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72 lines
1.8 KiB
C
72 lines
1.8 KiB
C
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#ifndef Z64INTERFACE_H
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#define Z64INTERFACE_H
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/**
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* Button HUD Positions (Upper Left)
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*/
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#define A_BUTTON_X 186
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#define A_BUTTON_Y 9
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#define B_BUTTON_X 160
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#define B_BUTTON_Y 17
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#define C_LEFT_BUTTON_X 227
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#define C_LEFT_BUTTON_Y 18
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#define C_DOWN_BUTTON_X 249
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#define C_DOWN_BUTTON_Y 34
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#define C_RIGHT_BUTTON_X 271
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#define C_RIGHT_BUTTON_Y 18
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#define C_UP_BUTTON_X 254
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#define C_UP_BUTTON_Y 16
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/**
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* These are the colors for the hearts in the interface. The prim color is the red color of the heart
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* for the base hearts, while the prim color for the double defense hearts is the white outline. The
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* env color for the base hearts is the purple-ish outline, while the env color for the double defense
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* hearts is the red color of the hearts.
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*/
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#define HEARTS_PRIM_R 255
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#define HEARTS_PRIM_G 70
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#define HEARTS_PRIM_B 50
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#define HEARTS_ENV_R 50
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#define HEARTS_ENV_G 40
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#define HEARTS_ENV_B 60
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#define HEARTS_DD_PRIM_R 255
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#define HEARTS_DD_PRIM_G 255
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#define HEARTS_DD_PRIM_B 255
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#define HEARTS_DD_ENV_R 200
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#define HEARTS_DD_ENV_G 0
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#define HEARTS_DD_ENV_B 0
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/**
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* The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one
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* point in development the orange color was to be used while taking damage from hot environments.
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* Based on this, we can assume that the blue heart color was to be used while drowning.
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* In the final game these environments only have a timer and do not damage you continuously.
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*/
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#define HEARTS_BURN_PRIM_R 255
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#define HEARTS_BURN_PRIM_G 190
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#define HEARTS_BURN_PRIM_B 0
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#define HEARTS_BURN_ENV_R 255
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#define HEARTS_BURN_ENV_G 0
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#define HEARTS_BURN_ENV_B 0
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#define HEARTS_DROWN_PRIM_R 100
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#define HEARTS_DROWN_PRIM_G 100
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#define HEARTS_DROWN_PRIM_B 255
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#define HEARTS_DROWN_ENV_R 0
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#define HEARTS_DROWN_ENV_G 0
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#define HEARTS_DROWN_ENV_B 255
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#endif
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