mirror of
https://github.com/n64decomp/mk64
synced 2026-07-11 05:44:39 -04:00
some define comment and replace number by const (#469)
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+50
-53
@@ -3,13 +3,13 @@
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/**
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* Options for Controller Pak state
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* @brief Options for Controller Pak state
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*/
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#define OK 1
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#define BAD 0
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/**
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* Enable debug mode
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* @brief Enable debug mode
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*
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* Press start to skip through menus
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*
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@@ -37,13 +37,13 @@
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* D-pad RIGHT = BOWSER
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* D-pad DOWN = MARIO
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*
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*/
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*/
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#define DEBUG_MODE 0
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#define DEBUG_MENU 1
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#define HOLD_ALL_DPAD_AND_C_BUTTONS (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
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/**
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* Options for gDebugMenuSelection
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* @brief Options for gDebugMenuSelection
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*/
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#define DEBUG_MENU_DISABLED 1
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#define DEBUG_MENU_DEBUG_MODE 2
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@@ -55,7 +55,7 @@
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#define DEBUG_MENU_EXITED 64
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/**
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* Options for gDebugGotoScene
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* @brief Options for gDebugGotoScene
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*/
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#define DEBUG_GOTO_RACING 0
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#define DEBUG_GOTO_ENDING_SEQUENCE 1
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@@ -63,8 +63,7 @@
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#define DEBUG_GOTO_CREDITS_SEQUENCE_CC_EXTRA 3
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/**
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* Jump to demo mode from the debug menu
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* using L and A
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* @brief Jump to demo mode from the debug menu using L and A
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*/
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#define DEMO_MODE_ACTIVE 1
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#define DEMO_MODE_INACTIVE 0
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@@ -75,18 +74,16 @@
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* Start sequence means waiting for the light to turn green.
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* Used in the Player struct's 'type' member: player->type
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*/
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#define PLAYER_INACTIVE 0 // 0x0000
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#define PLAYER_EXISTS (1 << 15) // 0x8000
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#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
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#define PLAYER_STAGING (1 << 9) // 0x0200
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#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
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#define PLAYER_CPU (1 << 12) // 0x1000
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#define PLAYER_HUMAN (1 << 14) // 0x4000
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#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
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#define PLAYER_INVISIBLE_OR_BOMB (1 << 8) // 0x0100
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#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
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// unused?
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#define PLAYER_UNKNOWN (1 << 10) // 0x0400
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#define PLAYER_STAGING (1 << 9) // 0x0200
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#define PLAYER_UNKNOWN (1 << 10) // 0x0400 // unused ?
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#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
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#define PLAYER_CPU (1 << 12) // 0x1000
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#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
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#define PLAYER_HUMAN (1 << 14) // 0x4000
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#define PLAYER_EXISTS (1 << 15) // 0x8000
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// Compiles to -0x1000 in diff.py
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#define PLAYER_HUMAN_AND_CPU PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
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@@ -117,15 +114,15 @@
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#define MAX_NUM_MAIN_MENU_GAME_TYPES 3
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/**
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* Options for gModeSelection
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**/
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* @brief Options for gModeSelection
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*/
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#define GRAND_PRIX 0
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#define TIME_TRIALS 1
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#define VERSUS 2
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#define BATTLE 3
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/**
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* Options for gCCSelection
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* @brief Options for gCCSelection
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* CC stands for cubic-centimetres.
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* It measures engine displacement composed from
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* cylinder volume.
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@@ -139,11 +136,11 @@
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#define CC_BATTLE 4
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/**
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* Options for gCupSelection
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* @brief Options for gCupSelection
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* There is a "cup" for battle mode, probably so that
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* the battle courses could be displayed in the same
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* way race courses are.
