Mario Kart 64
defines.h File Reference
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Macros

#define OK   1
 Options for Controller Pak state. More...
 
#define BAD   0
 
#define DEBUG_MODE   0
 Enable debug mode. More...
 
#define DEBUG_MENU   1
 
#define HOLD_ALL_DPAD_AND_C_BUTTONS   (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
 
#define DEBUG_MENU_DISABLED   1
 Options for gDebugMenuSelection. More...
 
#define DEBUG_MENU_DEBUG_MODE   2
 
#define DEBUG_MENU_COURSE   3
 
#define DEBUG_MENU_SCREEN_MODE   4
 
#define DEBUG_MENU_PLAYER   5
 
#define DEBUG_MENU_SOUND_MODE   6
 
#define DEBUG_MENU_GIVE_ALL_GOLD_CUP   7
 
#define DEBUG_MENU_EXITED   64
 
#define DEBUG_GOTO_RACING   0
 Options for gDebugGotoScene. More...
 
#define DEBUG_GOTO_ENDING_SEQUENCE   1
 
#define DEBUG_GOTO_CREDITS_SEQUENCE_CC_50   2
 
#define DEBUG_GOTO_CREDITS_SEQUENCE_CC_EXTRA   3
 
#define DEMO_MODE_ACTIVE   1
 Jump to demo mode from the debug menu using L and A. More...
 
#define DEMO_MODE_INACTIVE   0
 
#define COURSE_TIMER_ITER   0.01666666
 
#define V_BlANK_TIMER_ITER   0.01666666
 
#define PLAYER_INACTIVE   0
 
#define PLAYER_UNKNOWN_0x40   (1 << 6)
 
#define PLAYER_INVISIBLE_OR_BOMB   (1 << 8)
 
#define PLAYER_STAGING   (1 << 9)
 
#define PLAYER_UNKNOWN   (1 << 10)
 
#define PLAYER_CINEMATIC_MODE   (1 << 11)
 
#define PLAYER_CPU   (1 << 12)
 
#define PLAYER_START_SEQUENCE   (1 << 13)
 
#define PLAYER_HUMAN   (1 << 14)
 
#define PLAYER_EXISTS   (1 << 15)
 
#define PLAYER_HUMAN_AND_CPU   PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
 
#define ZERO_PLAYERS_SELECTED   0
 
#define ONE_PLAYERS_SELECTED   1
 
#define TWO_PLAYERS_SELECTED   2
 
#define THREE_PLAYERS_SELECTED   3
 
#define FOUR_PLAYERS_SELECTED   4
 
#define SELECTED_PLAYER_DEFINES_TOTAL   5
 
#define PLAYER_ONE   0
 
#define PLAYER_TWO   1
 
#define PLAYER_THREE   2
 
#define PLAYER_FOUR   3
 
#define NUM_PLAYERS   8
 
#define MARIO_SIZE   0.75f
 
#define LUIGI_SIZE   0.75f
 
#define YOSHI_SIZE   0.75f
 
#define TOAD_SIZE   0.75f
 
#define DK_SIZE   0.75f
 
#define WARIO_SIZE   0.75f
 
#define PEACH_SIZE   0.75f
 
#define BOWSER_SIZE   0.75f
 
#define MAX_NUM_MAIN_MENU_GAME_TYPES   3
 
#define GRAND_PRIX   0
 Options for gModeSelection. More...
 
#define TIME_TRIALS   1
 
#define VERSUS   2
 
#define BATTLE   3
 
#define CC_50   0
 Options for gCCSelection CC stands for cubic-centimetres. It measures engine displacement composed from cylinder volume. Generally, the main determiner of horsepower output. More...
 
#define CC_100   1
 
#define CC_150   2
 
#define CC_EXTRA   3
 
#define CC_BATTLE   4
 
#define MUSHROOM_CUP   0
 Options for gCupSelection There is a "cup" for battle mode, probably so that the battle courses could be displayed in the same way race courses are. More...
 
#define FLOWER_CUP   1
 
#define STAR_CUP   2
 
#define SPECIAL_CUP   3
 
#define BATTLE_CUP   4
 
#define NUM_CUPS   5
 
#define MARIO   0
 Character IDs Note that these are not the same as the values found in gCharacterGridSelections as those are ordered by table. More...
 
