#ifndef _MACROS_H_ #define _MACROS_H_ #include "types.h" #include "include_asm.h" #ifndef M2CTX #ifdef SHIFT #define SHIFT_BSS __attribute__ ((section (".bss"))) #else #define SHIFT_BSS extern #endif #ifdef SHIFT #define MATCHING_BSS(size) #else #define MATCHING_BSS(size) static BSS u8 padding_bss[size]; #endif #define BSS __attribute__ ((nocommon, section (".bss"))) #define TRANSPARENT_UNION __attribute__ ((__transparent_union__)) #else #define SHIFT_BSS static #define BSS static #define TRANSPARENT_UNION #endif #define ALIGNED(x) __attribute__((aligned(x))) #ifndef BBPLAYER # define OSALIGNED(x) ALIGNED(x) #else # define OSALIGNED(x) #endif # define BBALIGNED(x) ALIGNED(x) #define ALIGN16(val) (((val) + 0xF) & ~0xF) #define ALIGN8(val) (((val) + 0x7) & ~0x7) #define NAME_SUFFIX #define NAME_PREFIX #define A(sym) NS(AREA, NAME_PREFIX, sym, NAME_SUFFIX) #define N(sym) NS(NAMESPACE, NAME_PREFIX, sym, NAME_SUFFIX) #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) #if !defined(PERMUTER) && !defined(M2CTX) && defined(OLD_GCC) #define NOP_FIX __asm__(".set nogpopt"); #define NOP_UNFIX __asm__(".set gpopt"); #else #define NOP_FIX #define NOP_UNFIX #endif #define PTR_LIST_END ((void*) -1) #define API_CALLABLE(name) ApiStatus name(Evt* script, b32 isInitialCall) // standardized padding macros for map overlays #define MAP_RODATA_PAD(n,name) const s32 N(rodata_pad_##name)[n] = {}; #define MAP_STATIC_PAD(n,name) BSS s32 N(static_pad_##name)[n]; #define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000) #define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000) #ifdef DEBUG #define IS_DEBUG_PANIC(statement, file, line) is_debug_panic(statement, file, line) #else #define IS_DEBUG_PANIC(statement, file, line) do {} while(TRUE) #endif #define PANIC() IS_DEBUG_PANIC("Panic", __FILE__, __LINE__) #define ASSERT(condition) \ if (!(condition)) { \ IS_DEBUG_PANIC("Assertion failed: " #condition, __FILE__, __LINE__); \ } #define BADGE_MENU_PAGE(index) (&gPauseBadgesPages[index]) #define ITEM_MENU_PAGE(index) (&gPauseItemsPages[index]) #define MENU_PANEL_SELECTED_GRID_DATA(panel) \ (panel)->gridData[(panel)->page * (panel)->numCols * (panel)->numRows + \ (panel)->numCols * (panel)->row + \ (panel)->col] #define MAX_MAPVARS 16 #define MAX_MAPFLAGS 3 #define MAX_ENEMY_ACTORS 24 #define MAX_ANIMATED_MODELS 16 #define MAX_ANIMATED_MESHES 16 #define MAX_ENTITY_MODELS 256 #define MAX_MODELS 256 #define MAX_MODEL_TRANSFORM_GROUPS 4 #define MAX_SCRIPTS 128 #define MAX_NPCS 64 #define MAX_TRIGGERS 64 #define MAX_SHADOWS 60 #define MAX_ENTITIES 30 #define MAX_WORKERS 16 #define MAX_TEX_PANNERS 16 #define MAX_ITEM_ENTITIES 256 #define MAX_IMGFX_INSTANCES 90 #define MAX_STAR_PIECES 222 #define SP_PER_BAR 256 #define SP_PER_SEG 32 #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 #define LAST_DEMO_SCENE_IDX 18 #define WORLD_ENTITY_HEAP_SIZE 0x17FF0 #define COLLISION_HEAP_SIZE 0x18000 #define GENERAL_HEAP_SIZE 0x54000 #define SPRITE_HEAP_SIZE 0x40000 #define BATTLE_HEAP_SIZE 0x25800 #define FRAME_BUFFER_SIZE 0x25800 #define