Files
SpaghettiKart/src/code_80057C60_var.c
T
coco875 a1f0d32d66 Update decomp clang (#67)
* Update menus.c (#634)

* Update common_data.yml (#635)

* Renames for screenId and other changes (#636)

* screenId renames

* Rename surface map to collision mesh (#637)

* Rename some stack vars (#638)

* Fix syntax error (#639)

* Rename some stack vars

* Update collision.c

* Collision Documentation (#640)

* Collision related renames

* update doxygen (#649)

* change bool (#644)

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>

* Update (#642)

* Delete trig_tables_bss.c (#650)

* fix typo audio (#656)

* fix typo src actor (#657)

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>

* fix typo include (#658)

* fix course (#659)

* fix typo debug (#660)

* fix typo data (#661)

* replace number with const (#665)

* fix typo buffers (#655)

* fix typo buffers

* tweak ld file

* rename to sMemoryPool

* add a warning

---------

* fix typo src (#654)

* fix typo src

* fix non matcing

* Update code_80091750.c

---------

* fix typo racing (#653)

* fix typo racing

* get it match

* replace G_LINE3D to G_QUAD

---------

* fix typo src (#652)

* fix ending typo (#651)

* Action more info when it doesn't match and fix first diff (#662)

* Update linux-compile.yml

* fix first-diff

* Update first-diff.py

---------

* document texture of kart (#663)

* document texture of kart

* change screenPlayerId to screenId

* some documentation around object

* Revert "some documentation around object"

This reverts commit cbb39078e036bf2a417bed67359e910213acab28.

* more rename

---------

* Make evaluate_collision_players_palm_tree better (#667)

This matches just the same as before,	but using those two casts instead of
shifts seems more likely to be accurate to the original source code

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>

* add fedora instruciton (#666)

* start documenting animation (#668)

* start documenting animation

* Update course_data.c

* change comment

* update libultra asm (#648)

* update libultra asm

* fix gcc __osThreadTail

---------

* Document Vehicles (#641)

* start doc collision

* fix merge

* finish rename fonction related to vehicle

* document around waypoint of vehicle

* make some modification

* make some change and rename one

* copy_ to oldPos

* doc smoke ferry and train

* some rename

* fix some renaming

* precise index

* rename a funciton

* simplify waypoint_vehicles

* change some name

* change some name

* rename move_to_point_direction

* fix some conflict

* Update code_80005FD0.c

* Update code_80005FD0.h

---------

* Label a save info loop (#645)

* save info

* more gcc progress

* fix a value and do a rename (#669)

* update clang and add action (#664)

* update clang and add action

* try clang on course folder only

* forget two file

* Update course_displaylists.inc.c

* forget few other file

* Update course_vertices.inc.c

* format all code while get it match

* second pass

* format other dir

* disable clang format on bad ido code

* fix some tabulation

* revert format on tool dir

* Update clang-format.yml

* ignore gbi.h

* add some read me instruction

* fix error

* format and fixing error

* Update README.md

---------

* Update linkonly_generator.py (#670)