#define LUIGI   1
 
#define YOSHI   2
 
#define TOAD   3
 
#define DK   4
 
#define WARIO   5
 
#define PEACH   6
 
#define BOWSER   7
 
#define OPTIONS_MENU   5
 Options for gMenuSelection. More...
 
#define DATA_MENU   6
 
#define COURSE_DATA_MENU   7
 
#define LOGO_INTRO_MENU   8
 
#define CONTROLLER_PAK_MENU   9
 
#define START_MENU   10
 
#define MAIN_MENU   11
 
#define PLAYER_SELECT_MENU   12
 
#define COURSE_SELECT_MENU   13
 
#define RACING_DUPLICATE   14
 
#define START_MENU_FROM_QUIT   0
 Options for gGameState gMenuSelectionFromQuit and gMenuSelectionFromEndingSequence. More...
 
#define MAIN_MENU_FROM_QUIT   1
 
#define PLAYER_SELECT_MENU_FROM_QUIT   2
 
#define COURSE_SELECT_MENU_FROM_QUIT   3
 
#define RACING   4
 
#define ENDING_SEQUENCE   5
 
#define CREDITS_SEQUENCE   9
 
#define BLANK_MAIN_MENU   0
 Options for gMainMenuSelectionDepth. More...
 
#define OPTIONS_SELECTION   1
 
#define DATA_SELECTION   2
 
#define PLAYER_NUM_SELECTION   3
 
#define GAME_MODE_SELECTION   4
 
#define GAME_MODE_CC_OR_TIME_TRIALS_OPTIONS_SELECTION   5
 
#define CONFIRM_OK_SELECTION   6
 
#define CONFIRM_OK_SELECTION_FROM_BACK_OUT   7
 
#define TIME_TRIALS_DATA_SELECTION_FROM_BACK_OUT   8
 
#define CONTROLLER_PAK_MENU_SELECT_RECORD   1
 Options for gControllerPakMenuSelection. More...
 
#define CONTROLLER_PAK_MENU_END   2
 
#define CONTROLLER_PAK_MENU_ERASE   3
 
#define CONTROLLER_PAK_MENU_QUIT   4
 
#define CONTROLLER_PAK_MENU_TABLE_GAME_DATA   5
 
#define CONTROLLER_PAK_MENU_GO_TO_ERASING   6
 
#define CONTROLLER_PAK_MENU_ERASING   7
 
#define CONTROLLER_PAK_MENU_ERASE_ERROR_NOT_ERASED   8
 
#define CONTROLLER_PAK_MENU_ERASE_ERROR_NO_PAK   9
 
#define CONTROLLER_PAK_MENU_ERASE_ERROR_PAK_CHANGED   10
 
#define SCREEN_MODE_1P   0
 Options for gScreenModeSelection and gActiveScreenMode. More...
 
#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL   1
 
#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL   2
 
#define SCREEN_MODE_3P_4P_SPLITSCREEN   3
 
#define NUM_SCREEN_MODES   4
 
#define TIME_TRIAL_3LAP_RECORD_1   0
 Indexes for accessing Time Trial records. More...
 
#define TIME_TRIAL_3LAP_RECORD_2   1
 
#define TIME_TRIAL_3LAP_RECORD_3   2
 
#define TIME_TRIAL_3LAP_RECORD_4   3
 
#define TIME_TRIAL_3LAP_RECORD_5   4
 
#define TIME_TRIAL_1LAP_RECORD   5
 
#define TEXT_BLUE   0
 Text color options The 2 cycling options cycle through Blue -> Green -> Red Cycle 2 appears to be one step ahead of Cycle 1 Other values like 6 and 7 sort of work, they cause rapid flashing between 2 colors, but also cause individual characters to be cutoff on their right side. More...
 
#define TEXT_GREEN   1
 
#define TEXT_RED   2
 
#define TEXT_YELLOW   3
 
#define TEXT_BLUE_GREEN_RED_CYCLE_1   4
 
#define TEXT_BLUE_GREEN_RED_CYCLE_2   5
 
#define SOUND_STEREO   0
 Sound mode options Option 2 appears to be unused, as such its probably not a valid option. More...
 
#define SOUND_HEADPHONES   1
 
#define SOUND_UNUSED   2
 
#define SOUND_MONO   3
 
#define NUM_SOUND_MODES   4
 
#define DEMO_ONE   0
 Title screen demo options All demos use 100 CC. More...
 
