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 AC_DIFFICULTY_LEN 8
107typedef s32 Difficulty2D[AC_DIFFICULTY_LEN][2];
108
109#define SCREEN_WIDTH 320
110#define SCREEN_HEIGHT 240
111
112#define LAST_DEMO_SCENE_IDX 18
113
114#define WORLD_ENTITY_HEAP_SIZE 0x17FF0
115#define COLLISION_HEAP_SIZE 0x18000
116#define GENERAL_HEAP_SIZE 0x54000
117#define SPRITE_HEAP_SIZE 0x60000
118#define BATTLE_HEAP_SIZE 0x25800
119#define FRAME_BUFFER_SIZE 0x25800
120
121#define CAM_NEAR_CLIP 16
122#define CAM_FAR_CLIP 4096
123
124// Size of tmem in bytes (4kB)
125#define TMEM_SIZE 0x1000
126// Height of tiles to use when copying fullscreen images (6)
127#define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2)))
128
129// Alternative to libultra's M_PI: non-float version; more digits cause issues
130#define PI 3.141592f
131#define PI_D 3.141592
132#define TAU 6.28318f
133#define PI_S 3.14159f // Shorter PI
134
135// Angle conversion macros
136#define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f))
137#define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI))
138#define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f)
139
140// Should be 1.0f / 0x7FFF, but precision is wrong for a double
141#define SHT_MINV 3.051851e-05
142
143#define SPRITE_WORLD_SCALE_F (5.0f/7.0f)
144#define SPRITE_WORLD_SCALE_D (5.0/7.0)
145
146#define SPR_PAL_SIZE 16
147
148#define BATTLE_ID_BIT 0x800
149#define BATTLE_NPC_ID_BIT 0x800
150#define BATTLE_ENTITY_ID_BIT 0x800
151
152#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
153#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
154
155#define COLLISION_WITH_NPC_BIT 0x2000
156#define COLLISION_WITH_ENTITY_BIT 0x4000
157
158#define ENTITY_COLLIDER_ID(entityIndex) (entityIndex | COLLISION_WITH_ENTITY_BIT)
159
160#define NO_COLLIDER -1
161
162#define NPC_DISPOSE_LOCATION 0,-1000,0
163#define NPC_DISPOSE_POS_X 0
164#define NPC_DISPOSE_POS_Y -1000
165#define NPC_DISPOSE_POS_Z 0
166
167#define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a)
168#define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz)
169
170#define SQ(x) ((x) * (x))
171#define CUBE(x) ((x) * (x) * (x))
172#define QUART(x) ((x) * (x) * (x) * (x))
173
175#define F16(f) (s16)(f * 327.67f)
176
178#define X10(f) (s32)(f * 1024.0f)
179
180#define _NS(w, x, y, z) w ## _ ## x ## y ## z
181#define NS(w, x, y, z) _NS(w, x, y, z)
182
183#define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0)))
184
185#define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID))
186#define PACK_ROOM_FLAGS(itemVisGroup, roomFlags) ((itemVisGroup) << 12 | (roomFlags))
187
188// loads integrator with standard parameter set used for falling
189
190#define LOAD_INTEGRATOR_FALL(ptr) \
191 (ptr)[0] = 0.11430f; \
192 (ptr)[1] = -0.28710f; \
193 (ptr)[2] = -0.18230f; \
194 (ptr)[3] = 0.01152f; \
195
196/* common AI function and script variables */
197// ai script
198#define AI_TEMP_STATE functionTemp[0]
199#define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1]
200#define AI_PATROL_GOAL_INDEX functionTemp[2]
201// melee enemy
202#define AI_VAR_ATTACK_STATE varTable[0]
203#define AI_VAR_MELEE_PRE_TIME varTable[1]
204#define AI_VAR_MELEE_HIT_TIME varTable[2]
205#define AI_VAR_MELEE_MISS_TIME varTable[3]
206#define AI_VAR_NEXT_STATE varTable[7]
