Mario Kart 64
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defines.h
Go to the documentation of this file.
1#ifndef DEFINES_H
2#define DEFINES_H
3
7#define OK 1
8#define BAD 0
9
40#if defined(GCC) || defined(DEBUG)
41#define DEBUG_MODE 1
42#define DEBUG_MENU 2
43#else
44#define DEBUG_MODE 1
45#define DEBUG_MENU 2
46#endif
47
48#define HOLD_ALL_DPAD_AND_C_BUTTONS \
49 (U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
50
51#define ALL_BUTTONS \
52 (A_BUTTON | B_BUTTON | L_TRIG | R_TRIG | Z_TRIG | START_BUTTON | U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | \
53 L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
54
61#define REPLAY_A_BUTTON (1 << 31) // 0x80000000
62#define REPLAY_B_BUTTON (1 << 30) // 0x40000000
63#define REPLAY_Z_TRIG (1 << 29) // 0x20000000
64#define REPLAY_R_TRIG (1 << 28) // 0x10000000
65
66#define REPLAY_FRAME_COUNTER 0xFF0000
67#define REPLAY_CLEAR_FRAME_COUNTER (0xFFFFFFFF & ~REPLAY_FRAME_COUNTER)
68#define REPLAY_STICK_Y 0xFF00
69#define REPLAY_STICK_X 0xFF
70#define REPLAY_FRAME_INCREMENT 0x10000
71
75#define DEMO_MODE_ACTIVE 1
76#define DEMO_MODE_INACTIVE 0
77
78#ifdef VERSION_EU
79#define TRACK_TIMER_ITER 0.020041665999999999 // 1 / 50
80#define TRACK_TIMER_ITER_f 0.020041665999999999f // 1 / 50
81#else
82#define TRACK_TIMER_ITER 0.01666666 // 1 / 60
83#define TRACK_TIMER_ITER_f 0.01666666f // 1 / 60
84#endif
85
86#define V_BlANK_TIMER_ITER 0.01666666
87
94#define PLAYER_INACTIVE 0 // 0x0000
95#define PLAYER_UNKNOWN_0x10 (1 << 4) // 0x0010 // unused?
96#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
97#define PLAYER_UNKNOWN_0x80 (1 << 7) // 0x0080 // UNUSED
98#define PLAYER_INVISIBLE_OR_BOMB (1 << 8) // 0x0100
99#define PLAYER_STAGING (1 << 9) // 0x0200
100#define PLAYER_UNKNOWN (1 << 10) // 0x0400 // unused ?
101#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
102#define PLAYER_CPU (1 << 12) // 0x1000
103#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
104#define PLAYER_HUMAN (1 << 14) // 0x4000
105#define PLAYER_EXISTS (1 << 15) // 0x8000
106
107// Compiles to -0x1000 in diff.py
108#define PLAYER_HUMAN_AND_CPU PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
109
110#define ZERO_PLAYERS_SELECTED 0
111#define ONE_PLAYERS_SELECTED 1
112#define TWO_PLAYERS_SELECTED 2
113#define THREE_PLAYERS_SELECTED 3
114#define FOUR_PLAYERS_SELECTED 4
115#define SELECTED_PLAYER_DEFINES_TOTAL 5
116
117// Camera index into cameras array
125
137
138#define NUM_PLAYERS 8
139
140#define MARIO_SIZE 0.75f
141#define LUIGI_SIZE 0.75f
142#define YOSHI_SIZE 0.75f
143#define TOAD_SIZE 0.75f
144#define DK_SIZE 0.75f
145#define WARIO_SIZE 0.75f
146#define PEACH_SIZE 0.75f
147#define BOWSER_SIZE 0.75f
148
149// 2P Game has Grand Prix, VS, and Battle as available game types
150#define MAX_NUM_MAIN_MENU_GAME_TYPES 3
151
155#define GRAND_PRIX 0
156#define TIME_TRIALS 1
157#define VERSUS 2
158#define BATTLE 3
159
167
168#define CC_50 0
169#define CC_100 1
170#define CC_150 2
171#define CC_EXTRA 3
172#define CC_BATTLE 4
173
181
182#define NUM_COURSES_PER_CUP 4
183
188
195#define MARIO 0
196#define LUIGI 1
197#define YOSHI 2
198#define TOAD 3
199#define DK 4
200#define WARIO 5
201#define PEACH 6
202#define BOWSER 7
203
207#define OPTIONS_MENU 5
