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pal-final: Get game segment fully matching
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@@ -34,13 +34,15 @@
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(p[2] - g_Vars.currentplayer->eraserpos.f[2]) * (p[2] - g_Vars.currentplayer->eraserpos.f[2]))
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#if PAL
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#define TIME60TOFRAMES(val) ((val) * 50 / 60)
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#define FRAMESTOTIME60(val) ((val) * 1.2f)
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#define FRAMEDURATION (1 / 50.0f)
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#define PALDOWN(val) ((val) * 50 / 60)
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#define PALUP(val) ((val) * 60 / 50)
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#define PALUPF(val) ((val) * 1.2f)
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#define FRAMEDURATION (1 / 50.0f)
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#else
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#define TIME60TOFRAMES(val) (val)
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#define FRAMESTOTIME60(val) (val)
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#define FRAMEDURATION (1 / 60.0f)
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#define PALUP(val) (val)
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#define PALDOWN(val) (val)
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#define PALUPF(val) (val)
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#define FRAMEDURATION (1 / 60.0f)
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#endif
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// Macro to convert an ASCII character to N64 font code.
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@@ -48,7 +50,12 @@
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#define N64CHAR(c) (c == ' ' ? 0x0f : (c >= 'A' && c <= 'Z' ? c - 0x27 : c - 0x20))
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#define ROM_COMPANYCODE 0x3459
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#define ROM_GAMECODE 0x4e504445 // "NPDE" in ASCII
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#if PAL
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#define ROM_GAMECODE 'NPDP' // "NPDE" in ASCII
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#else
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#define ROM_GAMECODE 'NPDE' // "NPDE" in ASCII
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#endif
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// These actions are assigned to chr->actiontype
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#define ACT_INIT 0
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