207// melee hitbox
208#define AI_VAR_HITNPC_YOFFSET varTable[0]
209#define AI_VAR_HITNPC_DIST varTable[1]
210#define AI_VAR_HITNPC_2 varTable[2]
211#define AI_VAR_HITNPC_3 varTable[3]
212#define AI_VAR_HITNPC_4 varTable[4]
213#define AI_VAR_HITNPC_SOUND varTable[15]
214// projectile hitbox
215#define VAR_PROJECTILE_HITBOX_STATE varTable[0]
216#define AI_PROJECTILE_AMMO_COUNT varTable[3]
217
218#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)
219
220#define FOLIAGE_MODEL_LIST(names...) \
221{ \
222 .count = __NARG__(names), \
223 .models = { names } \
224}
225
226#define STATUS_KEY_IGNORE_RES 0xFE
227#define STATUS_KEY_NEVER 0xFF
228#define DMG_STATUS_KEY(typeFlag, duration, chance) (STATUS_FLAG_80000000 | typeFlag | (duration << 8) | chance)
229#define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_80000000 | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8))
230#define DMG_STATUS_IGNORE_RES(typeFlag, duration) (STATUS_KEY_IGNORE_RES | typeFlag | (duration << 8))
231
232#define _RDP_WHOLE(x) (((s32)(x * 65536.0) >> 16) & 0xFFFF)
233#define _RDP_FRAC(x) ((s32)(x * 65536.0) & 0xFFFF)
234#define _RDP_PACK_WHOLE(a, b) (_RDP_WHOLE(a) << 16) | _RDP_WHOLE(b)
235#define _RDP_PACK_FRAC(a, b) (_RDP_FRAC(a) << 16) | _RDP_FRAC(b)
236
237#define RDP_MATRIX( \
238 Ax, Bx, Cx, Dx, \
239 Ay, By, Cy, Dy, \
240 Az, Bz, Cz, Dz, \
241 Aw, Bw, Cw, Dw ) \
242{ \
243 .m = { \
244 { \
245 _RDP_PACK_WHOLE(Ax, Ay), \
246 _RDP_PACK_WHOLE(Az, Aw), \
247 _RDP_PACK_WHOLE(Bx, By), \
248 _RDP_PACK_WHOLE(Bz, Bw), \
249 }, \
250 { \
251 _RDP_PACK_WHOLE(Cx, Cy), \
252 _RDP_PACK_WHOLE(Cz, Cw), \
253 _RDP_PACK_WHOLE(Dx, Dy), \
254 _RDP_PACK_WHOLE(Dz, Dw), \
255 }, \
256 { \
257 _RDP_PACK_FRAC(Ax, Ay), \
258 _RDP_PACK_FRAC(Az, Aw), \
259 _RDP_PACK_FRAC(Bx, By), \
260 _RDP_PACK_FRAC(Bz, Bw), \
261 }, \
262 { \
263 _RDP_PACK_FRAC(Cx, Cy), \
264 _RDP_PACK_FRAC(Cz, Cw), \
265 _RDP_PACK_FRAC(Dx, Dy), \
266 _RDP_PACK_FRAC(Dz, Dw), \
267 } \
268 } \
269};
270
271#define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F)
272#define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F)
273#define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F)
274#define UNPACK_PAL_A(color) ((color) & 1)
275
276#define PACK_PAL_RGBA(r, g, b, a) (((r) << 11) | ((g) << 6) | ((b) << 1) | (a));
277
278#define PM_RM_SHROUD GBL_c1(G_BL_CLR_BL, G_BL_A_FOG, G_BL_CLR_IN, G_BL_1MA)
279
280#define PM_CC_01 0, 0, 0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
281#define PM_CC_02 0, 0, 0, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
282#define PM_CC_03 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
283#define PM_CC_04 PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0
284#define PM_CC_05 TEXEL0, 0, SHADE, 0, TEXEL0, 0, PRIMITIVE, 0
285#define PM_CC_06 COMBINED, 0, PRIMITIVE_ALPHA, 0, 0, 0, 0, COMBINED
286#define PM_CC_07 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
287#define PM_CC_PRIM_FULL_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 1
288#define PM_CC_PRIM_NO_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 0
289#define PM_CC_0A 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL0, 0
290
291#define PM_CC_0B 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL1, 0
292#define PM_CC_0D 0, 0, 0, 0, SHADE, 0, TEXEL1, 0