208#define DATA_MENU 6
209#define COURSE_DATA_MENU 7
210#define LOGO_INTRO_MENU 8
211#define CONTROLLER_PAK_MENU 9
212#define START_MENU 10
213#define MAIN_MENU 11
214#define CHARACTER_SELECT_MENU 12
215#define COURSE_SELECT_MENU 13
216#define RACING_DUPLICATE 14
217#define HARBOUR_MASTERS_MENU 15
218
222#define START_MENU_FROM_QUIT 0
223#define MAIN_MENU_FROM_QUIT 1
224#define PLAYER_SELECT_MENU_FROM_QUIT 2
225#define COURSE_SELECT_MENU_FROM_QUIT 3
226#define RACING 4
227#define ENDING 5
228#define CREDITS_SEQUENCE 9
229
233#define RACE_INIT 0
234#define RACE_SETUP 1
235#define RACE_STAGING 2
236#define RACE_IN_PROGRESS 3
237#define RACE_CALCULATE_RANKS 4
238#define RACE_FINISHED 5 // End of race and score screen
239#define RACE_UNK 6
240#define RACE_EXIT 7
241
245#define SCREEN_MODE_1P 0
246#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL 1
247#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL 2
248#define SCREEN_MODE_3P_4P_SPLITSCREEN 3
249#define NUM_SCREEN_MODES 4
250
254#define TIME_TRIAL_3LAP_RECORD_1 0
255#define TIME_TRIAL_3LAP_RECORD_2 1
256#define TIME_TRIAL_3LAP_RECORD_3 2
257#define TIME_TRIAL_3LAP_RECORD_4 3
258#define TIME_TRIAL_3LAP_RECORD_5 4
259#define TIME_TRIAL_1LAP_RECORD 5
260
277
283#define SOUND_STEREO 0
284#define SOUND_HEADPHONES 1
285#define SOUND_UNUSED 2
286#define SOUND_MONO 3
287#define NUM_SOUND_MODES 4
288
293#define DEMO_ONE 0 // Mario, Mario Raceway, Grand Prix
294#define DEMO_TWO 1 // Yoshi DK, Choco Mountain, Versus
295#define DEMO_THREE 2 // Luigi, Kalamari Desert, Grand Prix
296#define DEMO_FOUR 3 // Wario Yoshi Bowser, Wario Stadium, Versus
297#define DEMO_FIVE 4 // Bowser, Bowser Castle, Grand Prix
298#define DEMO_SIX 5 // Mario Luigi Peach Toad, Sherbert Land, Versus
299#define NUM_DEMOS 6
300
304enum ITEMS {
305 /* 0x00 */ ITEM_NONE = 0,
306 /* 0x01 */ ITEM_BANANA,
310 /* 0x05 */ ITEM_RED_SHELL,
315 /* 0x0A */ ITEM_STAR,
316 /* 0x0B */ ITEM_BOO,
317 /* 0x0C */ ITEM_MUSHROOM,
321 /* 0x0G */ ITEM_MAX,
322};
323
338
340
342
346#define BALLOON_STATUS_GONE 0
347#define BALLOON_STATUS_PRESENT 1
348#define BALLOON_STATUS_DEPARTING 2
349
353#define NUM_PODIUMS 3
354
358#define MAX_TIME 0x927C0
359#define DEGREES_CONVERSION_FACTOR 182
360
361// player->oobProps
362/* Deals with the lower out of bounds (OOB) plane on levels. Represented by fluids (water / lava)
363 or nothing for Rainbow Road and Skyscraper. */
364#define UNDER_OOB_OR_FLUID_LEVEL 0x1 // Set while mostly under the plane. Does not necessarily trigger Lakitu on Koopa Troopa Beach.
365#define PASS_OOB_OR_FLUID_LEVEL 0x2 // Set when passing through the lower plane in either direction
366// The next two are also activated when passing through the lower plane.
367#define UNDER_FLUID_LEVEL 0x4 // Stays active until Lakitu places back on track
368#define UNDER_OOB_LEVEL 0x8 // Active while under a non-fluid OOB plane. Is momentarily active when passing through fluids.
369
370
371/* UNK_002 has something to do with player animations. Each player has a 32-bit
372flag broken into 8 groups of 4 bits. Those 4 bits affect how each of the 8 players
373appear to the specified player */
374#define CHANGING_ANIMATION 0x1 // Seems to be set when the kart animation has to change.