#define DEMO_TWO   1
 
#define DEMO_THREE   2
 
#define DEMO_FOUR   3
 
#define DEMO_FIVE   4
 
#define DEMO_SIX   5
 
#define NUM_DEMOS   6
 
#define CUP_COURSE_ONE   0
 
#define CUP_COURSE_TWO   1
 
#define CUP_COURSE_THREE   2
 
#define CUP_COURSE_FOUR   3
 
#define NUM_COURSES_PER_CUP   4
 
#define ITEM_NONE   0
 Item IDs. More...
 
#define ITEM_BANANA   1
 
#define ITEM_BANANA_BUNCH   2
 
#define ITEM_GREEN_SHELL   3
 
#define ITEM_TRIPLE_GREEN_SHELL   4
 
#define ITEM_RED_SHELL   5
 
#define ITEM_TRIPLE_RED_SHELL   6
 
#define ITEM_BLUE_SPINY_SHELL   7
 
#define ITEM_THUNDERBOLT   8
 
#define ITEM_FAKE_ITEM_BOX   9
 
#define ITEM_STAR   10
 
#define ITEM_BOO   11
 
#define ITEM_MUSHROOM   12
 
#define ITEM_DOUBLE_MUSHROOM   13
 
#define ITEM_TRIPLE_MUSHROOM   14
 
#define ITEM_SUPER_MUSHROOM   15
 
#define BALLOON_STATUS_GONE   0
 Balloon status. More...
 
#define BALLOON_STATUS_PRESENT   1
 
#define BALLOON_STATUS_DEPARTING   2
 
#define MAX_TIME   0x927C0
 Max representable time, 100 minutes measured in centiseconds. More...
 
#define BOOST_EFFECT   0x200
 effect of player's for statusEffect More...
 
#define BOO_EFFECT   0x800
 
#define STAR_EFFECT   0x2000
 
#define HIT_ROTATING_EFFECT   0x4000
 
#define HOLD_BANANA_EFFECT   0x40000
 
#define REVERSE_EFFECT   0x400000
 
#define HIT_BY_ITEM_EFFECT   0x1000000
 
#define LIGHTNING_EFFECT   0x40000000
 
#define SPAWN_FIRST_SHELL   0
 shell state More...
 
#define SPAWN_SECOND_SHELL   1
 
#define SPAWN_THIRD_SHELL   2
 
#define GPACK_RGB888(r, g, b)   (((r) << 16) | ((g) << 8) | (b))
 
#define COLOR_LIGHT   GPACK_RGB888(0x1C, 0x00, 0x00)
 
#define COLOR_LAVA   GPACK_RGB888(0x34, 0x00, 0x00)
 
#define COLOR_BLACK   GPACK_RGB888(0, 0, 0)
 

Macro Definition Documentation

◆ BAD

#define BAD   0

◆ BALLOON_STATUS_DEPARTING

#define BALLOON_STATUS_DEPARTING   2

◆ BALLOON_STATUS_GONE

#define BALLOON_STATUS_GONE   0

Balloon status.

◆ BALLOON_STATUS_PRESENT

#define BALLOON_STATUS_PRESENT   1

◆ BATTLE

#define BATTLE   3

◆ BATTLE_CUP

#define BATTLE_CUP   4

◆ BLANK_MAIN_MENU

#define BLANK_MAIN_MENU   0

Options for gMainMenuSelectionDepth.

◆ BOO_EFFECT

#define BOO_EFFECT   0x800

◆ BOOST_EFFECT

#define BOOST_EFFECT   0x200

effect of player's for statusEffect

◆ BOWSER

#define BOWSER   7

◆ BOWSER_SIZE

#define BOWSER_SIZE   0.75f

◆ CC_100

#define CC_100   1

◆ CC_150

#define CC_150   2

◆ CC_50

#define CC_50   0

Options for gCCSelection CC stands for cubic-centimetres. It measures engine displacement composed from cylinder volume. Generally, the main determiner of horsepower output.