293#define PM_CC_0C 0, 0, 0, 0, 0, 0, 0, COMBINED
294
295#define PM_CC_0E 0, 0, 0, TEXEL0, 0, 0, 0, 0
296#define PM_CC_0F 0, 0, 0, TEXEL0, 0, 0, 0, 1
297#define PM_CC_10 0, 0, 0, TEXEL0, 0, 0, 0, PRIMITIVE
298#define PM_CC_11 0, 0, 0, TEXEL0, SHADE, 0, TEXEL0, 0
299#define PM_CC_12 0, 0, 0, TEXEL0, TEXEL0, 0, SHADE, 0
300
301#define PM_CC_MSG_UP_ARROW \
302 TEXEL0, 0, PRIMITIVE, 0, \
303 0, 0, 0, TEXEL1
304
305#define PM_CC_14 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
306#define PM_CC_15 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, 0, 0, 0, TEXEL1
307
308// multiply the combined color from cycle1 with PRIMITIVE color; PRIMITIVE alpha is ignored
309#define PM_CC2_MULTIPLY_PRIM COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED
310
311// multiply the combined color from cycle1 with SHADE color; SHADE alpha is ignored
312#define PM_CC2_MULTIPLY_SHADE COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED
313
314#define PM_CC_NOISE NOISE, 0, SHADE_ALPHA, 0, 0, 0, 0, 1
315
316#define PM_CC_1A TEXEL0, 0, PRIMITIVE_ALPHA, PRIMITIVE, 0, 0, 0, TEXEL0
317
318// implements ENV_TINT_DEPTH for untextured models
319// applies just the base color; depth-based fog color will be added during RDP blend step
320// color = SHADE * PRIM_ALPHA + PRIM
321// alpha = SHADE
322#define PM_CC_TINT_DEPTH_NOTEX \
323 SHADE, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
324 0, 0, 0, SHADE
325
326// implements ENV_TINT_DEPTH for single-textured or mipmaped models
327// applies just the base color; depth-based fog color will be added during RDP blend step
328// color = COMB * PRIM_ALPHA + PRIM
329// alpha = COMB
330#define PM_CC_TINT_DEPTH_NO_SHADE \
331 COMBINED, 0, PRIMITIVE_ALPHA, PRIMITIVE, \
332 0, 0, 0, COMBINED
333
334// color = (COMB - PRIM) * PRIM_ALPHA + COMB
335// alpha = COMB
336#define PM_CC_20 \
337 COMBINED, PRIMITIVE, PRIMITIVE_ALPHA, COMBINED, \
338 0, 0, 0, COMBINED
339
340#define PM_CC_TINT_DEPTH_MIPMAPS \
341 COMBINED, 0, SHADE, PRIMITIVE, \
342 0, 0, 0, COMBINED
343
344// implements ENV_TINT_REMAP for untextured models
345// color = SHADE * PRIM + ENV
346// alpha = SHADE
347#define PM_CC_TINT_REMAP_NOTEX \
348 SHADE, 0, PRIMITIVE, ENVIRONMENT, \
349 0, 0, 0, SHADE
350
351// implements ENV_TINT_REMAP for single-textured or mipmaped models
352// NOTE: SHADE color is not used
353// color = COMB * PRIM + ENV
354// alpha = COMB
355#define PM_CC_TINT_REMAP_NO_SHADE \
356 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
357 0, 0, 0, COMBINED
358
359// implements ENV_TINT_REMAP for multi-textured models
360// only SHADE alpha is used
361// color = COMB * PRIM + ENV
362// alpha = COMB * SHADE
363#define PM_CC_TINT_REMAP_SHADE_ALPHA \
364 COMBINED, 0, PRIMITIVE, ENVIRONMENT, \
365 COMBINED, 0, SHADE, 0
366
367#define PM_CC_22 TEXEL0, TEXEL1, SHADE_ALPHA, TEXEL1, 0, 0, 0, TEXEL0
368#define PM_CC_23 1, TEXEL0, PRIMITIVE, TEXEL0, 0, 0, 0, TEXEL0
369#define PM_CC1_24 1, TEXEL0, PRIMITIVE, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
370#define PM_CC2_24 1, TEXEL1, TEXEL0, COMBINED, 0, 0, 0, COMBINED
371
372#define PM_CC_TEX_COMBINE_3A 0, 0, 0, 0, TEXEL0, TEXEL1, SHADE, 0
373#define PM_CC_TEX_COMBINE_3B 0, 0, 0, SHADE, 0, 0, 0, COMBINED