375#define UNK_002_UNKNOWN_0x2 0x2
376#define UNK_002_UNKNOWN_0x4 0x4 /* Unclear, but has to do with viewing the side of player. At least tends to change if target
377player spins. Something with avoding rollover of aniamation frame data? */
378#define SIDE_OF_KART 0x8 // Seems to be whether you are in a rectangle shooting out from both sides of target player
380#define WHISTLE 0x20 // Whistle spinout save graphic
381#define CRASH 0x40 // Crash! graphic (vertical tumble)
382#define WHIRRR 0x80 // Whirrr! graphic (spinning out)
383#define POOMP 0x100 // Poomp! graphic (landing from a height)
384#define BOING 0x800 // Boing! graphic (hopping)
385#define EXPLOSION 0x1000 // Big shock looking graphic when starting tumble
386
387// player->lakituProps
388#define LAKITU_RETRIEVAL 0x1 // While lakitu is grabbing you, but before the scene transition of being placed on the track
389#define HELD_BY_LAKITU 0x2
390#define LAKITU_FIZZLE 0x4 // Disintegration and reintegration effect when transitioning from retrieval to placement
391#define LAKITU_SCENE 0x8 // the whole segment from when lakitu is called to when you regain control
392#define FRIGID_EFFECT 0x10 // Cold colors on Sherbet Land after in frigid water
393#define THAWING_EFFECT 0x20 // Regaining usual colors post frigid effect
394#define FROZEN_EFFECT 0x80 // In the ice cube
395#define WENT_OVER_OOB 0x100 // Player went over (or is on) an OOB area. Cancelled if touch back in bounds
396#define LAKITU_LAVA 0x1000 // smoky effect when retrieved from lava
397#define LAKITU_WATER 0x2000 // dripping effect when retreived from water
398
399// player->kartProps
400#define BACK_UP 0x1
401#define RIGHT_TURN 0x2 // non-drifting (more than 5 degrees)
402#define LEFT_TURN 0x4 // non-drifting (more than 5 degrees)
403#define MOVE_BACKWARDS 0x8 // includes lakitu
404#define LOSE_GP_RACE 0x10 // pointless, only unsets itself
405#define THROTTLE 0x20 // Closely tied to just pressing A. Possible exception for AB-spins
406#define EARLY_SPINOUT_RIGHT 0x40 // Spinning out while facing right (not actually used for anything)
407#define EARLY_SPINOUT_LEFT 0x80 // Spinning out while facing left
408#define POST_TUMBLE_GAS 0x100 // Causes particles after a vertical tumble, I think
409#define BECOME_INVISIBLE 0x200
410#define UNUSED_0x400 0x400 // locked behind 0x800 (func_80091440)
411#define UNUSED_0x800 0x800 // locked behind 0x400 (func_8002B830 -> func_800911B4)
412#define UNUSED_0x1000 0x1000 // 0x1000 locked behind 0x400 (func_8002B830 -> func_800911B4)
413#define UNUSED_0x2000 0x2000 // 0x2000 locked behind 0x400 and 0x800 (func_8002B830 -> func_800911B4, apply_effect -> func_80091298,
414 // func_80091440)
415#define DRIVING_SPINOUT 0x4000
416#define UNKNOWN_BATTLE_VAR 0x8000 // 0x8000 something battle related, unclear if ever set
417
421#define HIT_BANANA_TRIGGER 0x1 // hits a banana
422#define HIGH_TUMBLE_TRIGGER 0x2 // hit by a red shell, blue shell, or hit a mole
423#define LOW_TUMBLE_TRIGGER 0x4 // hit by a green shell
424#define DRIVING_SPINOUT_TRIGGER 0x80 // spinning out from erratic driving
425#define THWOMP_SQUISH_TRIGGER 0x100 // stomped by thwomp
426#define SHROOM_TRIGGER 0x200 // being boosted by trigger a mushroom
427#define BOO_TRIGGER 0x800 // being a boo
428#define UNUSED_TRIGGER_0x1000 0x1000 // Unused
429#define STAR_TRIGGER 0x2000 // Starting a star
430#define LIGHTNING_STRIKE_TRIGGER 0x4000 // Struck by lightning
431#define BOOST_RAMP_WOOD_TRIGGER 0x8000 // being boosted by a ramp
432#define UNUSED_TRIGGER_0x20000 0x20000 // Unused
433#define DRAG_ITEM_EFFECT 0x40000 // holding a non-shell item behind you
434#define HIT_PADDLE_BOAT_TRIGGER 0x80000 // hit paddle boat
435#define UNUSED_TRIGGER_0x10000 0x100000 // Unused
436#define SPINOUT_TRIGGER 0x200000 // hit crab or spiny spinout or losing versus race
437#define VERTICAL_TUMBLE_TRIGGER 0x400000 // hitting a fake item / bomb / snowman / car / train