CAM_NEAR_CLIP 16 #define CAM_FAR_CLIP 4096 // Size of tmem in bytes (4kB) #define TMEM_SIZE 0x1000 // Height of tiles to use when copying fullscreen images (6) #define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2))) // Alternative to libultra's M_PI: non-float version; more digits cause issues #define PI 3.141592f #define PI_D 3.141592 #define TAU 6.28318f #define PI_S 3.14159f // Shorter PI // Angle conversion macros #define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f)) #define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI)) #define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f) // Should be 1.0f / 0x7FFF, but precision is wrong for a double #define SHT_MINV 3.051851e-05 #define SPRITE_WORLD_SCALE_F (5.0f/7.0f) #define SPRITE_WORLD_SCALE_D (5.0/7.0) #define SPR_PAL_SIZE 16 #define BATTLE_ID_BIT 0x800 #define BATTLE_NPC_ID_BIT 0x800 #define BATTLE_ENTITY_ID_BIT 0x800 #define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF) #define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF) #define COLLISION_WITH_NPC_BIT 0x2000 #define COLLISION_WITH_ENTITY_BIT 0x4000 #define ENTITY_COLLIDER_ID(entityIndex) (entityIndex | COLLISION_WITH_ENTITY_BIT) #define NO_COLLIDER -1 #define NPC_DISPOSE_LOCATION 0,-1000,0 #define NPC_DISPOSE_POS_X 0 #define NPC_DISPOSE_POS_Y -1000 #define NPC_DISPOSE_POS_Z 0 #define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a) #define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz) #define SQ(x) ((x) * (x)) #define CUBE(x) ((x) * (x) * (x)) #define QUART(x) ((x) * (x) * (x) * (x)) /// Fixed-point short literal #define F16(f) (s16)(f * 327.67f) /// X.10 fixed-point literal #define X10(f) (s32)(f * 1024.0f) #define _NS(w, x, y, z) w ## _ ## x ## y ## z #define NS(w, x, y, z) _NS(w, x, y, z) #define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0))) #define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID)) #define PACK_ROOM_FLAGS(itemVisGroup, roomFlags) ((itemVisGroup) << 12 | (roomFlags)) // loads integrator with standard parameter set used for falling #define LOAD_INTEGRATOR_FALL(ptr) \ (ptr)[0] = 0.11430f; \ (ptr)[1] = -0.28710f; \ (ptr)[2] = -0.18230f; \ (ptr)[3] = 0.01152f; \ /* common AI function and script variables */ // ai script #define AI_TEMP_STATE functionTemp[0] #define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1] #define AI_PATROL_GOAL_INDEX functionTemp[2] // melee enemy #define AI_VAR_ATTACK_STATE varTable[0] #define AI_VAR_MELEE_PRE_TIME varTable[1] #define AI_VAR_MELEE_HIT_TIME varTable[2] #define AI_VAR_MELEE_MISS_TIME varTable[3] #define AI_VAR_NEXT_STATE varTable[7] // melee hitbox #define AI_VAR_HITNPC_YOFFSET varTable[0] #define AI_VAR_HITNPC_DIST varTable[1] #define AI_VAR_HITNPC_2 varTable[2] #define AI_VAR_HITNPC_3 varTable[3] #define AI_VAR_HITNPC_4 varTable[4] #define AI_VAR_HITNPC_SOUND varTable[15] // projectile hitbox #define VAR_PROJECTILE_HITBOX_STATE varTable[0] #define AI_PROJECTILE_AMMO_COUNT varTable[3] #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) #define FOLIAGE_MODEL_LIST(names...) \ { \ .count = __NARG__(names), \ .models = { names } \ } #define STATUS_KEY_IGNORE_RES 0xFE #define STATUS_KEY_NEVER 0xFF #define DMG_STATUS_KEY(typeFlag, duration, chance) (STATUS_FLAG_80000000 | typeFlag | (duration << 8) | chance) #define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_80000000 | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8)) #define DMG_STATUS_IGNORE_RES(typeFlag, duration) (STATUS_KEY_IGNORE_RES | typeFlag | (duration << 8)) #define _RDP_WHOLE(x) (((s32)(x * 65536.0) >> 16) & 0xFFFF) #define _RDP_FRAC(x) ((s32)(x * 65536.0) & 0xFFFF) #define _RDP_PACK_WHOLE(a, b) (_RDP_WHOLE(a) << 16) | _RDP_WHOLE(b) #define _RDP_PACK_FRAC(a, b) (_RDP_FRAC(a) << 16) | _RDP_FRAC(b) #define RDP_MATRIX( \ Ax, Bx, Cx, Dx, \ Ay, By, Cy, Dy, \ Az, Bz, Cz, Dz, \ Aw, Bw, Cw, Dw ) \ { \ .m = { \ { \ _RDP_PACK_WHOLE(Ax, Ay), \ _RDP_PACK_WHOLE(Az, Aw), \ _RDP_PACK_WHOLE(Bx, By), \ _RDP_PACK_WHOLE(Bz, Bw), \ }, \ { \ _RDP_PACK_WHOLE(Cx, Cy), \ _RDP_PACK_WHOLE(Cz, Cw), \ _RDP_PACK_WHOLE(Dx, Dy), \ _RDP_PACK_WHOLE(Dz, Dw), \ }, \ { \ _RDP_PACK_FRAC(Ax, Ay), \ _RDP_PACK_FRAC(Az, Aw), \ _RDP_PACK_FRAC(Bx, By), \ _RDP_PACK_FRAC(Bz, Bw), \ }, \ { \ _RDP_PACK_FRAC(Cx, Cy), \ _RDP_PACK_FRAC(Cz, Cw), \ _RDP_PACK_FRAC(Dx, Dy), \ _RDP_PACK_FRAC(Dz, Dw), \ } \ } \ }; #define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F) #define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F) #define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F) #define UNPACK_PAL_A(color) ((color) & 1) #define PACK_PAL_RGBA(r, g, b, a) (((r) << 11) | ((g) << 6) | ((b) << 1) | (a)); #define PM_RM_SHROUD GBL_c1(G_BL_CLR_BL, G_BL_A_FOG, G_BL_CLR_IN, G_BL_1MA) #define PM_CC_01 0, 0, 0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_02 0, 0, 0, TEXEL0, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_03 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0 #define PM_CC_04 PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0 #define PM_CC_05 TEXEL0, 0, SHADE, 0, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_06 COMBINED, 0, PRIMITIVE_ALPHA, 0, 0, 0, 0, COMBINED #define PM_CC_07 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_PRIM_FULL_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 1 #define PM_CC_PRIM_NO_ALPHA 0, 0, 0, PRIMITIVE, 0, 0, 0, 0 #define PM_CC_0A 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL0, 0 #define PM_CC_0B 0, 0, 0, 0, ENVIRONMENT, 0, TEXEL1, 0 #define PM_CC_0D 0, 0, 0, 0, SHADE, 0, TEXEL1, 0 #define PM_CC_0C 0, 0, 0, 0, 0, 0, 0, COMBINED #define PM_CC_0E 0, 0, 0, TEXEL0, 0, 0, 0, 0 #define PM_CC_0F 0, 0, 0, TEXEL0, 0, 0, 0, 1 #define PM_CC_10 0, 0, 0, TEXEL0, 0, 0, 0, PRIMITIVE #define PM_CC_11 0, 0, 0, TEXEL0, SHADE, 0, TEXEL0, 0 #define PM_CC_12 0, 0, 0, TEXEL0, TEXEL0, 0, SHADE, 0 #define PM_CC_MSG_UP_ARROW \ TEXEL0, 0, PRIMITIVE, 0, \ 0, 0, 0, TEXEL1 #define PM_CC_14 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0 #define PM_CC_15 PRIMITIVE, ENVIRONMENT, TEXEL1, ENVIRONMENT, 0, 0, 0, TEXEL1 // multiply the combined color from cycle1 with PRIMITIVE