374#define PM_CC_TEX_COMBINE_3C SHADE, 0, PRIMITIVE, ENVIRONMENT, 0, 0, 0, COMBINED
375
376#define PM_CC1_29 TEXEL0, SHADE, TEXEL0, TEXEL0, 1, TEXEL1, TEXEL0, TEXEL1
377#define PM_CC2_29 TEXEL0, COMBINED, TEXEL0_ALPHA, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0
378
379// same as G_CC_INTERFERENCE, except the roles of TEXEL0 and TEXEL1 are swapped
380#define PM_CC_ALT_INTERFERENCE \
381 TEXEL1, 0, TEXEL0, 0, \
382 TEXEL1, 0, TEXEL0, 0
383
384#define PM_CC_2B PRIMITIVE, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
385#define PM_CC_2C PRIMITIVE, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
386#define PM_CC_2D PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
387#define PM_CC_2E 0, 0, 0, TEXEL0, TEXEL1, 0, PRIMITIVE, 0
388#define PM_CC_2F PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0
389#define PM_CC_32 PRIMITIVE, 0, TEXEL0, 0, TEXEL0, 0, PRIMITIVE, 0
390
391#define PM_CC_33 ENVIRONMENT, PRIMITIVE, COMBINED, PRIMITIVE, COMBINED, 0, PRIMITIVE, 0
392
393#define PM_CC_34 TEXEL0, CENTER, SCALE, ENVIRONMENT, 0, 0, 0, TEXEL0
394#define PM_CC_35 0, PRIMITIVE, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
395
396#define PM_CC_36 TEXEL0, TEXEL1, TEXEL0, TEXEL1, 1, TEXEL0, TEXEL1, 1
397#define PM_CC_37 0, 0, 0, COMBINED, COMBINED, TEXEL1, TEXEL1, TEXEL1
398
399#define PM_CC_38 TEXEL1, K4, PRIMITIVE_ALPHA, TEXEL0, TEXEL0, TEXEL1, ENVIRONMENT, ENVIRONMENT
400#define PM_CC_39 TEXEL1, K4, COMBINED_ALPHA, COMBINED, 0, 0, 0, 1
401
402#define PM_CC_3A 0, 0, 0, PRIMITIVE, 1, TEXEL0, PRIMITIVE, TEXEL0
403
404#define PM_CC_SCREEN_OVERLAY \
405 0, 0, 0, SHADE, \
406 1, 0, PRIMITIVE, 0
407
408#define PM_CC_3C 0, 0, 0, PRIMITIVE, SHADE, 0, PRIMITIVE, 0
409
410#define PM_CC_3D SHADE, ENVIRONMENT, TEXEL0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
411
412#define PM_CC_3F TEXEL0, 0, SHADE, 0, SHADE, 0, PRIMITIVE, 0
413
414// animated tiles spreading over the screen when the game is reset
415// color = pure black
416// alpha = texture
417#define PM_CC_RESET_TILES 0, 0, 0, 0, 0, 0, 0, TEXEL0
418
419// light with animated alpha surrounding the flower gate in mac_01 as it appears
420// color = pure white
421// alpha = SHADE * PRIM
422#define PM_CC_FLOWER_GATE_GLOW 0, 0, 0, 1, SHADE, 0, PRIMITIVE, 0
423
424// light with animated alpha pouring through the opening in kkj_27 as the secret wall rotates
425// color = TEXEL0 * SHADE
426// alpha = PRIM
427#define PM_CC_KKJ_SPILL_LIGHT TEXEL0, 0, SHADE, 0, 0, 0, 0, PRIMITIVE
428
429// color = pass from cycle1
430// alpha = PRIM
431#define PM_CC_KKJ14_FIRE 0, 0, 0, COMBINED, 0, 0, 0, PRIMITIVE
432
433// color = SHADE + PRIM
434// alpha = PRIMITIVE * TEXEL0
435#define PM_CC_DAMAGE_INDICATOR 1, 0, SHADE, PRIMITIVE, PRIMITIVE, 0, TEXEL0, 0
436
437// custom combine modes for shadows
438#define PM_CC1_SHADOW 0, 0, 0, 0, PRIMITIVE, 0, TEXEL0, 0
439#define PM_CC2_SHADOW 0, 0, 0, 0, TEXEL0, 0, PRIMITIVE, 0
440
441// custom cycle1 modes for window styles
442#define PM_CC_WINDOW_2 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL1
443#define PM_CC_WINDOW_3 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0
444#define PM_CC_WINDOW_4 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE
445#define PM_CC_WINDOW_5 0, 0, 0, TEXEL1, 0, 0, 0, TEXEL1
446#define PM_CC_WINDOW_6 0, 0, 0, TEXEL1, PRIMITIVE, 0, TEXEL1, 0