◆ CC_BATTLE

#define CC_BATTLE   4

◆ CC_EXTRA

#define CC_EXTRA   3

◆ COLOR_BLACK

#define COLOR_BLACK   GPACK_RGB888(0, 0, 0)

◆ COLOR_LAVA

#define COLOR_LAVA   GPACK_RGB888(0x34, 0x00, 0x00)

◆ COLOR_LIGHT

#define COLOR_LIGHT   GPACK_RGB888(0x1C, 0x00, 0x00)

◆ CONFIRM_OK_SELECTION

#define CONFIRM_OK_SELECTION   6

◆ CONFIRM_OK_SELECTION_FROM_BACK_OUT

#define CONFIRM_OK_SELECTION_FROM_BACK_OUT   7

◆ CONTROLLER_PAK_MENU

#define CONTROLLER_PAK_MENU   9

◆ CONTROLLER_PAK_MENU_END

#define CONTROLLER_PAK_MENU_END   2

◆ CONTROLLER_PAK_MENU_ERASE

#define CONTROLLER_PAK_MENU_ERASE   3

◆ CONTROLLER_PAK_MENU_ERASE_ERROR_NO_PAK

#define CONTROLLER_PAK_MENU_ERASE_ERROR_NO_PAK   9

◆ CONTROLLER_PAK_MENU_ERASE_ERROR_NOT_ERASED

#define CONTROLLER_PAK_MENU_ERASE_ERROR_NOT_ERASED   8

◆ CONTROLLER_PAK_MENU_ERASE_ERROR_PAK_CHANGED

#define CONTROLLER_PAK_MENU_ERASE_ERROR_PAK_CHANGED   10

◆ CONTROLLER_PAK_MENU_ERASING

#define CONTROLLER_PAK_MENU_ERASING   7

◆ CONTROLLER_PAK_MENU_GO_TO_ERASING

#define CONTROLLER_PAK_MENU_GO_TO_ERASING   6

◆ CONTROLLER_PAK_MENU_QUIT

#define CONTROLLER_PAK_MENU_QUIT   4

◆ CONTROLLER_PAK_MENU_SELECT_RECORD

#define CONTROLLER_PAK_MENU_SELECT_RECORD   1

Options for gControllerPakMenuSelection.

◆ CONTROLLER_PAK_MENU_TABLE_GAME_DATA

#define CONTROLLER_PAK_MENU_TABLE_GAME_DATA   5

◆ COURSE_DATA_MENU

#define COURSE_DATA_MENU   7

◆ COURSE_SELECT_MENU

#define COURSE_SELECT_MENU   13

◆ COURSE_SELECT_MENU_FROM_QUIT

#define COURSE_SELECT_MENU_FROM_QUIT   3

◆ COURSE_TIMER_ITER

#define COURSE_TIMER_ITER   0.01666666

◆ CREDITS_SEQUENCE

#define CREDITS_SEQUENCE   9

◆ CUP_COURSE_FOUR

#define CUP_COURSE_FOUR   3

◆ CUP_COURSE_ONE

#define CUP_COURSE_ONE   0

◆ CUP_COURSE_THREE

#define CUP_COURSE_THREE   2

◆ CUP_COURSE_TWO

#define CUP_COURSE_TWO   1

◆ DATA_MENU

#define DATA_MENU   6

◆ DATA_SELECTION

#define DATA_SELECTION   2

◆ DEBUG_GOTO_CREDITS_SEQUENCE_CC_50

#define DEBUG_GOTO_CREDITS_SEQUENCE_CC_50   2

◆ DEBUG_GOTO_CREDITS_SEQUENCE_CC_EXTRA

#define DEBUG_GOTO_CREDITS_SEQUENCE_CC_EXTRA   3

◆ DEBUG_GOTO_ENDING_SEQUENCE

#define DEBUG_GOTO_ENDING_SEQUENCE   1

◆ DEBUG_GOTO_RACING

#define DEBUG_GOTO_RACING   0

Options for gDebugGotoScene.

◆ DEBUG_MENU

#define DEBUG_MENU   1

◆ DEBUG_MENU_COURSE

#define DEBUG_MENU_COURSE   3

◆ DEBUG_MENU_DEBUG_MODE

#define DEBUG_MENU_DEBUG_MODE   2

◆ DEBUG_MENU_DISABLED

#define DEBUG_MENU_DISABLED   1

Options for gDebugMenuSelection.

◆ DEBUG_MENU_EXITED

#define DEBUG_MENU_EXITED   64

◆ DEBUG_MENU_GIVE_ALL_GOLD_CUP

#define DEBUG_MENU_GIVE_ALL_GOLD_CUP   7

◆ DEBUG_MENU_PLAYER

#define DEBUG_MENU_PLAYER   5

◆ DEBUG_MENU_SCREEN_MODE

#define DEBUG_MENU_SCREEN_MODE   4

◆ DEBUG_MENU_SOUND_MODE

#define DEBUG_MENU_SOUND_MODE   6

◆ DEBUG_MODE

#define DEBUG_MODE   0

Enable debug mode.

