Mario Kart 64
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defines.h
Go to the documentation of this file.
1#ifndef DEFINES_H
2#define DEFINES_H
3
7#define OK 1
8#define BAD 0
9
40#if defined(GCC) || defined(DEBUG)
41#define ENABLE_DEBUG_MODE 1
42#else
43#define ENABLE_DEBUG_MODE 0
44#endif
45
46#define HOLD_ALL_DPAD_AND_C_BUTTONS \
47 (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
48
52#define DEMO_MODE_ACTIVE 1
53#define DEMO_MODE_INACTIVE 0
54
55// Float version required for matching
56#ifdef VERSION_EU
57#define COURSE_TIMER_ITER 0.020041665999999999 // 1 / 50
58 #ifdef AVOID_UB
59 #define COURSE_TIMER_ITER_f 0.020041665999999999f // 1 / 50
60 #else
61 #define COURSE_TIMER_ITER_f 0.01666666f
62 #endif
63#else
64#define COURSE_TIMER_ITER 0.01666666 // 1 / 60
65#define COURSE_TIMER_ITER_f 0.01666666f // 1 / 60
66#endif
67
68#define V_BlANK_TIMER_ITER 0.01666666
69
76#define PLAYER_INACTIVE 0 // 0x0000
77#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
78#define PLAYER_INVISIBLE_OR_BOMB (1 << 8) // 0x0100
79#define PLAYER_STAGING (1 << 9) // 0x0200
80#define PLAYER_UNKNOWN (1 << 10) // 0x0400 // unused ?
81#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
82#define PLAYER_CPU (1 << 12) // 0x1000
83#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
84#define PLAYER_HUMAN (1 << 14) // 0x4000
85#define PLAYER_EXISTS (1 << 15) // 0x8000
86
87// Compiles to -0x1000 in diff.py
88#define PLAYER_HUMAN_AND_CPU PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
89
90#define ZERO_PLAYERS_SELECTED 0
91#define ONE_PLAYERS_SELECTED 1
92#define TWO_PLAYERS_SELECTED 2
93#define THREE_PLAYERS_SELECTED 3
94#define FOUR_PLAYERS_SELECTED 4
95#define SELECTED_PLAYER_DEFINES_TOTAL 5
96
108
109#define NUM_PLAYERS 8
110
111#define MARIO_SIZE 0.75f
112#define LUIGI_SIZE 0.75f
113#define YOSHI_SIZE 0.75f
114#define TOAD_SIZE 0.75f
115#define DK_SIZE 0.75f
116#define WARIO_SIZE 0.75f
117#define PEACH_SIZE 0.75f
118#define BOWSER_SIZE 0.75f
119
120// 2P Game has Grand Prix, VS, and Battle as available game types
121#define MAX_NUM_MAIN_MENU_GAME_TYPES 3
122
126#define GRAND_PRIX 0
127#define TIME_TRIALS 1
128#define VERSUS 2
129#define BATTLE 3
130
139#define CC_50 0
140#define CC_100 1
141#define CC_150 2
142#define CC_EXTRA 3
143#define CC_BATTLE 4
144
152
153#define NUM_COURSES_PER_CUP 4
154
159
166#define MARIO 0
167#define LUIGI 1
168#define YOSHI 2
169#define TOAD 3
170#define DK 4
171#define WARIO 5
172#define PEACH 6
173#define BOWSER 7
174
178#define OPTIONS_MENU 5
179#define DATA_MENU 6
180#define COURSE_DATA_MENU 7
181#define LOGO_INTRO_MENU 8
182#define CONTROLLER_PAK_MENU 9
183#define START_MENU 10
184#define MAIN_MENU 11
185#define CHARACTER_SELECT_MENU 12
186#define COURSE_SELECT_MENU 13
187#define RACING_DUPLICATE 14
188
192#define START_MENU_FROM_QUIT 0
193#define MAIN_MENU_FROM_QUIT 1
194#define PLAYER_SELECT_MENU_FROM_QUIT 2
195#define COURSE_SELECT_MENU_FROM_QUIT 3
196#define RACING 4
197#define ENDING 5
198#define CREDITS_SEQUENCE 9
199
203#define SCREEN_MODE_1P 0
204#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL 1
205#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL 2
206#define SCREEN_MODE_3P_4P_SPLITSCREEN 3
207#define NUM_SCREEN_MODES 4
208
212#define TIME_TRIAL_3LAP_RECORD_1 0
213#define TIME_TRIAL_3LAP_RECORD_2 1
