mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-12 05:28:08 -04:00
7937896598
* support a more flexible background * remove useless function * rename of some font * experimental png * migrate to the new initdata * fix skybox and adjust minimap * format in audio * simplify player render * simplify shell render and support custom texture of shell * clean redshell texture * format and multiple fix * some update of name * allow change icon of character * more rename * continue rename * more documentation and simplification * change lus and continue rename * continue rename * few fix for asan * fix ghost * Update menu_items.c * fix mac error * some test of tweak for texture * some tweak * some button constant * finish fix ghost * Update menu_items.c * Update render_objects.c * Update menu_items.c * Update libultraship * Update libultraship * Delete valgrind.report * Update libultraship * callgrind benchmark * Update valgrind_callgrind.sh * fix animation * some rename * remove useless submodule * Update libultraship * fix assets * fix mistake * fix more mistake * Update menu_items.c * sync more rename with the decom + fix review * fix a mistake * fix more mistake * re add the limit of fps * fix some hd texture and minimap * fix a name * Update menu_items.c * fix a regression * fix some segment 5 texture (not all) * Update camera.c * improve performance of custom sprite * fix flatten bug and add documentation on player vertex * Update render_player.c * fix data menu * fix trophy for 50 and 150 * Update memory.c * Update code_80057C60.c * fix ghost * fix boo tlut * fix a mistake in yaml * fix yaml * Update common_data.yml * add comment for segment 3 * allow even more change in texture * Update common_data.yml * Update update.inc.c * Update camera.c * Update some_data.c * wip changes * Update other_textures.yml * More changes * Update update_objects.c * Fix compile * Update memory.c * Update memory.c --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
215 lines
4.5 KiB
C
215 lines
4.5 KiB
C
#include <libultraship.h>
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#include <macros.h>
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#include "code_80057C60.h"
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s16 D_8018CFE0;
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f32 D_8018CFE4;
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s16 D_8018CFE8;
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f32 D_8018CFEC;
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s16 D_8018CFF0;
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f32 D_8018CFF4;
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s16 D_8018CFF8;
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UNUSED s32 D_8018CFFC;
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s16 D_8018D000;
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UNUSED s32 D_8018D004;
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s16 D_8018D008;
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f32 D_8018D00C;
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s16 D_8018D010;
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UNUSED s32 D_8018D014;
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s16 D_8018D018;
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f32 xOrientation; // For mirror/extra mode
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s16 D_8018D020;
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f32 D_8018D028[8];
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s16 D_8018D048;
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f32 D_8018D050[8];
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s16 D_8018D070;
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f32 D_8018D078[8];
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s16 D_8018D098;
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f32 D_8018D0A0[8];
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s16 D_8018D0C0;
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f32 D_8018D0C8[8];
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s16 D_8018D0E8;
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f32 D_8018D0F0[8];
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s16 D_8018D110;
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s32 D_8018D114;
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UNUSED s32 D_8018D118[2];
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s32 gMatrixHudCount;
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UNUSED s32 D_8018D128[6];
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s32 D_8018D140;
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UNUSED s32 D_8018D148[2];
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s32 D_8018D150;
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UNUSED s32 D_8018D154;
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s32 D_8018D158;
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UNUSED s32 D_8018D15C;
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s32 D_8018D160;
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UNUSED s32 D_8018D164;
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s32 D_8018D168;
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s16 D_8018D16C;
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s32 D_8018D170;
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//! Used for cycling through snowflakes in func_80078790
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s16 D_8018D174;
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s32 D_8018D178;
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//! Also next free spot in D_8018CC80?
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s16 D_8018D17C;
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s32 D_8018D180;
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s16 D_8018D184;
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s32 gIsHUDVisible;
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s16 D_8018D18C;
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s32 D_8018D190;
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/**
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* Exact use unknown, something related to the mole groups
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* Maybe be indicating that a given mole in a given group is active?
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*/
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s8 D_8018D198[NUM_GROUP1_MOLES];
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s32 D_8018D1A0;
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s8 D_8018D1A8[NUM_GROUP2_MOLES];
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s32 D_8018D1B4;
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s8 D_8018D1B8[NUM_GROUP3_MOLES];
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s32 D_8018D1C4;
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/**
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* These seem to be limits on different object types in Moo Moo Farm
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* See init_course_object in code_8006E9C0.c
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* Maybe max number of active moles in a given group of moles?
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*/
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s32 D_8018D1C8;
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s32 D_8018D1CC;
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s32 D_8018D1D0;
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s32 D_8018D1D4;
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s32 D_8018D1D8;
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s32 D_8018D1DC;
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UNUSED s32 D_8018D1E4;
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f32 D_8018D1E8;
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s32 D_8018D1EC;
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//! Number of used spots in D_8018CC80?