438#define BOOST_RAMP_ASPHALT_TRIGGER 0x800000 // being boosted by a boost pad
439#define HIT_BY_STAR_TRIGGER 0x1000000 // being hit by a star
440#define START_BOOST_TRIGGER 0x2000000 // Start boost
441#define LOSE_BATTLE_EFFECT 0x4000000 // When losing battle mode
442#define BECOME_BOMB_EFFECT 0x8000000 // When becoming a bomb in battle mode
443#define START_SPINOUT_TRIGGER 0x10000000 // Spinning out by holding gas at start of race
445#define ALL_TRIGGERS (0xFFFFFFFF)
446#define RACING_SPINOUT_TRIGGERS (SPINOUT_TRIGGER | DRIVING_SPINOUT_TRIGGER | HIT_BANANA_TRIGGER) // 0x200081
447#define RAMP_BOOST_TRIGGERS (BOOST_RAMP_ASPHALT_TRIGGER | BOOST_RAMP_WOOD_TRIGGER) // 0x00808000
448#define ANY_BOOST_TRIGGERS (RAMP_BOOST_TRIGGERS | SHROOM_TRIGGER) // 0x00808200
449#define STATE_TRANSITION_TRIGGERS (STAR_TRIGGER | BOO_TRIGGER | UNUSED_TRIGGER_0x1000 | UNUSED_TRIGGER_0x20000)// 0x00023800
450#define HIT_TRIGGERS (HIT_BY_STAR_TRIGGER | VERTICAL_TUMBLE_TRIGGER | \
451 LIGHTNING_STRIKE_TRIGGER | LOW_TUMBLE_TRIGGER | HIGH_TUMBLE_TRIGGER | THWOMP_SQUISH_TRIGGER) // 0x01404106
452
457#define UNKNOWN_EFFECT_0x1 0x1 //
458#define BOOST_RAMP_WOOD_EFFECT 0x4 // being boosted by a ramp
459#define DRIFTING_EFFECT 0x10 // drifting
460#define UNKNOWN_EFFECT_0x40 0x40 //
461#define UNKNOWN_EFFECT_0x80 0x80 //
462#define UNKNOWN_EFFECT_0xC 0xC //
463#define UNKNOWN_EFFECT_0x100 0x100 //
464#define UNKNOWN_EFFECT_0x1000 0x1000 //
465#define STAR_EFFECT 0x200 // being a star
466#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
467#define UNKNOWN_EFFECT_0x10000 0x10000 //
468#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
469#define UNKNOWN_EFFECT_0x200000 0x200000 //
470#define REVERSE_EFFECT 0x400000 // Player is facing the wrong direction
471#define UNKNOWN_EFFECT_0x1000000 0x1000000 //
472#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
473#define HIT_EFFECT 0x4000000 // hitting an object
474#define UNKNOWN_EFFECT_0x10000000 0x10000000 //
475#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
476#define BOO_EFFECT 0x80000000 // being a boo
477
481#define STAR_EFFECT_DURATION 0xA
482#define BOO_EFFECT_DURATION 0x7
483
487#define ALPHA_MAX 0xFF
488#define ALPHA_MIN 0x0
489#define ALPHA_BOO_EFFECT 0x60
490
494#define STAR_EFFECT_DURATION 0xA
495#define BOO_EFFECT_DURATION 0x7
496
500#define ALPHA_MAX 0xFF
501#define ALPHA_MIN 0x0
502#define ALPHA_BOO_EFFECT 0x60
504#define ALPHA_CHANGE_LARGE 8
505#define ALPHA_CHANGE_MEDIUM 4
506#define ALPHA_CHANGE_SMALL 2
507
512#define SPAWN_FIRST_SHELL 0
513#define SPAWN_SECOND_SHELL 1
514#define SPAWN_THIRD_SHELL 2
516#define GPACK_RGB888(r, g, b) (((r) << 16) | ((g) << 8) | (b))
517#define COLOR_LIGHT GPACK_RGB888(0x1C, 0x00, 0x00)
518#define COLOR_LAVA GPACK_RGB888(0x34, 0x00, 0x00)
519#define COLOR_BLACK GPACK_RGB888(0, 0, 0)
520
527#define GRID_SIZE 32
529#define FACING_Y_AXIS 0x4000
530#define FACING_X_AXIS 0x8000
531#define FACING_Z_AXIS 0x2000
532
533#endif // DEFINES_H
534
540#define MIN_LAPS 0
541#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:269
@ TEXT_BLUE_GREEN_RED_CYCLE_2
Definition defines.h:275
@ TEXT_BLUE_GREEN_RED_CYCLE_1
Definition defines.h:274
@ TEXT_YELLOW
Definition defines.h:273
@ TEXT_RED
Definition defines.h:272
@ TEXT_GREEN
Definition defines.h:271
@ TEXT_BLUE
Definition defines.h:270
PLACE
Definition defines.h:341
@ FIRST_PLACE
Definition defines.h:341
@ FOURTH_PLACE
Definition defines.h:341
@ SECOND_PLACE
Definition defines.h:341
@ THIRD_PLACE
Definition defines.h:341
PlayerId
Definition defines.h:126
@ PLAYER_SIX
Definition defines.h:133
@ PLAYER_FIVE
Definition defines.h:132
@ PLAYER_SEVEN
Definition defines.h:134
@ PLAYER_FOUR
Definition defines.h:131
@ PLAYER_EIGHT
Definition defines.h:135
@ PLAYER_NONE
Definition defines.h:127
@ PLAYER_TWO
Definition defines.h:129
@ PLAYER_ONE
Definition defines.h:128
@ PLAYER_THREE
Definition defines.h:130
ITEMS
Item IDs.