214#define TIME_TRIAL_3LAP_RECORD_3 2
215#define TIME_TRIAL_3LAP_RECORD_4 3
216#define TIME_TRIAL_3LAP_RECORD_5 4
217#define TIME_TRIAL_1LAP_RECORD 5
218
235
241#define SOUND_STEREO 0
242#define SOUND_HEADPHONES 1
243#define SOUND_UNUSED 2
244#define SOUND_MONO 3
245#define NUM_SOUND_MODES 4
246
251#define DEMO_ONE 0 // Mario, Mario Raceway, Grand Prix
252#define DEMO_TWO 1 // Yoshi DK, Choco Mountain, Versus
253#define DEMO_THREE 2 // Luigi, Kalamari Desert, Grand Prix
254#define DEMO_FOUR 3 // Wario Yoshi Bowser, Wario Stadium, Versus
255#define DEMO_FIVE 4 // Bowser, Bowser Castle, Grand Prix
256#define DEMO_SIX 5 // Mario Luigi Peach Toad, Sherbert Land, Versus
257#define NUM_DEMOS 6
258
262enum ITEMS {
263 /* 0x00 */ ITEM_NONE = 0,
264 /* 0x01 */ ITEM_BANANA,
268 /* 0x05 */ ITEM_RED_SHELL,
273 /* 0x0A */ ITEM_STAR,
274 /* 0x0B */ ITEM_BOO,
275 /* 0x0C */ ITEM_MUSHROOM,
278 /* 0x0F */ ITEM_SUPER_MUSHROOM
280
295
297
299
303#define BALLOON_STATUS_GONE 0
304#define BALLOON_STATUS_PRESENT 1
305#define BALLOON_STATUS_DEPARTING 2
306
310#define MAX_TIME 0x927C0
311
316#define HIT_SOUND_EFFECT 0x100 // hitting an object
317#define BOOST_SOUND_EFFECT 0x200 // being boosted by trigger a mushroom
318#define BOO_SOUND_EFFECT 0x800 // being a boo
319#define STAR_SOUND_EFFECT 0x2000 // being a star
320#define HIT_ROTATING_SOUND_EFFECT 0x4000 // hitting a rotating object
321#define BOOST_RAMP_WOOD_SOUND_EFFECT 0x8000 // being boosted by a ramp
322#define HOLD_BANANA_SOUND_EFFECT 0x40000 // holding a banana
323#define REVERSE_SOUND_EFFECT 0x400000 // being in the wrong direction
324#define BOOST_RAMP_ASPHALT_SOUND_EFFECT 0x800000 // being boosted by a boost pad
325#define HIT_BY_ITEM_SOUND_EFFECT 0x1000000 // being hit by an item
326
331#define UNKNOWN_EFFECT_0x1 0x1 //
332#define BOOST_RAMP_WOOD_EFFECT 0x4 // being boosted by a ramp
333#define UNKNOWN_EFFECT_0x10 0x10 //
334#define UNKNOWN_EFFECT_0x40 0x40 //
335#define UNKNOWN_EFFECT_0x80 0x80 //
336#define UNKNOWN_EFFECT_0xC 0xC //
337#define UNKNOWN_EFFECT_0x10 0x10 //
338#define UNKNOWN_EFFECT_0x100 0x100 //
339#define UNKNOWN_EFFECT_0x1000 0x1000 //
340#define STAR_EFFECT 0x200 // being a star
341#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
342#define UNKNOWN_EFFECT_0x10000 0x10000 //
343#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
344#define UNKNOWN_EFFECT_0x200000 0x200000 //
345#define REVERSE_EFFECT 0x400000 // being in reverse of the course
346#define UNKNOWN_EFFECT_0x1000000 0x1000000 //
347#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
348#define HIT_EFFECT 0x4000000 // hitting an object
349#define UNKNOWN_EFFECT_0x10000000 0x10000000 //
350#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
351#define BOO_EFFECT 0x80000000 // being a boo
352
357#define SPAWN_FIRST_SHELL 0
358#define SPAWN_SECOND_SHELL 1
359#define SPAWN_THIRD_SHELL 2
360
361#define GPACK_RGB888(r, g, b) (((r) << 16) | ((g) << 8) | (b))
362#define COLOR_LIGHT GPACK_RGB888(0x1C, 0x00, 0x00)
363#define COLOR_LAVA GPACK_RGB888(0x34, 0x00, 0x00)
364#define COLOR_BLACK GPACK_RGB888(0, 0, 0)
365
366#endif // DEFINES_H
367
374#define GRID_SIZE 32
375
376#define FACING_Y_AXIS 0x4000
377#define FACING_X_AXIS 0x8000
378#define FACING_Z_AXIS 0x2000
COLOR_ID
Text color options The 2 cycling options cycle through Blue -> Green -> Red Cycle 2 appears to be one...
