SpaghettiKart
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defines.h
Go to the documentation of this file.
1#ifndef DEFINES_H
2#define DEFINES_H
3
4#ifdef __cplusplus
5#define EXTERN_C extern "C"
6#define EXTERN_C_START extern "C" {
7#define EXTERN_C_END }
8#else
9#define EXTERN_C extern
10#define EXTERN_C_START
11#define EXTERN_C_END
12#endif
13
17#define OK 1
18#define BAD 0
19
50#if defined(GCC) || defined(DEBUG)
51#define DEBUG_MODE 1
52#define DEBUG_MENU 2
53#else
54#define DEBUG_MODE 1
55#define DEBUG_MENU 2
56#endif
57
58#define HOLD_ALL_DPAD_AND_C_BUTTONS \
59 (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
60
61#define ALL_BUTTONS \
62 (A_BUTTON | B_BUTTON | L_TRIG | R_TRIG | Z_TRIG | START_BUTTON | U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | \
63 L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
64
71#define REPLAY_A_BUTTON (1 << 31) // 0x80000000
72#define REPLAY_B_BUTTON (1 << 30) // 0x40000000
73#define REPLAY_Z_TRIG (1 << 29) // 0x20000000
74#define REPLAY_R_TRIG (1 << 28) // 0x10000000
75
76#define REPLAY_FRAME_COUNTER 0xFF0000
77#define REPLAY_CLEAR_FRAME_COUNTER (0xFFFFFFFF & ~REPLAY_FRAME_COUNTER)
78#define REPLAY_STICK_Y 0xFF00
79#define REPLAY_STICK_X 0xFF
80#define REPLAY_FRAME_INCREMENT 0x10000
81
85#define DEMO_MODE_ACTIVE 1
86#define DEMO_MODE_INACTIVE 0
87
88#ifdef VERSION_EU
89#define TRACK_TIMER_ITER 0.020041665999999999 // 1 / 50
90#define TRACK_TIMER_ITER_f 0.020041665999999999f // 1 / 50
91#else
92#define TRACK_TIMER_ITER 0.01666666 // 1 / 60
93#define TRACK_TIMER_ITER_f 0.01666666f // 1 / 60
94#endif
95
96#define V_BlANK_TIMER_ITER 0.01666666
97
104#define PLAYER_INACTIVE 0 // 0x0000
105#define PLAYER_UNKNOWN_0x10 (1 << 4) // 0x0010 // unused?
106#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
107#define PLAYER_UNKNOWN_0x80 (1 << 7) // 0x0080 // UNUSED
108#define PLAYER_INVISIBLE_OR_BOMB (1 << 8) // 0x0100
109#define PLAYER_STAGING (1 << 9) // 0x0200
110#define PLAYER_UNKNOWN (1 << 10) // 0x0400 // unused ?
111#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
112#define PLAYER_CPU (1 << 12) // 0x1000
113#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
114#define PLAYER_HUMAN (1 << 14) // 0x4000
115#define PLAYER_EXISTS (1 << 15) // 0x8000
116
117// Compiles to -0x1000 in diff.py
118#define PLAYER_HUMAN_AND_CPU PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
119
120#define ZERO_PLAYERS_SELECTED 0
121#define ONE_PLAYERS_SELECTED 1
122#define TWO_PLAYERS_SELECTED 2
123#define THREE_PLAYERS_SELECTED 3
124#define FOUR_PLAYERS_SELECTED 4
125#define SELECTED_PLAYER_DEFINES_TOTAL 5
126
127// Camera index into cameras array
135
147
148#define NUM_PLAYERS 8
149
150#define MARIO_SIZE 0.75f
151#define LUIGI_SIZE 0.75f
152#define YOSHI_SIZE 0.75f
153#define TOAD_SIZE 0.75f
154#define DK_SIZE 0.75f
155#define WARIO_SIZE 0.75f
156#define PEACH_SIZE 0.75f
157#define BOWSER_SIZE 0.75f
158
159// 2P Game has Grand Prix, VS, and Battle as available game types
160#define MAX_NUM_MAIN_MENU_GAME_TYPES 3
161
165#define GRAND_PRIX 0
166#define TIME_TRIALS 1
167#define VERSUS 2
168#define BATTLE 3
169
177
178#define CC_50 0
179#define CC_100 1
180#define CC_150 2
181#define CC_EXTRA 3
182#define CC_BATTLE 4
183
191
192#define NUM_COURSES_PER_CUP 4
193
198
205#define MARIO 0
206#define LUIGI 1
207#define YOSHI 2