color; PRIMITIVE alpha is ignored #define PM_CC2_MULTIPLY_PRIM COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED // multiply the combined color from cycle1 with SHADE color; SHADE alpha is ignored #define PM_CC2_MULTIPLY_SHADE COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED #define PM_CC_NOISE NOISE, 0, SHADE_ALPHA, 0, 0, 0, 0, 1 #define PM_CC_1A TEXEL0, 0, PRIMITIVE_ALPHA, PRIMITIVE, 0, 0, 0, TEXEL0 // implements ENV_TINT_DEPTH for untextured models // applies just the base color; depth-based fog color will be added during RDP blend step // color = SHADE * PRIM_ALPHA + PRIM // alpha = SHADE #define PM_CC_TINT_DEPTH_NOTEX \ SHADE, 0, PRIMITIVE_ALPHA, PRIMITIVE, \ 0, 0, 0, SHADE // implements ENV_TINT_DEPTH for single-textured or mipmaped models // applies just the base color; depth-based fog color will be added during RDP blend step // color = COMB * PRIM_ALPHA + PRIM // alpha = COMB #define PM_CC_TINT_DEPTH_NO_SHADE \ COMBINED, 0, PRIMITIVE_ALPHA, PRIMITIVE, \ 0, 0, 0, COMBINED // color = (COMB - PRIM) * PRIM_ALPHA + COMB // alpha = COMB #define PM_CC_20 \ COMBINED, PRIMITIVE, PRIMITIVE_ALPHA, COMBINED, \ 0, 0, 0, COMBINED #define PM_CC_TINT_DEPTH_MIPMAPS \ COMBINED, 0, SHADE, PRIMITIVE, \ 0, 0, 0, COMBINED // implements ENV_TINT_REMAP for untextured models // color = SHADE * PRIM + ENV // alpha = SHADE #define PM_CC_TINT_REMAP_NOTEX \ SHADE, 0, PRIMITIVE, ENVIRONMENT, \ 0, 0, 0, SHADE // implements ENV_TINT_REMAP for single-textured or mipmaped models // NOTE: SHADE color is not used // color = COMB * PRIM + ENV // alpha = COMB #define PM_CC_TINT_REMAP_NO_SHADE \ COMBINED, 0, PRIMITIVE, ENVIRONMENT, \ 0, 0, 0, COMBINED // implements ENV_TINT_REMAP for multi-textured models // only SHADE alpha is used // color = COMB * PRIM + ENV // alpha = COMB * SHADE #define PM_CC_TINT_REMAP_SHADE_ALPHA \ COMBINED, 0, PRIMITIVE, ENVIRONMENT, \ COMBINED, 0, SHADE, 0 #define PM_CC_22 TEXEL0, TEXEL1, SHADE_ALPHA, TEXEL1, 0, 0, 0, TEXEL0 #define PM_CC_23 1, TEXEL0, PRIMITIVE, TEXEL0, 0, 0, 0, TEXEL0 #define PM_CC1_24 1, TEXEL0, PRIMITIVE, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0 #define PM_CC2_24 1, TEXEL1, TEXEL0, COMBINED, 0, 0, 0, COMBINED #define PM_CC_26 0, 0, 0, 0, TEXEL0, TEXEL1, SHADE, 0 #define PM_CC_27 0, 0, 0, SHADE, 0, 0, 0, COMBINED #define PM_CC_28 SHADE, 0, PRIMITIVE, ENVIRONMENT, 0, 0, 0, COMBINED #define PM_CC1_29 TEXEL0, SHADE, TEXEL0, TEXEL0, 1, TEXEL1, TEXEL0, TEXEL1 #define PM_CC2_29 TEXEL0, COMBINED, TEXEL0_ALPHA, TEXEL0, 1, TEXEL0, TEXEL1, TEXEL0 // same as G_CC_INTERFERENCE, except the roles of TEXEL0 and TEXEL1 are swapped #define PM_CC_ALT_INTERFERENCE \ TEXEL1, 0, TEXEL0, 0, \ TEXEL1, 0, TEXEL0, 0 #define PM_CC_2B PRIMITIVE, 0, TEXEL1, 0, 0, 0, 0, TEXEL1 #define PM_CC_2C PRIMITIVE, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0 #define PM_CC_2D PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0 #define PM_CC_2E 0, 0, 0, TEXEL0, TEXEL1, 0, PRIMITIVE, 0 #define PM_CC_2F PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_32 PRIMITIVE, 0, TEXEL0, 0, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_33 ENVIRONMENT, PRIMITIVE, COMBINED, PRIMITIVE, COMBINED, 0, PRIMITIVE, 0 #define PM_CC_34 TEXEL0, CENTER, SCALE, ENVIRONMENT, 0, 0, 0, TEXEL0 #define PM_CC_35 0, PRIMITIVE, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED #define PM_CC_36 TEXEL0, TEXEL1, TEXEL0, TEXEL1, 1, TEXEL0, TEXEL1, 1 #define PM_CC_37 0, 0, 0, COMBINED, COMBINED, TEXEL1, TEXEL1, TEXEL1 #define PM_CC_38 TEXEL1, K4, PRIMITIVE_ALPHA, TEXEL0, TEXEL0, TEXEL1, ENVIRONMENT, ENVIRONMENT #define PM_CC_39 TEXEL1, K4, COMBINED_ALPHA, COMBINED, 0, 0, 0, 1 #define PM_CC_3A 0, 0, 0, PRIMITIVE, 1, TEXEL0, PRIMITIVE, TEXEL0 #define PM_CC_SCREEN_OVERLAY \ 0, 0, 0, SHADE, \ 1, 0, PRIMITIVE, 0 #define PM_CC_3C 0, 0, 0, PRIMITIVE, SHADE, 0, PRIMITIVE, 0 #define PM_CC_3D SHADE, ENVIRONMENT, TEXEL0, TEXEL0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_3F TEXEL0, 0, SHADE, 0, SHADE, 0, PRIMITIVE, 0 // animated tiles spreading over the screen when the game is reset // color = pure black // alpha = texture #define PM_CC_RESET_TILES 0, 0, 0, 0, 0, 0, 0, TEXEL0 // light with animated alpha surrounding the flower gate in mac_01 as it appears // color = pure white // alpha = SHADE * PRIM #define PM_CC_FLOWER_GATE_GLOW 0, 0, 0, 1, SHADE, 0, PRIMITIVE, 0 // light with animated alpha pouring through the opening in kkj_27 as the secret wall rotates // color = TEXEL0 * SHADE // alpha = PRIM #define PM_CC_KKJ_SPILL_LIGHT TEXEL0, 0, SHADE, 0, 0, 0, 0, PRIMITIVE // color = pass from cycle1 // alpha = PRIM #define PM_CC_KKJ14_FIRE 0, 0, 0, COMBINED, 0, 0, 0, PRIMITIVE // color = SHADE + PRIM // alpha = PRIMITIVE * TEXEL0 #define PM_CC_DAMAGE_INDICATOR 1, 0, SHADE, PRIMITIVE, PRIMITIVE, 0, TEXEL0, 0 // custom combine modes for shadows #define PM_CC1_SHADOW 0, 0, 0, 0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC2_SHADOW 0, 0, 0, 0, TEXEL0, 0, PRIMITIVE, 0 // custom cycle1 modes for window styles #define PM_CC_WINDOW_2 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL1 #define PM_CC_WINDOW_3 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL1, 0 #define PM_CC_WINDOW_4 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE #define PM_CC_WINDOW_5 0, 0, 0, TEXEL1, 0, 0, 0, TEXEL1 #define PM_CC_WINDOW_6 0, 0, 0, TEXEL1, PRIMITIVE, 0, TEXEL1, 0 #define PM_CC_WINDOW_7 PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, 1 // custom cycle2 modes for window styles #define PM_CC_WINDOW_1 COMBINED, 0, TEXEL0, 0, 0, 0, 0, COMBINED #define PM_CC_IMGFX_COLOR_FILL 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0 #define PM_CC_IMGFX_HOLOGRAM NOISE, PRIMITIVE, PRIMITIVE, TEXEL0, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_MSG_NOISE_OUTLINE NOISE, 0, TEXEL0, 0, 0, 0, 0, TEXEL0 #define PM_CC_MSG_STATIC NOISE, TEXEL0, ENVIRONMENT, TEXEL0, 0, 0, 0, TEXEL0 #define PM_CC_CANDLE_1 TEXEL0, TEXEL1, TEXEL0, 1, 1, TEXEL0, TEXEL1, 1 #define PM_CC_CANDLE_2 0, PRIMITIVE, COMBINED, ENVIRONMENT, COMBINED, TEXEL1, TEXEL1, TEXEL1 #define PM_CC_BOX1_OPAQUE TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL1 #define PM_CC_BOX2_OPAQUE TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1 #define PM_CC_BOX1_TRANSPARENT TEXEL0, 0, PRIMITIVE, 0, TEXEL1, 0, PRIMITIVE, 0 #define PM_CC_BOX2_TRANSPARENT TEXEL0, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0 #define PM_CC_BOX1_CYC2 TEXEL0, ENVIRONMENT, ENV_ALPHA, COMBINED, 0, 0, 0, COMBINED #define PM_CC_BOX2_CYC2 PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED #define PM_CC_30 1, 0, TEXEL1, 0, 0, 0, 0, TEXEL1 #define PM_CC_31 1, 0, TEXEL1, 0, TEXEL1, 0, PRIMITIVE, 0 #define PM_CC_42 TEXEL0, 0, SHADE, 0, TEXEL0, 0, 0, TEXEL0 #define PM_CC_43 PRIMITIVE, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, 1 #define PM_CC_44 PRIMITIVE, TEXEL1, PRIMITIVE_ALPHA, TEXEL1, 0, 0, 0, 1 #define PM_CC_45 TEXEL0, 0, PRIMITIVE, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_46 TEXEL0, ENVIRONMENT, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_47 TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_48 PRIMITIVE, 0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, SHADE #define PM_CC_49 TEXEL0, 0, SHADE, 0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_4A TEXEL1, TEXEL0, ENV_ALPHA, TEXEL0, TEXEL1, TEXEL0, ENVIRONMENT, TEXEL0 #define PM_CC_4B PRIMITIVE, CENTER, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED #define PM_CC_4C 1, COMBINED, PRIMITIVE, COMBINED, 0, 0, 0, COMBINED #define PM_CC_4D ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_4E SHADE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, SHADE, 0 #define PM_CC_4F 0, 0, 0, COMBINED, COMBINED, 0, PRIMITIVE, 0 #define PM_CC_50 TEXEL0, 0, TEXEL1, 0, 0, 0, 0, TEXEL1 #define PM_CC_51 TEXEL0, 0, TEXEL1, 0, PRIMITIVE, 0, TEXEL1, 0 #define PM_CC_52 SHADE, ENVIRONMENT, COMBINED, COMBINED, 0, 0, 0, COMBINED #define PM_CC_53 TEXEL1, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL0 #define PM_CC_54 COMBINED, TEXEL0, COMBINED_ALPHA, TEXEL0, PRIMITIVE, 0, TEXEL0, 0 #define PM_CC_55 PRIMITIVE, ENVIRONMENT, TEXEL0_ALPHA, ENVIRONMENT, 0, 0, 0, 1 #define PM_CC_56 0, 0, 0, 0, PRIMITIVE, TEXEL0, PRIMITIVE, 0 #define PM_CC_57 1, TEXEL0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, PRIMITIVE #define PM_CC_58 0, 0, 0, 0, 1, 0, ENVIRONMENT, PRIMITIVE #define PM_CC_59 0, 0, 0, 0, SHADE, 0, TEXEL0, 0 #define PM_CC_5A SHADE, ENVIRONMENT, TEXEL0, TEXEL0, 0, 0, 0, TEXEL0 #define PM_CC_5B 1, PRIMITIVE, TEXEL0, PRIMITIVE, 0, 0, 0, TEXEL0 #define PM_CC_5C 1, 0, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0 #define PM_CC_5D 1, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0 #define PM_CC_5E 1, SHADE, TEXEL0, SHADE, TEXEL0, 0, SHADE, 0 #define PM_CC_HOS_BG_SHADE 0, 0, 0, SHADE, SHADE, 0, PRIMITIVE, 0 #define PM_CC_CONST_ALPHA_1 0, 0, 0, 0, 0, 0, 0, 1 #define PM_CC_CONST_0 0, 0, 0, 0, 0, 0, 0, 0 #define PM_CC_CONST_1 0, 0, 0, 1, 0, 0, 0, 1 #ifdef OLD_GCC #define VLA 0 #else #define VLA #endif #ifdef M2CTX #define VLA 0 #endif #if VERSION_PAL #define DT (50.0f/60.0f) #else #define DT (1.0f) #endif #define DMA_COPY_SEGMENT(segment) dma_copy(segment##_ROM_START, segment##_ROM_END, segment##_VRAM) #endif