#FF# ############################################################################### [DEBUG-DOCU] # This section is documentation only and has no impact! # If the general parameter DEBUG (see section [LECODE-PARAMETERS]) is set to # a value ≥1, then additional information is added below the speed (even if # speedometer is disabled). The intention is to debug tracks. # 4 debug displays with up to %u lines each can be defined. #------------------------------------------------------------------------------ # SETUP = DEBUG$... # Usually, a debug section is edited, so that not specified parameters are # not modified (same as DEBUG$OFF). With SETUP a section can be initialized: # # DEBUG$OFF : Do nothing. # DEBUG$CLEAR : Clear all data. # # DEBUG$STANDARD : Use a standard debug line for the player. # DEBUG$OPPONENT : Use a standard debug line for the player and one more line # for the first opponent. # DEBUG$VERTICAL : Arrange the output vertically for the player. # HIDE-SPEEDO = 0 | 1 # This global command is independent from lines. If set and this configuration # becomes active, then hide the speedometer. This helps if many elements are # active. Otherwise a smaller font is selected by the system. #------------------------------------------------------------------------------ # LINE = -1 | 0..%d # Select a line. All following commands until the next LINE command disable or # enable the output for the current line. Lines are numbered from 0 to %d. If # an invalid index is entered, the following commands are ignored. So set # LINE=-1 to disable a complete line. # ENABLED = 0|1 # ENABLED defines, if the current lines becomes active. If set to 0 or if all # other parts are disabled, then the debug line is not printed. So you can # disable a line without changing the other parameters. # OPPONENT = 0|1 # Usually the data of the current player is printed (font color yellow). If # OPPONENT is enabled, then print the data of the first opponent and use a # blue font color as indicator. # SPACE = 0|1 # Usually the lines are separated by a line terminator (line feed). If SPACE # is set, then a space is used instead, so that the previous and the current # line are displayed in one visual line. # POSITION = 0|1 # Output: P=x,y,z # If enabled then print the current position (x, y and z coordinates) of the # player. Coordinates outside the range ±131071 (see Item position bug) are # highlighted by an orange font, or a white font it the position is fixed by # LEX ITEM-POS-FACTOR. # CHECK-POINT = 0..3 # Output: CK=c | CK=c,k | CK=c,k^m # If enabled print a check point info. The mode defines how many parts are # printed. 'c' is the current check point. 'k' is the last relevant key check # point. 'm' is the highest reached key check point in the current lap. If # driving backwards, 'k' is decreased, but 'm' not. # RESPAWN = 0|1 # Output: R=r # If enabled then print the respawn index defined by the current check point. # This information may help to test all respawn points of a track. # LAP-POS = 0|1 # Output: L=lap # Print the current lap position as floating point value with 3 digits. The # integer number reflects the current lap number, and the decimal (0.000 to # 0.999) the progress within the current lap. This number is calculated by # Mario Kart Wii to compare positions. Together with the opponent view it # can help to investigate different paths of a track and to place the check # points at good positions. # XPF = 0|1|2 # Output: X:... # If enabled, a short (1) or long (2) information about the usage of extended # presence flags is printed, but only if an information is available. The long # information is similar to the short one, but with more or extended members. # See http://wiki.tockdom.com/wiki/LPAR#XPF for details.