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s32 D_8018D1F0;
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UNUSED s32 D_8018D1F4;
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//! Next free spot in D_8018CC80?
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s32 D_8018D1F8;
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s32 D_8018D1FC;
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s16 D_8018D200;
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s32 D_8018D204;
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s16 D_8018D208;
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s32 D_8018D20C;
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s16 D_8018D210;
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bool D_8018D214;
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s16 D_8018D218;
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s32 D_8018D21C;
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/**
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* Destination for decompressed exhaust textures (I think)
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* I'm not how much I like this "pointer to an array" setup, but if it matches it matches
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*/
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u8 (*gCloudTexture)[1024];
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s32 D_8018D224;
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u8 D_8018D228;
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s32 D_8018D22C;
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//! Something related to the display of the clouds/stars?
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s8 D_8018D230;
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UNUSED s32 D_8018D238[2];
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uintptr_t D_8018D240;
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u8* D_8018D248[22];
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f32 gMinimapPlayerScale;
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s32 D_8018D2A4;
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UNUSED s32 D_8018D2A8;
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s32 D_8018D2AC;
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s16 gMinimapWidth;
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s32 D_8018D2B4;
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s16 gMinimapHeight;
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s32 D_8018D2BC;
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s16 gMinimapX[4];
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s32 D_8018D2C8[4];
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s16 gMinimapY[4];
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s16 gMinimapPlayerX;
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UNUSED s32 D_8018D2E4;
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s16 gMinimapPlayerY;
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UNUSED s32 D_8018D2EC;
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UNUSED s32 D_8018D2F4;
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UNUSED s32 D_8018D2FC;
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s32 D_8018D314;
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UNUSED s32 D_8018D31C;
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s32 D_8018D320;
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UNUSED s32 D_8018D328[22];
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s32 D_8018D380;
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s32 D_8018D384;
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s32 D_8018D388;
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UNUSED s32 D_8018D390[11];
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//! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
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s32 D_8018D3BC;
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//! Limit on some object type (ice chips?) in Sherbet Land
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s32 D_8018D3C0;
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//! Some sort of limiter on how many of some object type can spawn
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s32 D_8018D3C4;
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UNUSED s32 D_8018D3C8[3];
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s32 D_8018D3D4;
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s32 D_8018D3D8;
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s32 D_8018D3DC;
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//! some alpha
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s32 D_8018D3E0;
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//! some red
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s32 D_8018D3E4;
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//! some green
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s32 D_8018D3E8;
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//! some blue
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s32 D_8018D3EC;
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s32 D_8018D3F0;
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s32 D_8018D3F4;
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s32 D_8018D3F8;
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s32 gRaceFrameCounter;
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s32 D_8018D400;
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UNUSED s32 D_8018D404;
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UNUSED s32 D_8018D408;
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s32 D_8018D40C;
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s32 D_8018D410;
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UNUSED s32 D_8018D418[2];
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u8* D_8018D420;
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u8* D_8018D424;
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u8* D_8018D428;
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u8* D_8018D42C;
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u8* D_8018D430;
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u8* D_8018D434;
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u8* D_8018D438;
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u8* D_8018D43C;
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u8* D_8018D440;
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u8* D_8018D444;
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u8* D_8018D448;
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u8* D_8018D44C;
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u8* D_8018D450;
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u8* D_8018D454;
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u8* D_8018D458;
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u8* D_8018D45C;
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u8* D_8018D460;
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u8* D_8018D464;
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u8* D_8018D468;
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u8* D_8018D46C;
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u8* D_8018D470;
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u8* D_8018D478;
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UNUSED u8* D_8018D47C;
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u8* D_8018D480;
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u8* D_8018D484;
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u8* D_8018D48C;
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u8* D_8018D490;
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u8* D_8018D49C;
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u8* D_8018D4A0;
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u8* D_8018D4BC;
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u8* D_8018D4C0;
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u8* gTextureLoadedLightningBolt0;
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u8* gTextureLoadedLightningBolt1;
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Vec3f gPlayerBalloonPosX[8];
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Vec3f gPlayerBalloonPosY[8];
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Vec3f gPlayerBalloonPosZ[8];
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u16 gPlayerBalloonStatus[8][3];
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Vec3s D_8018D620[8];
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Vec3f D_8018D650[8];
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Vec3f D_8018D6B0[8];
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Vec3f D_8018D710[8];
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Vec3s D_8018D770[8];
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Vec3s D_8018D7A0[8];
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Vec3s D_8018D7D0[8];
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Vec3s D_8018D800[8];
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Vec3s D_8018D830[8];
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Vec3s D_8018D860[8];
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Vec3s D_8018D890[8];
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s16 gPlayerBalloonCount[8];
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Vec3s gPlayerBalloonDepartingTimer[8];
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