Implement & link scene data

This commit is contained in:
Cuyler36
2024-09-01 04:54:44 -04:00
parent 33316e05b4
commit 0b09dc6724
56 changed files with 3231 additions and 44 deletions
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#include "m_scene.h"
extern Actor_data BG_TEST01_player_data[];
extern s16 BG_TEST01_ctrl_actor_data[];
extern Scene_Word_u BG_TEST01_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(BG_TEST01_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(11, BG_TEST01_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data BG_TEST01_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 BG_TEST01_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC, // 1
mAc_PROFILE_STRUCTURE, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
};
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#include "m_scene.h"
extern Actor_data BG_TEST01_XLU_player_data[];
extern s16 BG_TEST01_XLU_ctrl_actor_data[];
extern Scene_Word_u BG_TEST01_XLU_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(BG_TEST01_XLU_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(11, BG_TEST01_XLU_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x7800, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data BG_TEST01_XLU_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 BG_TEST01_XLU_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC, // 1
mAc_PROFILE_STRUCTURE, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
};
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#include "m_scene.h"
extern Door_data_c NEEDLEWORK_door_data[];
extern Actor_data NEEDLEWORK_player_data[];
extern s16 NEEDLEWORK_ctrl_actor_data[];
extern Actor_data NEEDLEWORK_actor_data[];
extern s16 NEEDLEWORK_object_bank[];
extern Scene_Word_u NEEDLEWORK_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, NEEDLEWORK_door_data), // Door data
mSc_DATA_PLAYER(NEEDLEWORK_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(1), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, NEEDLEWORK_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(3, NEEDLEWORK_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, NEEDLEWORK_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data NEEDLEWORK_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 180, 0, 250 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 NEEDLEWORK_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_HOUSE_CLOCK, // 10
mAc_PROFILE_NEEDLEWORK_INDOOR, // 11
};
extern Actor_data NEEDLEWORK_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 360, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_MISIN, // profile
{ 360, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 NEEDLEWORK_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
};
extern Door_data_c NEEDLEWORK_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_S, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Actor_data PLAYER_SELECT2_player_data[];
extern s16 PLAYER_SELECT2_ctrl_actor_data[];
extern Scene_Word_u PLAYER_SELECT2_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(PLAYER_SELECT2_player_data), // Player Data
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(3, PLAYER_SELECT2_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_PLAYER_SELECT), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_SELECT2_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_SELECT2_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_EFFECT_CONTROL, // 2
};
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#include "m_scene.h"
extern Actor_data PLAYER_SELECT3_player_data[];
extern s16 PLAYER_SELECT3_ctrl_actor_data[];
extern Scene_Word_u PLAYER_SELECT3_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(PLAYER_SELECT3_player_data), // Player Data
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(3, PLAYER_SELECT3_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_PLAYER_SELECT), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_SELECT3_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_SELECT3_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_EFFECT_CONTROL, // 2
};
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#include "m_scene.h"
extern Actor_data PLAYER_SELECT4_player_data[];
extern s16 PLAYER_SELECT4_ctrl_actor_data[];
extern Scene_Word_u PLAYER_SELECT4_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(PLAYER_SELECT4_player_data), // Player Data
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(3, PLAYER_SELECT4_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_PLAYER_SELECT), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_SELECT4_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_SELECT4_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_EFFECT_CONTROL, // 2
};
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#include "m_scene.h"
extern Door_data_c BROKER_SHOP_door_data[];
extern Actor_data BROKER_SHOP_player_data[];
extern s16 BROKER_SHOP_ctrl_actor_data[];
extern Scene_Word_u broker_shop_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, BROKER_SHOP_door_data), // Door data
mSc_DATA_PLAYER(BROKER_SHOP_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(11, BROKER_SHOP_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data BROKER_SHOP_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 BROKER_SHOP_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_HANDOVERITEM, // 3