447#define PM_CC_WINDOW_7 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, 1
448// custom cycle2 modes for window styles
449#define PM_CC_WINDOW_1 COMBINED, 0, TEXEL0, 0, 0, 0, 0, COMBINED
450
451#define PM_CC_IMGFX_COLOR_FILL 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0
452#define PM_CC_IMGFX_HOLOGRAM NOISE, PRIMITIVE, PRIMITIVE, TEXEL0, TEXEL0, 0, PRIMITIVE, 0
453
454#define PM_CC_MSG_NOISE_OUTLINE NOISE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0
455#define PM_CC_MSG_STATIC NOISE, TEXEL0, ENVIRONMENT, TEXEL0, 0, 0, 0, TEXEL0
456
457#define PM_CC_CANDLE_1 TEXEL0, TEXEL1, TEXEL0, 1, 1, TEXEL0, TEXEL1, 1
458#define PM_CC_CANDLE_2 0, PRIMITIVE, COMBINED, ENVIRONMENT, COMBINED, TEXEL1, TEXEL1, TEXEL1
459
460#define PM_CC_BOX1_OPAQUE TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL1
461#define PM_CC_BOX2_OPAQUE TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
462#define PM_CC_BOX1_TRANSPARENT TEXEL0, 0, PRIMITIVE, 0, TEXEL1, 0, PRIMITIVE, 0
463#define PM_CC_BOX2_TRANSPARENT TEXEL0, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
464
465#define PM_CC_BOX1_CYC2 TEXEL0, ENVIRONMENT, ENV_ALPHA, COMBINED, 0, 0, 0, COMBINED
466#define PM_CC_BOX2_CYC2 PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
467
468#define PM_CC_30 1, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
469#define PM_CC_31 1, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0
470
471#define PM_CC_42 TEXEL0, 0, SHADE, 0, TEXEL0, 0, 0, TEXEL0
472
473#define PM_CC_43 PRIMITIVE, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, 1
474#define PM_CC_44 PRIMITIVE, TEXEL1, PRIMITIVE_ALPHA, TEXEL1, 0, 0, 0, 1
475
476#define PM_CC_45 TEXEL0, 0, PRIMITIVE, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0
477#define PM_CC_46 TEXEL0, ENVIRONMENT, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
478#define PM_CC_47 TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0
479
480#define PM_CC_48 PRIMITIVE, 0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, SHADE
481
482#define PM_CC_49 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, TEXEL0, 0
483
484#define PM_CC_4A TEXEL1, TEXEL0, ENV_ALPHA, TEXEL0, TEXEL1, TEXEL0, ENVIRONMENT, TEXEL0
485#define PM_CC_4B PRIMITIVE, CENTER, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED
486#define PM_CC_4C 1, COMBINED, PRIMITIVE, COMBINED, 0, 0, 0, COMBINED
487#define PM_CC_4D ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
488#define PM_CC_4E SHADE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, SHADE, 0
489#define PM_CC_4F 0, 0, 0, COMBINED, COMBINED, 0, PRIMITIVE, 0
490
491#define PM_CC_50 TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1
492#define PM_CC_51 TEXEL0, 0, TEXEL1, 0, PRIMITIVE, 0, TEXEL1, 0
493#define PM_CC_52 SHADE, ENVIRONMENT, COMBINED, COMBINED, 0, 0, 0, COMBINED
494
495#define PM_CC_53 TEXEL1, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL0
496#define PM_CC_54 COMBINED, TEXEL0, COMBINED_ALPHA, TEXEL0, PRIMITIVE, 0, TEXEL0, 0
497#define PM_CC_55 PRIMITIVE, ENVIRONMENT, TEXEL0_ALPHA, ENVIRONMENT, 0, 0, 0, 1
498
499#define PM_CC_56 0, 0, 0, 0, PRIMITIVE, TEXEL0, PRIMITIVE, 0
500#define PM_CC_57 1, TEXEL0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, PRIMITIVE
501#define PM_CC_58 0, 0, 0, 0, 1, 0, ENVIRONMENT, PRIMITIVE