208#define TOAD 3
209#define DK 4
210#define WARIO 5
211#define PEACH 6
212#define BOWSER 7
213
217#define OPTIONS_MENU 5
218#define DATA_MENU 6
219#define COURSE_DATA_MENU 7
220#define LOGO_INTRO_MENU 8
221#define CONTROLLER_PAK_MENU 9
222#define START_MENU 10
223#define MAIN_MENU 11
224#define CHARACTER_SELECT_MENU 12
225#define COURSE_SELECT_MENU 13
226#define RACING_DUPLICATE 14
227#define HARBOUR_MASTERS_MENU 15
228
232#define START_MENU_FROM_QUIT 0
233#define MAIN_MENU_FROM_QUIT 1
234#define PLAYER_SELECT_MENU_FROM_QUIT 2
235#define COURSE_SELECT_MENU_FROM_QUIT 3
236#define RACING 4
237#define ENDING 5
238#define CREDITS_SEQUENCE 9
239
243#define RACE_INIT 0
244#define RACE_SETUP 1
245#define RACE_STAGING 2
246#define RACE_IN_PROGRESS 3
247#define RACE_CALCULATE_RANKS 4
248#define RACE_FINISHED 5 // End of race and score screen
249#define RACE_UNK 6
250#define RACE_EXIT 7
251
255#define SCREEN_MODE_1P 0
256#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL 1
257#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL 2
258#define SCREEN_MODE_3P_4P_SPLITSCREEN 3
259#define NUM_SCREEN_MODES 4
260
264#define TIME_TRIAL_3LAP_RECORD_1 0
265#define TIME_TRIAL_3LAP_RECORD_2 1
266#define TIME_TRIAL_3LAP_RECORD_3 2
267#define TIME_TRIAL_3LAP_RECORD_4 3
268#define TIME_TRIAL_3LAP_RECORD_5 4
269#define TIME_TRIAL_1LAP_RECORD 5
270
287
293#define SOUND_STEREO 0
294#define SOUND_HEADPHONES 1
295#define SOUND_UNUSED 2
296#define SOUND_MONO 3
297#define NUM_SOUND_MODES 4
298
303#define DEMO_ONE 0 // Mario, Mario Raceway, Grand Prix
304#define DEMO_TWO 1 // Yoshi DK, Choco Mountain, Versus
305#define DEMO_THREE 2 // Luigi, Kalamari Desert, Grand Prix
306#define DEMO_FOUR 3 // Wario Yoshi Bowser, Wario Stadium, Versus
307#define DEMO_FIVE 4 // Bowser, Bowser Castle, Grand Prix
308#define DEMO_SIX 5 // Mario Luigi Peach Toad, Sherbert Land, Versus
309#define NUM_DEMOS 6
310
314enum ITEMS {
315 /* 0x00 */ ITEM_NONE = 0,
316 /* 0x01 */ ITEM_BANANA,
320 /* 0x05 */ ITEM_RED_SHELL,
325 /* 0x0A */ ITEM_STAR,
326 /* 0x0B */ ITEM_BOO,
327 /* 0x0C */ ITEM_MUSHROOM,
331 /* 0x0G */ ITEM_MAX,
332};
333
348
350
352
356#define BALLOON_STATUS_GONE 0
357#define BALLOON_STATUS_PRESENT 1
358#define BALLOON_STATUS_DEPARTING 2
359
363#define NUM_PODIUMS 3
364
368#define MAX_TIME 0x927C0
369#define DEGREES_CONVERSION_FACTOR 182
370
371// player->oobProps
372/* Deals with the lower out of bounds (OOB) plane on levels. Represented by fluids (water / lava)
373 or nothing for Rainbow Road and Skyscraper. */
374#define UNDER_OOB_OR_FLUID_LEVEL 0x1 // Set while mostly under the plane. Does not necessarily trigger Lakitu on Koopa Troopa Beach.
375#define PASS_OOB_OR_FLUID_LEVEL 0x2 // Set when passing through the lower plane in either direction
376// The next two are also activated when passing through the lower plane.
377#define UNDER_FLUID_LEVEL 0x4 // Stays active until Lakitu places back on track
378#define UNDER_OOB_LEVEL 0x8 // Active while under a non-fluid OOB plane. Is momentarily active when passing through fluids.
379
380
381/* UNK_002 has something to do with player animations. Each player has a 32-bit
382flag broken into 8 groups of 4 bits. Those 4 bits affect how each of the 8 players
383appear to the specified player */
384#define CHANGING_ANIMATION 0x1 // Seems to be set when the kart animation has to change.
