papermario/include/macros.h
AltoXorg 8d5b066b7d
SHIFT_BSS be gone (#1173)
* merge asm in src all versions

* main: refactor and eliminate SHIFT_BSS

* engine1 static BSS

* engine2

* folder move

* fix shift build

* cleanup msg & msg_draw

* wtf?

* un-static-ized

* .

* remove unnecess. rodata pad

* populate dangling common syms
2024-03-05 19:54:53 +09:00

538 lines
19 KiB
C

#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