Definition defines.h:304
@ ITEM_TRIPLE_MUSHROOM
Definition defines.h:319
@ ITEM_THUNDERBOLT
Definition defines.h:313
@ ITEM_TRIPLE_GREEN_SHELL
Definition defines.h:309
@ ITEM_STAR
Definition defines.h:315
@ ITEM_BLUE_SPINY_SHELL
Definition defines.h:312
@ ITEM_BANANA_BUNCH
Definition defines.h:307
@ ITEM_GREEN_SHELL
Definition defines.h:308
@ ITEM_FAKE_ITEM_BOX
Definition defines.h:314
@ ITEM_NONE
Definition defines.h:305
@ ITEM_RED_SHELL
Definition defines.h:310
@ ITEM_SUPER_MUSHROOM
Definition defines.h:320
@ ITEM_MAX
Definition defines.h:321
@ ITEM_BANANA
Definition defines.h:306
@ ITEM_MUSHROOM
Definition defines.h:317
@ ITEM_DOUBLE_MUSHROOM
Definition defines.h:318
@ ITEM_BOO
Definition defines.h:316
@ ITEM_TRIPLE_RED_SHELL
Definition defines.h:311
DIRECTION
Definition defines.h:339
@ SOUTH
Definition defines.h:339
@ EAST
Definition defines.h:339
@ NORTH
Definition defines.h:339
@ WEST
Definition defines.h:339
CPU_BEHAVIOURS
Definition defines.h:324
@ BEHAVIOUR_FAST_SPEED
Definition defines.h:332
@ BEHAVIOUR_NORMAL_SPEED
Definition defines.h:331
@ BEHAVIOUR_DRIVE_CENTER
Definition defines.h:328
@ BEHAVIOUR_SLOW_SPEED
Definition defines.h:333
@ BEHAVIOUR_MAX_SPEED
Definition defines.h:336
@ BEHAVIOUR_DRIVE_OUTER
Definition defines.h:330
@ BEHAVIOUR_HOP
Definition defines.h:327
@ BEHAVIOUR_9
Definition defines.h:334
@ BEHAVIOUR_DRIVE_LEFT
Definition defines.h:329
@ BEHAVIOUR_NONE
Definition defines.h:325
@ BEHAVIOUR_1
Definition defines.h:326
@ BEHAVIOUR_10
Definition defines.h:335
CameraId
Definition defines.h:118
@ CAMERA_TWO
Definition defines.h:120
@ CAMERA_ONE
Definition defines.h:119
@ CAMERA_THREE
Definition defines.h:121
@ CAMERA_FREECAM
Definition defines.h:123
@ CAMERA_FOUR
Definition defines.h:122
@ TRACK_ONE
Definition defines.h:187
@ TRACK_TWO
Definition defines.h:187
@ TRACK_THREE
Definition defines.h:187
@ TRACK_FOUR
Definition defines.h:187
@ NUM_CUPS
Definition defines.h:180
@ STAR_CUP
Definition defines.h:180
@ FLOWER_CUP
Definition defines.h:180
@ SPECIAL_CUP
Definition defines.h:180
@ MUSHROOM_CUP
Definition defines.h:180
@ BATTLE_CUP
Definition defines.h:180