385#define UNK_002_UNKNOWN_0x2 0x2
386#define UNK_002_UNKNOWN_0x4 0x4 /* Unclear, but has to do with viewing the side of player. At least tends to change if target
387player spins. Something with avoding rollover of aniamation frame data? */
388#define SIDE_OF_KART 0x8 // Seems to be whether you are in a rectangle shooting out from both sides of target player
390#define WHISTLE 0x20 // Whistle spinout save graphic
391#define CRASH 0x40 // Crash! graphic (vertical tumble)
392#define WHIRRR 0x80 // Whirrr! graphic (spinning out)
393#define POOMP 0x100 // Poomp! graphic (landing from a height)
394#define BOING 0x800 // Boing! graphic (hopping)
395#define EXPLOSION 0x1000 // Big shock looking graphic when starting tumble
396
397// player->lakituProps
398#define LAKITU_RETRIEVAL 0x1 // While lakitu is grabbing you, but before the scene transition of being placed on the track
399#define HELD_BY_LAKITU 0x2
400#define LAKITU_FIZZLE 0x4 // Disintegration and reintegration effect when transitioning from retrieval to placement
401#define LAKITU_SCENE 0x8 // the whole segment from when lakitu is called to when you regain control
402#define FRIGID_EFFECT 0x10 // Cold colors on Sherbet Land after in frigid water
403#define THAWING_EFFECT 0x20 // Regaining usual colors post frigid effect
404#define FROZEN_EFFECT 0x80 // In the ice cube
405#define WENT_OVER_OOB 0x100 // Player went over (or is on) an OOB area. Cancelled if touch back in bounds
406#define LAKITU_LAVA 0x1000 // smoky effect when retrieved from lava
407#define LAKITU_WATER 0x2000 // dripping effect when retreived from water
408
409// player->kartProps
410#define BACK_UP 0x1
411#define RIGHT_TURN 0x2 // non-drifting (more than 5 degrees)
412#define LEFT_TURN 0x4 // non-drifting (more than 5 degrees)
413#define MOVE_BACKWARDS 0x8 // includes lakitu
414#define LOSE_GP_RACE 0x10 // pointless, only unsets itself
415#define THROTTLE 0x20 // Closely tied to just pressing A. Possible exception for AB-spins
416#define EARLY_SPINOUT_RIGHT 0x40 // Spinning out while facing right (not actually used for anything)
417#define EARLY_SPINOUT_LEFT 0x80 // Spinning out while facing left
418#define POST_TUMBLE_GAS 0x100 // Causes particles after a vertical tumble, I think
419#define BECOME_INVISIBLE 0x200
420#define UNUSED_0x400 0x400 // locked behind 0x800 (func_80091440)
421#define UNUSED_0x800 0x800 // locked behind 0x400 (func_8002B830 -> func_800911B4)
422#define UNUSED_0x1000 0x1000 // 0x1000 locked behind 0x400 (func_8002B830 -> func_800911B4)
423#define UNUSED_0x2000 0x2000 // 0x2000 locked behind 0x400 and 0x800 (func_8002B830 -> func_800911B4, apply_effect -> func_80091298,
424 // func_80091440)
425#define DRIVING_SPINOUT 0x4000
426#define UNKNOWN_BATTLE_VAR 0x8000 // 0x8000 something battle related, unclear if ever set
427
431#define HIT_BANANA_TRIGGER 0x1 // hits a banana
432#define HIGH_TUMBLE_TRIGGER 0x2 // hit by a red shell, blue shell, or hit a mole
433#define LOW_TUMBLE_TRIGGER 0x4 // hit by a green shell
434#define DRIVING_SPINOUT_TRIGGER 0x80 // spinning out from erratic driving
435#define THWOMP_SQUISH_TRIGGER 0x100 // stomped by thwomp
436#define SHROOM_TRIGGER 0x200 // being boosted by trigger a mushroom
437#define BOO_TRIGGER 0x800 // being a boo
438#define UNUSED_TRIGGER_0x1000 0x1000 // Unused
439#define STAR_TRIGGER 0x2000 // Starting a star
440#define LIGHTNING_STRIKE_TRIGGER 0x4000 // Struck by lightning
441#define BOOST_RAMP_WOOD_TRIGGER 0x8000 // being boosted by a ramp
442#define UNUSED_TRIGGER_0x20000 0x20000 // Unused