502
503#define PM_CC_59 0, 0, 0, 0, SHADE, 0, TEXEL0, 0
504#define PM_CC_5A SHADE, ENVIRONMENT, TEXEL0, TEXEL0, 0, 0, 0, TEXEL0
505
506#define PM_CC_5B 1, PRIMITIVE, TEXEL0, PRIMITIVE, 0, 0, 0, TEXEL0
507#define PM_CC_5C 1, 0, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0
508#define PM_CC_5D 1, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0
509#define PM_CC_5E 1, SHADE, TEXEL0, SHADE, TEXEL0, 0, SHADE, 0
510
511#define PM_CC_HOS_BG_SHADE 0, 0, 0, SHADE, SHADE, 0, PRIMITIVE, 0
512
513#define PM_CC_CONST_ALPHA_1 0, 0, 0, 0, 0, 0, 0, 1
514#define PM_CC_CONST_0 0, 0, 0, 0, 0, 0, 0, 0
515#define PM_CC_CONST_1 0, 0, 0, 1, 0, 0, 0, 1
516
517#ifdef OLD_GCC
518#define VLA 0
519#else
520#define VLA
521#endif
522
523#if VERSION_PAL
524#define DT (50.0f/60.0f)
525#else
526#define DT (1.0f)
527#endif
528
529#define DMA_COPY_SEGMENT(segment) dma_copy(segment##_ROM_START, segment##_ROM_END, segment##_VRAM)
530
531#ifdef __GNUC__
532#define NODISCARD __attribute__((warn_unused_result))
533#else
534#define NODISCARD
535#endif
536
537// Avoid compiler warnings for unused variables.
538#ifdef __GNUC__
539#define UNUSED __attribute__((unused))
540#else
541#define UNUSED
542#endif
543
544// Avoid undefined behaviour for non-returning functions.
545#ifdef __GNUC__
546#define NORETURN __attribute__((noreturn))
547#else
548#define NORETURN
549#endif
550
551// Always inline a function.
552#ifdef __GNUC__
553#define ALWAYS_INLINE inline __attribute__((always_inline))
554#else
555#define ALWAYS_INLINE inline
556#endif
557
558// Fall through a switch case.
559#ifdef __GNUC__
560#define FALL_THROUGH __attribute__((fallthrough))
561#else
562#define FALL_THROUGH
563#endif
564
565// Use Og when compiling the function.
566#ifdef __GNUC__
567#define OPTIMIZE_OG __attribute__((optimize("Og")))
568#else
569#define OPTIMIZE_OG
570#endif
571
572// Use Os when compiling the function.
573#ifdef __GNUC__
574#define OPTIMIZE_OS __attribute__((optimize("Os")))
575#else
576#define OPTIMIZE_OS
577#endif
578
579// Use Ofast when compiling the function.
580#ifdef __GNUC__
581#define OPTIMIZE_OFAST __attribute__((optimize("Ofast")))
582#else
583#define OPTIMIZE_OFAST
584#endif
585
586// Ignore 4-byte alignment in structs.
587#ifdef __GNUC__
588#define PACKED __attribute__((packed))
589#else
590#define PACKED
591#endif
592
593// Align to 4-byte boundary.
594#ifdef __GNUC__
595#define ALIGNED4 __attribute__((aligned(4)))
596#else
597#define ALIGNED4
598#endif
599
600// Align to 8-byte boundary (for DMA requirements).
601#ifdef __GNUC__
602#define ALIGNED8 __attribute__((aligned(8)))
603#else
604#define ALIGNED8
605#endif
606
607// Align to 16-byte boundary (for audio lib requirements).
608#ifdef __GNUC__
609#define ALIGNED16 __attribute__((aligned(16)))
610#else
611#define ALIGNED16
612#endif
613
614// Align to 32-byte boundary.
615#ifdef __GNUC__
616#define ALIGNED32 __attribute__((aligned(32)))
617#else
618#define ALIGNED32
619#endif
620
621// Align to 64-byte boundary.
622#ifdef __GNUC__
623#define ALIGNED64 __attribute__((aligned(64)))
624#else
625#define ALIGNED64
626#endif
627
628#endif
s32 Difficulty2D[8][2]
Definition macros.h:107
s32 Difficulty1D[8]
Definition macros.h:106
#define AC_DIFFICULTY_LEN
Definition macros.h:105