== DETAILS
So, basically this back-and-forth is because we used fixed-size
data types (i.e. `uint32_t`) which maps to different primitive data
types on different platforms. So `uint32_t` might be a `long` on some
platforms (e.g. Wii U), while it's just a plain integer on others (PC).
And the format specifier works off primitive data type, not data type
size.
So, to resolve this, we:
- keep `%lx` as the format specifier
- cast the parameter to printf to unsigned long
This is better than the alternatives that could cause problems trying to
cast a long down to an int.
== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.