Press start to skip through menus

Toggle resource meters by holding R and tapping B. L must not be held.

Reset to start screen by holding A, B, R, and L.

View player direction and currentPathPoint in a single player race during staging tap L while holding A and B. Turn off this UI by tapping R while holding A and B.

Bug:
This looks like it should work at any point in the race.

Set player 1 to the final lap by tapping D-pad up. Set player 1 and player 2 to the final lap by tapping D-pad right. Set player all players to the final lap by tapping D-pad down.

Immediately start the race if any controller presses Z.

As the ceremony cutscene starts hold a C or D-pad to switch characters. C UP = LUIGI C LEFT = YOSHI C RIGHT = TOAD C DOWN = DK D-pad UP = WARIO D-pad LEFT = PEACH D-pad RIGHT = BOWSER D-pad DOWN = MARIO

◆ DEMO_FIVE

#define DEMO_FIVE   4

◆ DEMO_FOUR

#define DEMO_FOUR   3

◆ DEMO_MODE_ACTIVE

#define DEMO_MODE_ACTIVE   1

Jump to demo mode from the debug menu using L and A.

◆ DEMO_MODE_INACTIVE

#define DEMO_MODE_INACTIVE   0

◆ DEMO_ONE

#define DEMO_ONE   0

Title screen demo options All demos use 100 CC.

◆ DEMO_SIX

#define DEMO_SIX   5

◆ DEMO_THREE

#define DEMO_THREE   2

◆ DEMO_TWO

#define DEMO_TWO   1

◆ DK

#define DK   4

◆ DK_SIZE

#define DK_SIZE   0.75f

◆ ENDING_SEQUENCE

#define ENDING_SEQUENCE   5

◆ FLOWER_CUP

#define FLOWER_CUP   1

◆ FOUR_PLAYERS_SELECTED

#define FOUR_PLAYERS_SELECTED   4

◆ GAME_MODE_CC_OR_TIME_TRIALS_OPTIONS_SELECTION

#define GAME_MODE_CC_OR_TIME_TRIALS_OPTIONS_SELECTION   5

◆ GAME_MODE_SELECTION

#define GAME_MODE_SELECTION   4

◆ GPACK_RGB888

#define GPACK_RGB888 (   r,
  g,
 
)    (((r) << 16) | ((g) << 8) | (b))

◆ GRAND_PRIX

#define GRAND_PRIX   0

Options for gModeSelection.

◆ HIT_BY_ITEM_EFFECT

#define HIT_BY_ITEM_EFFECT   0x1000000

◆ HIT_ROTATING_EFFECT

#define HIT_ROTATING_EFFECT   0x4000

◆ HOLD_ALL_DPAD_AND_C_BUTTONS

#define HOLD_ALL_DPAD_AND_C_BUTTONS   (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)

◆ HOLD_BANANA_EFFECT

#define HOLD_BANANA_EFFECT   0x40000

◆ ITEM_BANANA

#define ITEM_BANANA   1

◆ ITEM_BANANA_BUNCH

#define ITEM_BANANA_BUNCH   2

◆ ITEM_BLUE_SPINY_SHELL

#define ITEM_BLUE_SPINY_SHELL   7

◆ ITEM_BOO

#define ITEM_BOO   11

◆ ITEM_DOUBLE_MUSHROOM

#define ITEM_DOUBLE_MUSHROOM   13

◆ ITEM_FAKE_ITEM_BOX

#define ITEM_FAKE_ITEM_BOX   9

◆ ITEM_GREEN_SHELL

#define ITEM_GREEN_SHELL   3

◆ ITEM_MUSHROOM

#define ITEM_MUSHROOM   12

◆ ITEM_NONE

#define ITEM_NONE   0

Item IDs.