Definition defines.h:227
@ TEXT_BLUE_GREEN_RED_CYCLE_2
Definition defines.h:233
@ TEXT_BLUE_GREEN_RED_CYCLE_1
Definition defines.h:232
@ TEXT_YELLOW
Definition defines.h:231
@ TEXT_RED
Definition defines.h:230
@ TEXT_GREEN
Definition defines.h:229
@ TEXT_BLUE
Definition defines.h:228
@ COURSE_ONE
Definition defines.h:158
@ COURSE_THREE
Definition defines.h:158
@ COURSE_TWO
Definition defines.h:158
@ COURSE_FOUR
Definition defines.h:158
PLACE
Definition defines.h:298
@ FIRST_PLACE
Definition defines.h:298
@ FOURTH_PLACE
Definition defines.h:298
@ SECOND_PLACE
Definition defines.h:298
@ THIRD_PLACE
Definition defines.h:298
PlayerId
Definition defines.h:97
@ PLAYER_SIX
Definition defines.h:104
@ PLAYER_FIVE
Definition defines.h:103
@ PLAYER_SEVEN
Definition defines.h:105
@ PLAYER_FOUR
Definition defines.h:102
@ PLAYER_EIGHT
Definition defines.h:106
@ PLAYER_NONE
Definition defines.h:98
@ PLAYER_TWO
Definition defines.h:100
@ PLAYER_ONE
Definition defines.h:99
@ PLAYER_THREE
Definition defines.h:101
ITEMS
Item IDs.
Definition defines.h:262
@ ITEM_TRIPLE_MUSHROOM
Definition defines.h:277
@ ITEM_THUNDERBOLT
Definition defines.h:271
@ ITEM_TRIPLE_GREEN_SHELL
Definition defines.h:267
@ ITEM_STAR
Definition defines.h:273
@ ITEM_BLUE_SPINY_SHELL
Definition defines.h:270
@ ITEM_BANANA_BUNCH
Definition defines.h:265
@ ITEM_GREEN_SHELL
Definition defines.h:266
@ ITEM_FAKE_ITEM_BOX
Definition defines.h:272
@ ITEM_NONE
Definition defines.h:263
@ ITEM_RED_SHELL
Definition defines.h:268
@ ITEM_SUPER_MUSHROOM
Definition defines.h:278
@ ITEM_BANANA
Definition defines.h:264
@ ITEM_MUSHROOM
Definition defines.h:275
@ ITEM_DOUBLE_MUSHROOM
Definition defines.h:276
@ ITEM_BOO
Definition defines.h:274
@ ITEM_TRIPLE_RED_SHELL
Definition defines.h:269
@ NUM_CUPS
Definition defines.h:151
@ STAR_CUP
Definition defines.h:151
@ FLOWER_CUP
Definition defines.h:151
@ SPECIAL_CUP
Definition defines.h:151
@ MUSHROOM_CUP
Definition defines.h:151
@ BATTLE_CUP
Definition defines.h:151
DIRECTION
Definition defines.h:296
@ SOUTH
Definition defines.h:296
@ EAST
Definition defines.h:296
@ NORTH
Definition defines.h:296
@ WEST
Definition defines.h:296
CPU_BEHAVIOURS
Definition defines.h:281
@ BEHAVIOUR_FAST_SPEED
Definition defines.h:289
@ BEHAVIOUR_NORMAL_SPEED
Definition defines.h:288
@ BEHAVIOUR_DRIVE_CENTER
Definition defines.h:285
@ BEHAVIOUR_SLOW_SPEED
Definition defines.h:290
@ BEHAVIOUR_MAX_SPEED
Definition defines.h:293
@ BEHAVIOUR_DRIVE_OUTER
Definition defines.h:287
@ BEHAVIOUR_HOP
Definition defines.h:284
@ BEHAVIOUR_9
Definition defines.h:291
@ BEHAVIOUR_DRIVE_LEFT
Definition defines.h:286
@ BEHAVIOUR_NONE
Definition defines.h:282
@ BEHAVIOUR_1
Definition defines.h:283
@ BEHAVIOUR_10
Definition defines.h:292