443#define DRAG_ITEM_EFFECT 0x40000 // holding a non-shell item behind you
444#define HIT_PADDLE_BOAT_TRIGGER 0x80000 // hit paddle boat
445#define UNUSED_TRIGGER_0x10000 0x100000 // Unused
446#define SPINOUT_TRIGGER 0x200000 // hit crab or spiny spinout or losing versus race
447#define VERTICAL_TUMBLE_TRIGGER 0x400000 // hitting a fake item / bomb / snowman / car / train
448#define BOOST_RAMP_ASPHALT_TRIGGER 0x800000 // being boosted by a boost pad
449#define HIT_BY_STAR_TRIGGER 0x1000000 // being hit by a star
450#define START_BOOST_TRIGGER 0x2000000 // Start boost
451#define LOSE_BATTLE_EFFECT 0x4000000 // When losing battle mode
452#define BECOME_BOMB_EFFECT 0x8000000 // When becoming a bomb in battle mode
453#define START_SPINOUT_TRIGGER 0x10000000 // Spinning out by holding gas at start of race
455#define ALL_TRIGGERS (0xFFFFFFFF)
456#define RACING_SPINOUT_TRIGGERS (SPINOUT_TRIGGER | DRIVING_SPINOUT_TRIGGER | HIT_BANANA_TRIGGER) // 0x200081
457#define RAMP_BOOST_TRIGGERS (BOOST_RAMP_ASPHALT_TRIGGER | BOOST_RAMP_WOOD_TRIGGER) // 0x00808000
458#define ANY_BOOST_TRIGGERS (RAMP_BOOST_TRIGGERS | SHROOM_TRIGGER) // 0x00808200
459#define STATE_TRANSITION_TRIGGERS (STAR_TRIGGER | BOO_TRIGGER | UNUSED_TRIGGER_0x1000 | UNUSED_TRIGGER_0x20000)// 0x00023800
460#define HIT_TRIGGERS (HIT_BY_STAR_TRIGGER | VERTICAL_TUMBLE_TRIGGER | \
461 LIGHTNING_STRIKE_TRIGGER | LOW_TUMBLE_TRIGGER | HIGH_TUMBLE_TRIGGER | THWOMP_SQUISH_TRIGGER) // 0x01404106
462
467#define UNKNOWN_EFFECT_0x1 0x1 //
468#define BOOST_RAMP_WOOD_EFFECT 0x4 // being boosted by a ramp
469#define DRIFTING_EFFECT 0x10 // drifting
470#define UNKNOWN_EFFECT_0x40 0x40 //
471#define UNKNOWN_EFFECT_0x80 0x80 //
472#define UNKNOWN_EFFECT_0xC 0xC //
473#define UNKNOWN_EFFECT_0x100 0x100 //
474#define UNKNOWN_EFFECT_0x1000 0x1000 //
475#define STAR_EFFECT 0x200 // being a star
476#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
477#define UNKNOWN_EFFECT_0x10000 0x10000 //
478#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
479#define UNKNOWN_EFFECT_0x200000 0x200000 //
480#define REVERSE_EFFECT 0x400000 // Player is facing the wrong direction
481#define UNKNOWN_EFFECT_0x1000000 0x1000000 //
482#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
483#define HIT_EFFECT 0x4000000 // hitting an object
484#define UNKNOWN_EFFECT_0x10000000 0x10000000 //
485#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
486#define BOO_EFFECT 0x80000000 // being a boo
487
491#define STAR_EFFECT_DURATION 0xA
492#define BOO_EFFECT_DURATION 0x7
493
497#define ALPHA_MAX 0xFF
498#define ALPHA_MIN 0x0
499#define ALPHA_BOO_EFFECT 0x60
500
504#define STAR_EFFECT_DURATION 0xA
505#define BOO_EFFECT_DURATION 0x7
506
510#define ALPHA_MAX 0xFF
511#define ALPHA_MIN 0x0
512#define ALPHA_BOO_EFFECT 0x60
514#define ALPHA_CHANGE_LARGE 8
515#define ALPHA_CHANGE_MEDIUM 4
516#define ALPHA_CHANGE_SMALL 2
517
522#define SPAWN_FIRST_SHELL 0
523#define SPAWN_SECOND_SHELL 1
524#define SPAWN_THIRD_SHELL 2
525#define SHELL_COLLISION 3 // Activated when triple shells have spawned
526#define ORBIT_PLAYER 4
528#define GPACK_RGB888(r, g, b) (((r) << 16) | ((g) << 8) | (b))
529#define COLOR_LIGHT GPACK_RGB888(0x1C, 0x00, 0x00)
530#define COLOR_LAVA GPACK_RGB888(0x34, 0x00, 0x00)
531#define COLOR_BLACK GPACK_RGB888(0, 0, 0)
532
539#define GRID_SIZE 32
541#define FACING_Y_AXIS 0x4000
542#define FACING_X_AXIS 0x8000
543#define FACING_Z_AXIS 0x2000
544
545#endif // DEFINES_H
546
552#define MIN_LAPS 0
553#define MAX_LAPS 3
COLOR_ID
Text color options The 2 cycling options cycle through Blue -> Green -> Red Cycle 2 appears to be one...