mAc_PROFILE_EFFECT_CONTROL, // 4
mAc_PROFILE_SHOP_LEVEL, // 5
mAc_PROFILE_QUEST_MANAGER, // 6
mAc_PROFILE_EVENT_MANAGER, // 7
mAc_PROFILE_WEATHER, // 8
mAc_PROFILE_BROKER_DESIGN, // 9
mAc_PROFILE_MY_ROOM, // 10
};
extern Door_data_c BROKER_SHOP_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c BUGGY_door_data[];
extern Actor_data BUGGY_player_data[];
extern s16 BUGGY_ctrl_actor_data[];
extern Scene_Word_u buggy_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, BUGGY_door_data), // Door data
mSc_DATA_PLAYER(BUGGY_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(8, BUGGY_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data BUGGY_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 BUGGY_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_EFFECT_CONTROL, // 3
mAc_PROFILE_SHOP_LEVEL, // 4
mAc_PROFILE_QUEST_MANAGER, // 5
mAc_PROFILE_EVENT_MANAGER, // 6
mAc_PROFILE_WEATHER, // 7
};
extern Door_data_c BUGGY_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1600, 0, 740 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Actor_data EVENT_NOTIFICATION_player_data[];
extern s16 EVENT_NOTIFICATION_ctrl_actor_data[];
extern Scene_Word_u event_notification_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(EVENT_NOTIFICATION_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(12, EVENT_NOTIFICATION_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x2800, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data EVENT_NOTIFICATION_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 940, 0, 940 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 EVENT_NOTIFICATION_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_STRUCTURE, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_SET_NPC_MANAGER, // 11
};
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#include "m_scene.h"
extern Door_data_c FG_TOOL_IN_door_data[];
extern Actor_data FG_TOOL_IN_player_data[];
extern s16 FG_TOOL_IN_ctrl_actor_data[];
extern Actor_data FG_TOOL_IN_actor_data[];
extern s16 FG_TOOL_IN_object_bank[];
extern Scene_Word_u fg_tool_in_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, FG_TOOL_IN_door_data), // Door data
mSc_DATA_PLAYER(FG_TOOL_IN_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(9, FG_TOOL_IN_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(3, FG_TOOL_IN_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, FG_TOOL_IN_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data FG_TOOL_IN_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 FG_TOOL_IN_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_WEATHER, // 6
mAc_PROFILE_ARRANGE_ROOM, // 7
mAc_PROFILE_MY_ROOM, // 8
};
extern Actor_data FG_TOOL_IN_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 282, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_LAMP_LIGHT, // profile
{ 0, 0, 0 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 FG_TOOL_IN_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
};
extern Door_data_c FG_TOOL_IN_door_data[] = {
{
SCENE_NPC_TEST, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 400, 0, 460 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Actor_data FIELD_TOOL_FIELD_player_data[];
extern s16 FIELD_TOOL_FIELD_ctrl_actor_data[];
extern Actor_data FIELD_TOOL_FIELD_actor_data[];
extern s16 FIELD_TOOL_FIELD_object_bank[];
extern Scene_Word_u field_tool_field_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(FIELD_TOOL_FIELD_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(9, FIELD_TOOL_FIELD_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(1, FIELD_TOOL_FIELD_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, FIELD_TOOL_FIELD_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x2800, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data FIELD_TOOL_FIELD_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 2240, 0, 1600 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 FIELD_TOOL_FIELD_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_WEATHER, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
};
extern Actor_data FIELD_TOOL_FIELD_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 FIELD_TOOL_FIELD_object_bank[] = {
ACTOR_OBJ_BANK_48, // 0
};
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#include "m_scene.h"
extern Door_data_c KAMAKURA_door_data[];
extern Actor_data KAMAKURA_player_data[];
extern s16 KAMAKURA_ctrl_actor_data[];
extern Scene_Word_u kamakura_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, KAMAKURA_door_data), // Door data
mSc_DATA_PLAYER(KAMAKURA_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(3), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(11, KAMAKURA_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data KAMAKURA_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 KAMAKURA_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_MY_ROOM, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
};
extern Door_data_c KAMAKURA_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1600, 0, 740 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c LIGHTHOUSE_door_data[];
extern Actor_data LIGHTHOUSE_player_data[];
extern s16 LIGHTHOUSE_ctrl_actor_data[];
extern Scene_Word_u lighthouse_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, LIGHTHOUSE_door_data), // Door data