* format more file

* update

* fix compilation issue

* remove course_metadata folder

* re add course metadata folder

* fix banshee bordwalk crash

* fix windows eurk

* Update CMakeLists.txt

---------
2024-08-27 17:47:39 -06:00

234 lines
4.6 KiB
C

#include <libultraship.h>
#include <macros.h>
#include "code_80057C60.h"
s16 D_8018CFE0;
f32 D_8018CFE4;
s16 D_8018CFE8;
f32 D_8018CFEC;
s16 D_8018CFF0;
f32 D_8018CFF4;
s16 D_8018CFF8;
UNUSED s32 D_8018CFFC;
s16 D_8018D000;
UNUSED s32 D_8018D004;
s16 D_8018D008;
f32 D_8018D00C;
s16 D_8018D010;
UNUSED s32 D_8018D014;
s16 D_8018D018;
f32 xOrientation;
s16 D_8018D020;
f32 D_8018D028[8];
s16 D_8018D048;
f32 D_8018D050[8];
s16 D_8018D070;
f32 D_8018D078[8];
s16 D_8018D098;
f32 D_8018D0A0[8];
s16 D_8018D0C0;
f32 D_8018D0C8[8];
s16 D_8018D0E8;
f32 D_8018D0F0[8];
s16 D_8018D110;
s32 D_8018D114;
UNUSED s32 D_8018D118[2];
s32 gMatrixHudCount;
UNUSED s32 D_8018D128[6];
s32 D_8018D140;
UNUSED s32 D_8018D148[2];
s32 D_8018D150;
UNUSED s32 D_8018D154;
s32 D_8018D158;
UNUSED s32 D_8018D15C;
s32 D_8018D160;
UNUSED s32 D_8018D164;
s32 D_8018D168;
s16 D_8018D16C;
s32 D_8018D170;
//! Used for cycling through snowflakes in func_80078790
s16 D_8018D174;
s32 D_8018D178;
//! Also next free spot in D_8018CC80?
s16 D_8018D17C;
s32 D_8018D180;
s16 D_8018D184;
s32 gIsHUDVisible;
s16 D_8018D18C;
s32 D_8018D190;
/**
* Exact use unknown, something related to the mole groups
* Maybe be indicating that a given mole in a given group is active?
*/
s8 D_8018D198[NUM_GROUP1_MOLES];
s32 D_8018D1A0;
s8 D_8018D1A8[NUM_GROUP2_MOLES];
s32 D_8018D1B4;
s8 D_8018D1B8[NUM_GROUP3_MOLES];
s32 D_8018D1C4;
/**
* These seem to be limits on different object types in Moo Moo Farm
* See init_course_object in code_8006E9C0.c
* Maybe max number of active moles in a given group of moles?
*/
s32 D_8018D1C8;
s32 D_8018D1CC;
s32 D_8018D1D0;
s32 D_8018D1D4;
s32 D_8018D1D8;
s32 D_8018D1DC;
u8* D_8018D1E0;
UNUSED s32 D_8018D1E4;
f32 D_8018D1E8;
s32 D_8018D1EC;
//! Number of used spots in D_8018CC80?
s32 D_8018D1F0;
UNUSED s32 D_8018D1F4;
//! Next free spot in D_8018CC80?
s32 D_8018D1F8;
s32 D_8018D1FC;
s16 D_8018D200;
s32 D_8018D204;
s16 D_8018D208;
s32 D_8018D20C;
s16 D_8018D210;
bool D_8018D214;
s16 D_8018D218;
s32 D_8018D21C;
/**
* Destination for decompressed exhaust textures (I think)
* I'm not how much I like this "pointer to an array" setup, but if it matches it matches
*/
u8 (*D_8018D220)[1024];
s32 D_8018D224;
u8 D_8018D228;
s32 D_8018D22C;
//! Something related to the display of the clouds/stars?
s8 D_8018D230;
UNUSED s32 D_8018D238[2];
uintptr_t D_8018D240;
u8* D_8018D248[22];
f32 D_8018D2A0;
s32 D_8018D2A4;
UNUSED s32 D_8018D2A8;
s32 D_8018D2AC;
s16 D_8018D2B0;
s32 D_8018D2B4;
s16 D_8018D2B8;
s32 D_8018D2BC;
s16 D_8018D2C0[4];
s32 D_8018D2C8[4];
s16 D_8018D2D8[4];
s16 D_8018D2E0;
UNUSED s32 D_8018D2E4;
s16 D_8018D2E8;
UNUSED s32 D_8018D2EC;
s16 D_8018D2F0;
UNUSED s32 D_8018D2F4;
s16 D_8018D2F8;
UNUSED s32 D_8018D2FC;
u16 D_8018D300;
UNUSED s32 D_8018D304;
u16 D_8018D308;
UNUSED s32 D_8018D30C;
u16 D_8018D310;
s32 D_8018D314;
u16 D_8018D318;
UNUSED s32 D_8018D31C;
s32 D_8018D320;
UNUSED s32 D_8018D328[22];
s32 D_8018D380;
s32 D_8018D384;
s32 D_8018D388;
UNUSED s32 D_8018D390[11];
//! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
s32 D_8018D3BC;
//! Limit on some object type (ice chips?) in Sherbet Land
s32 D_8018D3C0;
//! Some sort of limiter on how many of some object type can spawn
s32 D_8018D3C4;
UNUSED s32 D_8018D3C8[3];
s32 D_8018D3D4;
s32 D_8018D3D8;
s32 D_8018D3DC;
//! some alpha
s32 D_8018D3E0;
//! some red
s32 D_8018D3E4;
//! some green
s32 D_8018D3E8;
//! some blue
s32 D_8018D3EC;
s32 D_8018D3F0;
s32 D_8018D3F4;
s32 D_8018D3F8;
s32 gRaceFrameCounter;
s32 D_8018D400;
UNUSED s32 D_8018D404;
UNUSED s32 D_8018D408;
s32 D_8018D40C;
s32 D_8018D410;
UNUSED s32 D_8018D418[2];
u8* D_8018D420;
u8* D_8018D424;
u8* D_8018D428;
u8* D_8018D42C;
u8* D_8018D430;
u8* D_8018D434;
u8* D_8018D438;
u8* D_8018D43C;
u8* D_8018D440;
u8* D_8018D444;
u8* D_8018D448;
u8* D_8018D44C;
u8* D_8018D450;
u8* D_8018D454;
u8* D_8018D458;
u8* D_8018D45C;
u8* D_8018D460;
u8* D_8018D464;
u8* D_8018D468;
u8* D_8018D46C;
u8* D_8018D470;
u8* D_8018D474;
u8* D_8018D478;
UNUSED u8* D_8018D47C;
u8* D_8018D480;
u8* D_8018D484;
u8* D_8018D488;
u8* D_8018D48C;
u8* D_8018D490;
u8* D_8018D494;
u8* D_8018D498;
u8* D_8018D49C;
u8* D_8018D4A0;
u8* D_8018D4A4;
u8* D_8018D4A8;
u8* D_8018D4AC;
u8* D_8018D4B0;
u8* D_8018D4B4;
u8* D_8018D4B8;
u8* D_8018D4BC;
u8* D_8018D4C0;
u8* D_8018D4C4;
u8* D_8018D4C8;
Vec3f D_8018D4D0[8];
Vec3f D_8018D530[8];
Vec3f D_8018D590[8];
u16 gPlayerBalloonStatus[8][3];
Vec3s D_8018D620[8];
Vec3f D_8018D650[8];
Vec3f D_8018D6B0[8];
Vec3f D_8018D710[8];
Vec3s D_8018D770[8];
Vec3s D_8018D7A0[8];
Vec3s D_8018D7D0[8];
Vec3s D_8018D800[8];
Vec3s D_8018D830[8];
Vec3s D_8018D860[8];
Vec3s D_8018D890[8];
s16 gPlayerBalloonCount[8];
Vec3s D_8018D8D0[8];