Definition defines.h:279
@ TEXT_BLUE_GREEN_RED_CYCLE_2
Definition defines.h:285
@ TEXT_BLUE_GREEN_RED_CYCLE_1
Definition defines.h:284
@ TEXT_YELLOW
Definition defines.h:283
@ TEXT_RED
Definition defines.h:282
@ TEXT_GREEN
Definition defines.h:281
@ TEXT_BLUE
Definition defines.h:280
PLACE
Definition defines.h:351
@ FIRST_PLACE
Definition defines.h:351
@ FOURTH_PLACE
Definition defines.h:351
@ SECOND_PLACE
Definition defines.h:351
@ THIRD_PLACE
Definition defines.h:351
PlayerId
Definition defines.h:136
@ PLAYER_SIX
Definition defines.h:143
@ PLAYER_FIVE
Definition defines.h:142
@ PLAYER_SEVEN
Definition defines.h:144
@ PLAYER_FOUR
Definition defines.h:141
@ PLAYER_EIGHT
Definition defines.h:145
@ PLAYER_NONE
Definition defines.h:137
@ PLAYER_TWO
Definition defines.h:139
@ PLAYER_ONE
Definition defines.h:138
@ PLAYER_THREE
Definition defines.h:140
ITEMS
Item IDs.
Definition defines.h:314
@ ITEM_TRIPLE_MUSHROOM
Definition defines.h:329
@ ITEM_THUNDERBOLT
Definition defines.h:323
@ ITEM_TRIPLE_GREEN_SHELL
Definition defines.h:319
@ ITEM_STAR
Definition defines.h:325
@ ITEM_BLUE_SPINY_SHELL
Definition defines.h:322
@ ITEM_BANANA_BUNCH
Definition defines.h:317
@ ITEM_GREEN_SHELL
Definition defines.h:318
@ ITEM_FAKE_ITEM_BOX
Definition defines.h:324
@ ITEM_NONE
Definition defines.h:315
@ ITEM_RED_SHELL
Definition defines.h:320
@ ITEM_SUPER_MUSHROOM
Definition defines.h:330
@ ITEM_MAX
Definition defines.h:331
@ ITEM_BANANA
Definition defines.h:316
@ ITEM_MUSHROOM
Definition defines.h:327
@ ITEM_DOUBLE_MUSHROOM
Definition defines.h:328
@ ITEM_BOO
Definition defines.h:326
@ ITEM_TRIPLE_RED_SHELL
Definition defines.h:321
DIRECTION
Definition defines.h:349
@ SOUTH
Definition defines.h:349
@ EAST
Definition defines.h:349
@ NORTH
Definition defines.h:349
@ WEST
Definition defines.h:349
CPU_BEHAVIOURS
Definition defines.h:334
@ BEHAVIOUR_FAST_SPEED
Definition defines.h:342
@ BEHAVIOUR_NORMAL_SPEED
Definition defines.h:341
@ BEHAVIOUR_DRIVE_CENTER
Definition defines.h:338
@ BEHAVIOUR_SLOW_SPEED
Definition defines.h:343
@ BEHAVIOUR_MAX_SPEED
Definition defines.h:346
@ BEHAVIOUR_DRIVE_OUTER
Definition defines.h:340
@ BEHAVIOUR_HOP
Definition defines.h:337
@ BEHAVIOUR_9
Definition defines.h:344
@ BEHAVIOUR_DRIVE_LEFT
Definition defines.h:339
@ BEHAVIOUR_NONE
Definition defines.h:335
@ BEHAVIOUR_1
Definition defines.h:336
@ BEHAVIOUR_10
Definition defines.h:345
CameraId
Definition defines.h:128
@ CAMERA_TWO
Definition defines.h:130
@ CAMERA_ONE
Definition defines.h:129
@ CAMERA_THREE
Definition defines.h:131
@ CAMERA_FREECAM
Definition defines.h:133
@ CAMERA_FOUR
Definition defines.h:132
@ TRACK_ONE
Definition defines.h:197
@ TRACK_TWO
Definition defines.h:197
@ TRACK_THREE
Definition defines.h:197
@ TRACK_FOUR
Definition defines.h:197
@ NUM_CUPS
Definition defines.h:190
@ STAR_CUP
Definition defines.h:190
@ FLOWER_CUP
Definition defines.h:190
@ SPECIAL_CUP
Definition defines.h:190
@ MUSHROOM_CUP
Definition defines.h:190
@ BATTLE_CUP
Definition defines.h:190