◆ ITEM_RED_SHELL

#define ITEM_RED_SHELL   5

◆ ITEM_STAR

#define ITEM_STAR   10

◆ ITEM_SUPER_MUSHROOM

#define ITEM_SUPER_MUSHROOM   15

◆ ITEM_THUNDERBOLT

#define ITEM_THUNDERBOLT   8

◆ ITEM_TRIPLE_GREEN_SHELL

#define ITEM_TRIPLE_GREEN_SHELL   4

◆ ITEM_TRIPLE_MUSHROOM

#define ITEM_TRIPLE_MUSHROOM   14

◆ ITEM_TRIPLE_RED_SHELL

#define ITEM_TRIPLE_RED_SHELL   6

◆ LIGHTNING_EFFECT

#define LIGHTNING_EFFECT   0x40000000

◆ LOGO_INTRO_MENU

#define LOGO_INTRO_MENU   8

◆ LUIGI

#define LUIGI   1

◆ LUIGI_SIZE

#define LUIGI_SIZE   0.75f

◆ MAIN_MENU

#define MAIN_MENU   11

◆ MAIN_MENU_FROM_QUIT

#define MAIN_MENU_FROM_QUIT   1

◆ MARIO

#define MARIO   0

Character IDs Note that these are not the same as the values found in gCharacterGridSelections as those are ordered by table.

◆ MARIO_SIZE

#define MARIO_SIZE   0.75f

◆ MAX_NUM_MAIN_MENU_GAME_TYPES

#define MAX_NUM_MAIN_MENU_GAME_TYPES   3

◆ MAX_TIME

#define MAX_TIME   0x927C0

Max representable time, 100 minutes measured in centiseconds.

◆ MUSHROOM_CUP

#define MUSHROOM_CUP   0

Options for gCupSelection There is a "cup" for battle mode, probably so that the battle courses could be displayed in the same way race courses are.

◆ NUM_COURSES_PER_CUP

#define NUM_COURSES_PER_CUP   4

◆ NUM_CUPS

#define NUM_CUPS   5

◆ NUM_DEMOS

#define NUM_DEMOS   6

◆ NUM_PLAYERS

#define NUM_PLAYERS   8

◆ NUM_SCREEN_MODES

#define NUM_SCREEN_MODES   4

◆ NUM_SOUND_MODES

#define NUM_SOUND_MODES   4

◆ OK

#define OK   1

Options for Controller Pak state.

◆ ONE_PLAYERS_SELECTED

#define ONE_PLAYERS_SELECTED   1

◆ OPTIONS_MENU

#define OPTIONS_MENU   5

Options for gMenuSelection.

◆ OPTIONS_SELECTION

#define OPTIONS_SELECTION   1

◆ PEACH

#define PEACH   6

◆ PEACH_SIZE

#define PEACH_SIZE   0.75f

◆ PLAYER_CINEMATIC_MODE

#define PLAYER_CINEMATIC_MODE   (1 << 11)

◆ PLAYER_CPU

#define PLAYER_CPU   (1 << 12)

◆ PLAYER_EXISTS

#define PLAYER_EXISTS   (1 << 15)

◆ PLAYER_FOUR

#define PLAYER_FOUR   3

◆ PLAYER_HUMAN

#define PLAYER_HUMAN   (1 << 14)

◆ PLAYER_HUMAN_AND_CPU

#define PLAYER_HUMAN_AND_CPU   PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE

◆ PLAYER_INACTIVE

#define PLAYER_INACTIVE   0

Racing terms: Staging means aligning a racecar to the starting line. Start sequence means waiting for the light to turn green. Used in the Player struct's 'type' member: player->type

◆ PLAYER_INVISIBLE_OR_BOMB

#define PLAYER_INVISIBLE_OR_BOMB   (1 << 8)

◆ PLAYER_NUM_SELECTION

#define PLAYER_NUM_SELECTION   3

◆ PLAYER_ONE

#define PLAYER_ONE   0

◆ PLAYER_SELECT_MENU

#define PLAYER_SELECT_MENU   12

◆ PLAYER_SELECT_MENU_FROM_QUIT

#define PLAYER_SELECT_MENU_FROM_QUIT   2

◆ PLAYER_STAGING

#define PLAYER_STAGING   (1 << 9)

◆ PLAYER_START_SEQUENCE

#define PLAYER_START_SEQUENCE   (1 << 13)

◆ PLAYER_THREE

#define PLAYER_THREE   2

◆ PLAYER_TWO

#define PLAYER_TWO   1

◆ PLAYER_UNKNOWN

#define PLAYER_UNKNOWN   (1 << 10)

◆ PLAYER_UNKNOWN_0x40

#define PLAYER_UNKNOWN_0x40   (1 << 6)

◆ RACING

#define RACING   4

◆ RACING_DUPLICATE

#define RACING_DUPLICATE   14

◆ REVERSE_EFFECT

#define REVERSE_EFFECT   0x400000

◆ SCREEN_MODE_1P

#define SCREEN_MODE_1P   0

Options for gScreenModeSelection and gActiveScreenMode.

