/******************************************************************************** project.h: Ultra 64 MARIO Brothers include file Copyright (c) 1996 Nintendo co., ltd. All rights reserved June 12, 1996 ********************************************************************************/ #ifndef PROJECT_H #define PROJECT_H /*------------------------------------------------------------------------------- * Switch. */ #define DEBUGSW 0 #define DEVELOP 0 #define VERSION_E3 0 #define LOCALE_US 0 #define LOCALE_ZH 1 #define ENGLISH 0 #define CHINA 1 #define PRESS 0 #define FORCE_MPAL 0 #define mariosound /********************************************************************************/ /* Segment definition */ /********************************************************************************/ #define SEGMENT_CODE 0x00 #define SEGMENT_DYNAMIC 0x01 #define SEGMENT_BASIC 0x02 #define SEGMENT_KEEP 0x03 #define SEGMENT_PLAYER 0x04 #define SEGMENT_FACE 0x04 #define SEGMENT_ENEMY1 0x05 #define SEGMENT_ENEMY2 0x06 #define SEGMENT_STAGE1 0x07 #define SEGMENT_ENEMY3 0x08 #define SEGMENT_TEXTURE 0x09 #define SEGMENT_BACK 0x0A #define SEGMENT_WEATHER 0x0B #define SEGMENT_ENEMYDATA1 0x0C #define SEGMENT_ENEMYDATA2 0x0D #define SEGMENT_STAGEDATA1 0x0E #define SEGMENT_ENEMYDATA3 0x0F #define SEGMENT_BOOTSEQ 0x10 #define SEGMENT_MARIOANIM 0x11 #define SEGMENT_LUIGIANIM 0x12 #define SEGMENT_PATHDATA 0x13 #define SEGMENT_DEMODATA 0x14 #define SEGMENT_GAMEDATA 0x15 #define SEGMENT_KEEPDATA 0x16 #define SEGMENT_PLAYDATA 0x17 #define SEGMENT_CONTDATA 0x18 #define ADDRESS_CODE 0x00000000 #define ADDRESS_DYNAMIC 0x01000000 #define ADDRESS_BASIC 0x02000000 #define ADDRESS_KEEP 0x03000000 #define ADDRESS_PLAYER 0x04000000 #define ADDRESS_FACE 0x04000000 #define ADDRESS_ENEMY1 0x05000000 #define ADDRESS_ENEMY2 0x06000000 #define ADDRESS_STAGE1 0x07000000 #define ADDRESS_ENEMY3 0x08000000 #define ADDRESS_TEXTURE 0x09000000 #define ADDRESS_BACK 0x0A000000 #define ADDRESS_WEATHER 0x0B000000 #define ADDRESS_ENEMYDATA1 0x0C000000 #define ADDRESS_ENEMYDATA2 0x0D000000 #define ADDRESS_STAGEDATA1 0x0E000000 #define ADDRESS_ENEMYDATA3 0x0F000000 #define ADDRESS_BOOTSEQ 0x10000000 #define ADDRESS_MARIOANIM 0x11000000 #define ADDRESS_LUIGIANIM 0x12000000 #define ADDRESS_PATHDATA 0x13000000 #define ADDRESS_DEMODATA 0x14000000 #define ADDRESS_GAMEDATA 0x15000000 #define ADDRESS_KEEPDATA 0x16000000 #define ADDRESS_PLAYDATA 0x17000000 #define ADDRESS_CONTDATA 0x18000000 /********************************************************************************/ /* memory */ /********************************************************************************/ #define APPL_MEMORY_START 0x80000400 #define APPL_MEMORY_END 0x801C1000 #define DEPTHBUF_START 0x80000400 #define FREEZONE_START 0x8005C000 #define FREEZONE_END 0x801C1000 #define DEMOCODE_START 0x8016F000 #define TEXTBUFF_START 0x801C1000 #define CPROGBUF_START 0x801CE000 #define FIFOBUFF_START 0x8022A000 /* 0x80227000 */ #define CPROGRAM_START 0x80249000 /* 0x80246000 */ #define ULIBCODE_START 0x80378800 #define CPROGRAM_END 0x8038F800 #define FRAMEBUF_START 0x8038F800 /********************************************************************************/ /* buffer size */ /********************************************************************************/ #define BOOT_STACKSIZE 0x0400 #define IDLE_STACKSIZE 0x0800 #define MAIN_STACKSIZE 0x2000 #define BOOT_STACKSIZE64 (BOOT_STACKSIZE >> 3) #define IDLE_STACKSIZE64 (IDLE_STACKSIZE >> 3) #define MAIN_STACKSIZE64 (MAIN_STACKSIZE >> 3) #define RMON_STACKSIZE64 (RMON_STACKSIZE >> 3) #define DAT_YIELD_SIZE64 (OS_YIELD_DATA_SIZE >> 3) #define AUD_YIELD_SIZE64 (OS_YIELD_AUDIO_SIZE >> 3) #define RSP_FIFO_SIZE8 0x1F000 #define RSP_FIFO_SIZE64 (RSP_FIFO_SIZE8 >> 3) #define BACKUP_EEROM_SIZE8 512 #define BACKUP_EEROM_SIZE64 (BACKUP_EEROM_SIZE8 >> 3) #define HEAP_SIZE 0x4000 #define DYNAMIC_BLKSIZE 6400 #define MAP_NUMSHAPES 256 #define MAP_NUMSCENES 8 #define MAP_NUMLIGHTS 8 #define MAP_NUMCAMERAS 8 /********************************************************************************/ /* Geometry render mode. */ /********************************************************************************/ #define NUM_RENDERS 8 #define RM_BACK 0 #define RM_SURF 1 #define RM_DECAL 2 #define RM_INTER 3 #define RM_SPRITE 4 #define RM_XSURF 5 #define RM_XDECAL 6 #define RM_XINTER 7 #define RM_SOFT_SPRITE RM_SPRITE /********************************************************************************/ /* Mario start height. */ /********************************************************************************/ #define START_H 1000 #endif