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**/
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*/
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#define MUSHROOM_CUP 0
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#define FLOWER_CUP 1
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#define STAR_CUP 2
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@@ -152,11 +149,11 @@
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#define NUM_CUPS 5
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/**
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* Character IDs
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* @brief Character IDs
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* Note that these are not the same as the values
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* found in gCharacterGridSelections as those are
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* ordered by table
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**/
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*/
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#define MARIO 0
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#define LUIGI 1
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#define YOSHI 2
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@@ -167,8 +164,8 @@
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#define BOWSER 7
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/**
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* Options for gMenuSelection
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**/
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* @brief Options for gMenuSelection
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*/
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#define OPTIONS_MENU 5
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#define DATA_MENU 6
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#define COURSE_DATA_MENU 7
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@@ -181,8 +178,8 @@
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#define RACING_DUPLICATE 14
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/**
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* Options for gGameState gMenuSelectionFromQuit and gMenuSelectionFromEndingSequence
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**/
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* @brief Options for gGameState gMenuSelectionFromQuit and gMenuSelectionFromEndingSequence
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*/
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#define START_MENU_FROM_QUIT 0
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#define MAIN_MENU_FROM_QUIT 1
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#define PLAYER_SELECT_MENU_FROM_QUIT 2
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@@ -192,8 +189,8 @@
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#define CREDITS_SEQUENCE 9
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/**
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* Options for gMainMenuSelectionDepth
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**/
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* @brief Options for gMainMenuSelectionDepth
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*/
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#define BLANK_MAIN_MENU 0
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#define OPTIONS_SELECTION 1
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#define DATA_SELECTION 2
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@@ -205,8 +202,8 @@
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#define TIME_TRIALS_DATA_SELECTION_FROM_BACK_OUT 8
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/**
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* Options for gControllerPakMenuSelection
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**/
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* @brief Options for gControllerPakMenuSelection
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*/
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#define CONTROLLER_PAK_MENU_SELECT_RECORD 1
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#define CONTROLLER_PAK_MENU_END 2
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#define CONTROLLER_PAK_MENU_ERASE 3
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@@ -219,7 +216,7 @@
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#define CONTROLLER_PAK_MENU_ERASE_ERROR_PAK_CHANGED 10
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/**
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* Options for gScreenModeSelection and gActiveScreenMode
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* @brief Options for gScreenModeSelection and gActiveScreenMode
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*/
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#define SCREEN_MODE_1P 0
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#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL 1
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@@ -228,8 +225,8 @@
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#define NUM_SCREEN_MODES 4
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/**
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* Indexes for accessing Time Trial records
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**/
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* @brief Indexes for accessing Time Trial records
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*/
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#define TIME_TRIAL_3LAP_RECORD_1 0
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#define TIME_TRIAL_3LAP_RECORD_2 1
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#define TIME_TRIAL_3LAP_RECORD_3 2
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@@ -238,13 +235,13 @@
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#define TIME_TRIAL_1LAP_RECORD 5
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/**
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* Text color options
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* @brief Text color options
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* The 2 cycling options cycle through Blue -> Green -> Red
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* Cycle 2 appears to be one step ahead of Cycle 1
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* Other values like 6 and 7 sort of work, they cause rapid
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* flashing between 2 colors, but also cause individual characters
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* to be cutoff on their right side
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**/
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*/
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#define TEXT_BLUE 0
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#define TEXT_GREEN 1
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#define TEXT_RED 2
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@@ -253,10 +250,10 @@
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#define TEXT_BLUE_GREEN_RED_CYCLE_2 5
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/**
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* Sound mode options
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* @brief Sound mode options
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* Option 2 appears to be unused, as such its probably not
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* a valid option
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**/
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*/
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#define SOUND_STEREO 0
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#define SOUND_HEADPHONES 1
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#define SOUND_UNUSED 2
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@@ -264,9 +261,9 @@
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#define NUM_SOUND_MODES 4
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/**
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* Title screen demo options
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* @brief Title screen demo options
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* All demos use 100 CC
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**/
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*/
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#define DEMO_ONE 0 // Mario, Mario Raceway, Grand Prix
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#define DEMO_TWO 1 // Yoshi DK, Choco Mountain, Versus
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#define DEMO_THREE 2 // Luigi, Kalamari Desert, Grand Prix
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@@ -282,8 +279,8 @@
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#define NUM_COURSES_PER_CUP 4
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/**
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* Item IDs
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**/
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* @brief Item IDs
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*/
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#define ITEM_NONE 0
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#define ITEM_BANANA 1
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#define ITEM_BANANA_BUNCH 2
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@@ -302,14 +299,14 @@
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#define ITEM_SUPER_MUSHROOM 15
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/**
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* Balloon status
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**/
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* @brief Balloon status
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*/
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#define BALLOON_STATUS_GONE 0
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#define BALLOON_STATUS_PRESENT 1
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#define BALLOON_STATUS_DEPARTING 2
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/**
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* Max representable time, 100 minutes measured in centiseconds
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* @brief Max representable time, 100 minutes measured in centiseconds
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*/
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#define MAX_TIME 0x927C0
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@@ -317,14 +314,14 @@
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* @brief effect of player's
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* for statusEffect
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*/
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#define BOOST_EFFECT 0x200 // being boosted by trigger a mushroom or star
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#define BOO_EFFECT 0x800 // being a boo
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#define STAR_EFFECT 0x2000 // being a star
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#define HOLD_BANANA_EFFECT 0x40000 // holding a banana
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#define BOOST_EFFECT 0x200 // being boosted by trigger a mushroom or star
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#define BOO_EFFECT 0x800 // being a boo
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#define STAR_EFFECT 0x2000 // being a star
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#define HIT_ROTATING_EFFECT 0x4000 // hitting a rotating object
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#define HIT_BY_ITEM_EFFECT 0x1000000 // being hit by an item
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#define REVERSE_EFFECT 0x400000 // being in the wrong direction
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#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
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#define HOLD_BANANA_EFFECT 0x40000 // holding a banana
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#define REVERSE_EFFECT 0x400000 // being in the wrong direction
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#define HIT_BY_ITEM_EFFECT 0x1000000 // being hit by an item
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#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
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/**
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