Docs update, added list of all SFX Ids used in the game. (#217)

* docs

* format

* format plz

* stuff

* more stuff

* more names and such

* torch update
This commit is contained in:
petrie911
2024-04-20 14:18:31 -05:00
committed by GitHub
parent 1272524325
commit b3929bea72
59 changed files with 1307 additions and 917 deletions
+18 -18
View File
@@ -1,5 +1,5 @@
//fox_display
D_display_Timer_800CA238 = 0x800CA238;
gTeamHelpTimer = 0x800CA238;
//fox_std_lib
sSmallChars = 0x800D2660;//type:asciz size:42
@@ -187,8 +187,8 @@ func_edisplay_8005A010 = 0x8005A010;
func_edisplay_8005A07C = 0x8005A07C;
func_edisplay_8005A088 = 0x8005A088;
Actor189_Draw = 0x8005A094;
func_edisplay_8005ADAC = 0x8005ADAC;
func_edisplay_8005B1E8 = 0x8005B1E8;
Actor_DrawEngineAndContrails = 0x8005ADAC;
Actor_DrawEngineGlow = 0x8005B1E8;
func_edisplay_8005B388 = 0x8005B388;
func_edisplay_8005B6A4 = 0x8005B6A4;
func_edisplay_8005B71C = 0x8005B71C;
@@ -216,8 +216,8 @@ Boss_Draw = 0x8005E1B8;
Effect_DrawOnRails = 0x8005E454;
Effect_DrawAllRange = 0x8005E538;
Item_Draw = 0x8005E7B8;
func_edisplay_8005EA24 = 0x8005EA24;
func_edisplay_8005ECD8 = 0x8005ECD8;
ActorAllRange_DrawShadow = 0x8005EA24;
Object_DrawShadow = 0x8005ECD8;
Object_ClampSfxSource = 0x8005F030;
func_edisplay_8005F0E8 = 0x8005F0E8;
func_edisplay_8005F1EC = 0x8005F1EC;
@@ -273,7 +273,7 @@ func_enmy_80061A4C = 0x80061A4C;
func_enmy_80061B68 = 0x80061B68;
func_enmy_80061CD0 = 0x80061CD0;
func_enmy_80061E48 = 0x80061E48;
func_enmy_80061F0C = 0x80061F0C;
ActorEvent_Load = 0x80061F0C;
Object_Load = 0x80062180;
func_enmy_80062568 = 0x80062568;
Object_LoadFromInit = 0x80062664;
@@ -363,9 +363,9 @@ D_game_80161A34 = 0x80161A34;
gBgColor = 0x80161A36;
gBlurAlpha = 0x80161A38;
D_game_80161A39 = 0x80161A39;
D_game_80161A3C = 0x80161A3C;
D_game_80161A40 = 0x80161A40;
D_game_80161A44 = 0x80161A44;
gFovY = 0x80161A3C;
gProjectNear = 0x80161A40;
gProjectFar = 0x80161A44;
gShowCrosshairs = 0x800D2860;
D_game_800D2870 = 0x800D2870;
sVsCameraULx = 0x800D2874;
@@ -431,14 +431,14 @@ gPlayerShots = 0x80174050; //size:0x700
gTexturedLines = 0x80174750; //size:0x12C0
gRadarMarks = 0x80175A10; //size:0xA28
gBonusText = 0x80176438; //size:0x118
D_ctx_80176550 = 0x80176550;
D_ctx_80176558 = 0x80176558;
D_ctx_80176878 = 0x80176878;
D_ctx_80176B98 = 0x80176B98;
D_ctx_80176EB8 = 0x80176EB8;
D_ctx_801771D8 = 0x801771D8;
gActor194Status = 0x80176550;
gActor194xPos = 0x80176558;
gActor194yPos = 0x80176878;
gActor194zPos = 0x80176B98;
gActor194xRot = 0x80176EB8;
gActor194yRot = 0x801771D8;
gOverlaySetup = 0x801774F8;
D_ctx_80177500 = 0x80177500;
gActor194zRot = 0x80177500;
gOverlayStage = 0x80177820;
D_ctx_80177824 = 0x80177824;
gEnemyShotSpeed = 0x80177828;
@@ -689,7 +689,7 @@ func_play_800A6070 = 0x800A6070;
BonusText_Initialize = 0x800A60B8;
TexturedLine_Initialize = 0x800A60E8;
RadarMark_Initialize = 0x800A6118;
func_play_800A6148 = 0x800A6148;
Play_ClearObjectData = 0x800A6148;
Play_UpdateFillScreen = 0x800A6590;
func_play_800A668C = 0x800A668C;
func_play_800A670C = 0x800A670C;
@@ -709,7 +709,7 @@ func_play_800A887C = 0x800A887C;
func_play_800A8BA4 = 0x800A8BA4;
func_play_800AA800 = 0x800AA800;
func_play_800AB2AC = 0x800AB2AC;
func_play_800AB304 = 0x800AB304;
Player_Initialize = 0x800AB304;
func_play_800AB334 = 0x800AB334;
func_play_800AB964 = 0x800AB964;
func_play_800ABA08 = 0x800ABA08;