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commit 8fe291f20739ebcb60c390ecd14ebb035e625a94
Author: Matteo Golin <[email protected]>
AuthorDate: Fri Oct 16 15:59:22 2026 -0400

    games/NXDoom: move optimizations to correct section
    
    Moves optimization options under the "Optimizations" header for correct
    organization.
    
    Signed-off-by: Matteo Golin <[email protected]>
---
 games/NXDoom/Kconfig | 108 +++++++++++++++++++++++++--------------------------
 1 file changed, 54 insertions(+), 54 deletions(-)

diff --git a/games/NXDoom/Kconfig b/games/NXDoom/Kconfig
index 6f716217d..1f0f97c88 100644
--- a/games/NXDoom/Kconfig
+++ b/games/NXDoom/Kconfig
@@ -157,6 +157,60 @@ config GAMES_NXDOOM_KBDPATH
 
 endif # GAMES_NXDOOM_KEYBOARD
 
+comment "Optimizations"
+
+config GAMES_NXDOOM_MAXVISPLANES
+       int "Maximum number of visplanes"
+       default 96
+       ---help---
+               DOOM allocates a static number of 'visplanes' to use for 
gameplay. The
+               original ChocolateDOOM source uses 128 of these. They take a 
significant
+               amount of memory, so you may reduce the number. However, too 
few planes
+               may cause 'visplane overflow' errors, which is more common in 
complex
+               levels.
+
+config GAMES_NXDOOM_MAXOPENINGS
+       int "Maximum number of openings"
+       default 32
+       ---help---
+               DOOM allocates a static number of 'openings' to use for 
gameplay. These
+               are defined as multiples of the SCREENWIDTH (320). The original
+               ChocolateDOOM source uses 64 as the multiplier. They take a 
significant
+               amount of memory, so you may reduce the number. However, too few
+               openings will cause 'opening overflow' errors.
+
+config GAMES_NXDOOM_MAXVISSPRITES
+       int "Maximum number of visible sprites"
+       default 96
+       ---help---
+               DOOM allocates a static number of 'vissprites' to use for 
gameplay. The
+               original ChocolateDOOM source uses 128. They take a significant 
amount
+               of memory, so you may reduce the number. However, too few will 
cause
+               overflow errors.
+
+config GAMES_NXDOOM_MAXDRAWSEGS
+       int "Maximum number of drawsegs"
+       default 192
+       ---help---
+               DOOM allocates a static number of 'drawsegs' to use for 
gameplay. The
+               original ChocolateDOOM source uses 256. They take a significant 
amount of
+               memory, so you may reduce the number. However, too few will 
cause
+               rendering issues (overflow is checked to avoid crashes).
+
+config GAMES_NXDOOM_STATDUMP_MAX_CAPTURES
+       int "Maximum statdump capture buffer entries"
+       default 32
+       range 1 1024
+       ---help---
+               Number of diagnostic playtime-statistics capture slots.
+
+config GAMES_NXDOOM_RANGECHECK
+       bool "Perform range checks"
+       default y
+       ---help---
+               The ChocolateDOOM source includes the ability to optionally 
exclude
+               range checking on some array operations.
+
 config GAMES_NXDOOM_FB_CMAP
        bool "Draw through the frame buffer colour map"
        default n
@@ -212,58 +266,4 @@ config GAMES_NXDOOM_STATIC_SCRNBUF
                costs 64000 bytes of RAM whether DOOM runs or not, so it is only
                worth it when internal RAM is plentiful and the heap is not.
 
-comment "Optimizations"
-
-config GAMES_NXDOOM_MAXVISPLANES
-       int "Maximum number of visplanes"
-       default 96
-       ---help---
-               DOOM allocates a static number of 'visplanes' to use for 
gameplay. The
-               original ChocolateDOOM source uses 128 of these. They take a 
significant
-               amount of memory, so you may reduce the number. However, too 
few planes
-               may cause 'visplane overflow' errors, which is more common in 
complex
-               levels.
-
-config GAMES_NXDOOM_MAXOPENINGS
-       int "Maximum number of openings"
-       default 32
-       ---help---
-               DOOM allocates a static number of 'openings' to use for 
gameplay. These
-               are defined as multiples of the SCREENWIDTH (320). The original
-               ChocolateDOOM source uses 64 as the multiplier. They take a 
significant
-               amount of memory, so you may reduce the number. However, too few
-               openings will cause 'opening overflow' errors.
-
-config GAMES_NXDOOM_MAXVISSPRITES
-       int "Maximum number of visible sprites"
-       default 96
-       ---help---
-               DOOM allocates a static number of 'vissprites' to use for 
gameplay. The
-               original ChocolateDOOM source uses 128. They take a significant 
amount
-               of memory, so you may reduce the number. However, too few will 
cause
-               overflow errors.
-
-config GAMES_NXDOOM_MAXDRAWSEGS
-       int "Maximum number of drawsegs"
-       default 192
-       ---help---
-               DOOM allocates a static number of 'drawsegs' to use for 
gameplay. The
-               original ChocolateDOOM source uses 256. They take a significant 
amount of
-               memory, so you may reduce the number. However, too few will 
cause
-               rendering issues (overflow is checked to avoid crashes).
-
-config GAMES_NXDOOM_STATDUMP_MAX_CAPTURES
-       int "Maximum statdump capture buffer entries"
-       default 32
-       range 1 1024
-       ---help---
-               Number of diagnostic playtime-statistics capture slots.
-
-config GAMES_NXDOOM_RANGECHECK
-       bool "Perform range checks"
-       default y
-       ---help---
-               The ChocolateDOOM source includes the ability to optionally 
exclude
-               range checking on some array operations.
-
 endif # GAMES_NXDOOM

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