◆ SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL

#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL   1

◆ SCREEN_MODE_2P_SPLITSCREEN_VERTICAL

#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL   2

◆ SCREEN_MODE_3P_4P_SPLITSCREEN

#define SCREEN_MODE_3P_4P_SPLITSCREEN   3

◆ SELECTED_PLAYER_DEFINES_TOTAL

#define SELECTED_PLAYER_DEFINES_TOTAL   5

◆ SOUND_HEADPHONES

#define SOUND_HEADPHONES   1

◆ SOUND_MONO

#define SOUND_MONO   3

◆ SOUND_STEREO

#define SOUND_STEREO   0

Sound mode options Option 2 appears to be unused, as such its probably not a valid option.

◆ SOUND_UNUSED

#define SOUND_UNUSED   2

◆ SPAWN_FIRST_SHELL

#define SPAWN_FIRST_SHELL   0

shell state

◆ SPAWN_SECOND_SHELL

#define SPAWN_SECOND_SHELL   1

◆ SPAWN_THIRD_SHELL

#define SPAWN_THIRD_SHELL   2

◆ SPECIAL_CUP

#define SPECIAL_CUP   3

◆ STAR_CUP

#define STAR_CUP   2

◆ STAR_EFFECT

#define STAR_EFFECT   0x2000

◆ START_MENU

#define START_MENU   10

◆ START_MENU_FROM_QUIT

#define START_MENU_FROM_QUIT   0

Options for gGameState gMenuSelectionFromQuit and gMenuSelectionFromEndingSequence.

◆ TEXT_BLUE

#define TEXT_BLUE   0

Text color options The 2 cycling options cycle through Blue -> Green -> Red Cycle 2 appears to be one step ahead of Cycle 1 Other values like 6 and 7 sort of work, they cause rapid flashing between 2 colors, but also cause individual characters to be cutoff on their right side.

◆ TEXT_BLUE_GREEN_RED_CYCLE_1

#define TEXT_BLUE_GREEN_RED_CYCLE_1   4

◆ TEXT_BLUE_GREEN_RED_CYCLE_2

#define TEXT_BLUE_GREEN_RED_CYCLE_2   5

◆ TEXT_GREEN

#define TEXT_GREEN   1

◆ TEXT_RED

#define TEXT_RED   2

◆ TEXT_YELLOW

#define TEXT_YELLOW   3

◆ THREE_PLAYERS_SELECTED

#define THREE_PLAYERS_SELECTED   3

◆ TIME_TRIAL_1LAP_RECORD

#define TIME_TRIAL_1LAP_RECORD   5

◆ TIME_TRIAL_3LAP_RECORD_1

#define TIME_TRIAL_3LAP_RECORD_1   0

Indexes for accessing Time Trial records.

◆ TIME_TRIAL_3LAP_RECORD_2

#define TIME_TRIAL_3LAP_RECORD_2   1

◆ TIME_TRIAL_3LAP_RECORD_3

#define TIME_TRIAL_3LAP_RECORD_3   2

◆ TIME_TRIAL_3LAP_RECORD_4

#define TIME_TRIAL_3LAP_RECORD_4   3

◆ TIME_TRIAL_3LAP_RECORD_5

#define TIME_TRIAL_3LAP_RECORD_5   4

◆ TIME_TRIALS

#define TIME_TRIALS   1

◆ TIME_TRIALS_DATA_SELECTION_FROM_BACK_OUT

#define TIME_TRIALS_DATA_SELECTION_FROM_BACK_OUT   8

◆ TOAD

#define TOAD   3

◆ TOAD_SIZE

#define TOAD_SIZE   0.75f

◆ TWO_PLAYERS_SELECTED

#define TWO_PLAYERS_SELECTED   2

◆ V_BlANK_TIMER_ITER

#define V_BlANK_TIMER_ITER   0.01666666

◆ VERSUS

#define VERSUS   2

◆ WARIO

#define WARIO   5

◆ WARIO_SIZE

#define WARIO_SIZE   0.75f

◆ YOSHI

#define YOSHI   2

◆ YOSHI_SIZE

#define YOSHI_SIZE   0.75f

◆ ZERO_PLAYERS_SELECTED

#define ZERO_PLAYERS_SELECTED   0