shithub: zelda3

ref: 3da7cb4231ab12fc937c34405d888bca2bab03c4
dir: /features.h/

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// This file declares extensions to the base game
#ifndef ZELDA3_FEATURES_H_
#define ZELDA3_FEATURES_H_

#include "types.h"

// Special RAM locations that are unused but I use for compat things.
enum {
  kRam_APUI00 = 0x648,
  kRam_CrystalRotateCounter = 0x649,
  kRam_BugsFixed = 0x64a,
  kRam_Features0 = 0x64c,
};

enum {
  // Poly rendered uses correct speed
  kBugFix_PolyRenderer = 1,
  kBugFix_AncillaOverwrites = 1,
  kBugFix_Latest = 1,
};

// Enum values for kRam_Features0
enum {
  kFeatures0_ExtendScreen64 = 1,
  kFeatures0_SwitchLR = 2,
  kFeatures0_TurnWhileDashing = 4,
  kFeatures0_MirrorToDarkworld = 8,
  kFeatures0_CollectItemsWithSword = 16,
  kFeatures0_BreakPotsWithSword = 32,
  kFeatures0_DisableLowHealthBeep = 64,
  kFeatures0_SkipIntroOnKeypress = 128,
  kFeatures0_ShowMaxItemsInYellow = 256,
  kFeatures0_MoreActiveBombs = 512,

  // This is set for visual fixes that don't affect game behavior but will affect ram compare.
  kFeatures0_WidescreenVisualFixes = 1024,

  kFeatures0_CarryMoreRupees = 2048,

  kFeatures0_MiscBugFixes = 4096,

  kFeatures0_CancelBirdTravel = 8192,

  kFeatures0_GameChangingBugFixes = 16384,
};

#define enhanced_features0 (*(uint32*)(g_ram+0x64c))
#define msu_curr_sample (*(uint32*)(g_ram+0x650))
#define msu_volume (*(uint8*)(g_ram+0x654))
#define msu_track (*(uint8*)(g_ram+0x655))
#define hud_cur_item_x (*(uint8*)(g_ram+0x656))
#define hud_inventory_order ((uint8*)(g_ram + 0x225)) // 4x6 bytes



extern uint32 g_wanted_zelda_features;


#endif  // ZELDA3_FEATURES_H_