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DimFlashes can be used to lower screen flashing Co-authored-by: Snesrev <snesrev@protonmail.com>
66 lines
1.7 KiB
C
66 lines
1.7 KiB
C
// This file declares extensions to the base game
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#ifndef ZELDA3_FEATURES_H_
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#define ZELDA3_FEATURES_H_
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#include "types.h"
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// Special RAM locations that are unused but I use for compat things.
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enum {
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kRam_APUI00 = 0x648,
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kRam_CrystalRotateCounter = 0x649,
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kRam_BugsFixed = 0x64a,
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kRam_Features0 = 0x64c,
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};
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enum {
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// Poly rendered uses correct speed
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kBugFix_PolyRenderer = 1,
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kBugFix_AncillaOverwrites = 1,
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kBugFix_Latest = 1,
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};
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// Enum values for kRam_Features0
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enum {
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kFeatures0_ExtendScreen64 = 1,
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kFeatures0_SwitchLR = 2,
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kFeatures0_TurnWhileDashing = 4,
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kFeatures0_MirrorToDarkworld = 8,
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kFeatures0_CollectItemsWithSword = 16,
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kFeatures0_BreakPotsWithSword = 32,
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kFeatures0_DisableLowHealthBeep = 64,
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kFeatures0_SkipIntroOnKeypress = 128,
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kFeatures0_ShowMaxItemsInYellow = 256,
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kFeatures0_MoreActiveBombs = 512,
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// This is set for visual fixes that don't affect game behavior but will affect ram compare.
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kFeatures0_WidescreenVisualFixes = 1024,
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kFeatures0_CarryMoreRupees = 2048,
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kFeatures0_MiscBugFixes = 4096,
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kFeatures0_CancelBirdTravel = 8192,
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kFeatures0_GameChangingBugFixes = 16384,
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kFeatures0_SwitchLRLimit = 32768,
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kFeatures0_DimFlashes = 65536,
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};
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#define enhanced_features0 (*(uint32*)(g_ram+0x64c))
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#define msu_curr_sample (*(uint32*)(g_ram+0x650))
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#define msu_volume (*(uint8*)(g_ram+0x654))
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#define msu_track (*(uint8*)(g_ram+0x655))
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#define hud_inventory_order ((uint8*)(g_ram + 0x225)) // 4x6 bytes
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#define hud_cur_item_x (*(uint8*)(g_ram+0x656))
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#define hud_cur_item_l (*(uint8*)(g_ram+0x657))
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#define hud_cur_item_r (*(uint8*)(g_ram+0x658))
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extern uint32 g_wanted_zelda_features;
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#endif // ZELDA3_FEATURES_H_
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