC__
577#define OPTIMIZE_OFAST __attribute__((optimize("Ofast")))
578#else
579#define OPTIMIZE_OFAST
580#endif
581
582// Ignore 4-byte alignment in structs.
583#ifdef __GNUC__
584#define PACKED __attribute__((packed))
585#else
586#define PACKED
587#endif
588
589// Align to 4-byte boundary.
590#ifdef __GNUC__
591#define ALIGNED4 __attribute__((aligned(4)))
592#else
593#define ALIGNED4
594#endif
595
596// Align to 8-byte boundary (for DMA requirements).
597#ifdef __GNUC__
598#define ALIGNED8 __attribute__((aligned(8)))
599#else
600#define ALIGNED8
601#endif
602
603// Align to 16-byte boundary (for audio lib requirements).
604#ifdef __GNUC__
605#define ALIGNED16 __attribute__((aligned(16)))
606#else
607#define ALIGNED16
608#endif
609
610// Align to 32-byte boundary.
611#ifdef __GNUC__
612#define ALIGNED32 __attribute__((aligned(32)))
613#else
614#define ALIGNED32
615#endif
616
617// Align to 64-byte boundary.
618#ifdef __GNUC__
619#define ALIGNED64 __attribute__((aligned(64)))
620#else
621#define ALIGNED64
622#endif
623
624#endif