mSc_DATA_PLAYER(LIGHTHOUSE_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, LIGHTHOUSE_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_NPC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data LIGHTHOUSE_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 100 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 LIGHTHOUSE_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_LIGHTHOUSE_SWITCH, // 11
};
extern Door_data_c LIGHTHOUSE_door_data[] = {
{
SCENE_NPC_TEST, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 400, 0, 460 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c MUSEUM_ENTRANCE_door_data[];
extern Actor_data MUSEUM_ENTRANCE_player_data[];
extern s16 MUSEUM_ENTRANCE_ctrl_actor_data[];
extern Actor_data MUSEUM_ENTRANCE_actor_data[];
extern s16 MUSEUM_ENTRANCE_object_bank[];
extern Scene_Word_u museum_entrance_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(4, MUSEUM_ENTRANCE_door_data), // Door data
mSc_DATA_PLAYER(MUSEUM_ENTRANCE_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(1), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, MUSEUM_ENTRANCE_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(4, MUSEUM_ENTRANCE_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, MUSEUM_ENTRANCE_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data MUSEUM_ENTRANCE_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 240, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_ENTRANCE_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_HOUSE_CLOCK, // 11
};
extern Actor_data MUSEUM_ENTRANCE_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE_MUSEUM, // profile
{ 123, -270, 180 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_MUSEUM, // profile
{ 360, -270, 180 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_MUSEUM, // profile
{ 123, -270, 380 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_MUSEUM, // profile
{ 360, -270, 380 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 MUSEUM_ENTRANCE_object_bank[] = {
ACTOR_OBJ_BANK_EF_MUSEUM, // 0
};
extern Door_data_c MUSEUM_ENTRANCE_door_data[] = {
{
SCENE_MUSEUM_ROOM_PAINTING, // scene
4, // exit orientation
0, // exit type
0, // arg
{ 280, 0, 480 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
{
SCENE_MUSEUM_ROOM_FOSSIL, // scene
4, // exit orientation
0, // exit type
0, // arg
{ 280, 0, 480 }, // exit position
0x4001, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
{
SCENE_MUSEUM_ROOM_INSECT, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 520, 0, 560 }, // exit position
0x4002, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
{
SCENE_MUSEUM_ROOM_FISH, // scene
2, // exit orientation
0, // exit type
0, // arg
{ 120, 0, 560 }, // exit position
0x4003, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c MUSEUM_FISH_door_data[];
extern Actor_data MUSEUM_FISH_player_data[];
extern s16 MUSEUM_FISH_ctrl_actor_data[];
extern Actor_data MUSEUM_FISH_actor_data[];
extern s16 MUSEUM_FISH_object_bank[];
extern Scene_Word_u museum_fish_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, MUSEUM_FISH_door_data), // Door data
mSc_DATA_PLAYER(MUSEUM_FISH_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(1), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(11, MUSEUM_FISH_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, MUSEUM_FISH_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, MUSEUM_FISH_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data MUSEUM_FISH_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 150 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_FISH_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
};
extern Actor_data MUSEUM_FISH_actor_data[] = {
{
mAc_PROFILE_MUSEUM_FISH, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
{
mAc_PROFILE_MUSEUM_INDOOR, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_FISH_object_bank[] = {
ACTOR_OBJ_BANK_407, // 0
};
extern Door_data_c MUSEUM_FISH_door_data[] = {
{
SCENE_MUSEUM_ENTRANCE, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 360, 0, 280 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c MUSEUM_FOSSIL_door_data[];
extern Actor_data MUSEUM_FOSSIL_player_data[];
extern s16 MUSEUM_FOSSIL_ctrl_actor_data[];
extern s16 MUSEUM_FOSSIL_object_bank[];
extern Scene_Word_u museum_fossil_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, MUSEUM_FOSSIL_door_data), // Door data
mSc_DATA_PLAYER(MUSEUM_FOSSIL_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(25), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, MUSEUM_FOSSIL_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, MUSEUM_FOSSIL_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data MUSEUM_FOSSIL_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 150 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_FOSSIL_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MUSEUM_FOSSIL, // 11
};
extern s16 MUSEUM_FOSSIL_object_bank[] = {
ACTOR_OBJ_BANK_369, // 0
};
extern Door_data_c MUSEUM_FOSSIL_door_data[] = {
{
SCENE_MUSEUM_ENTRANCE, // scene
0, // exit orientation
0, // exit type
0, // arg
{ 320, 0, 120 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c MUSEUM_INSECT_door_data[];
extern Actor_data MUSEUM_INSECT_player_data[];
extern s16 MUSEUM_INSECT_ctrl_actor_data[];
extern Actor_data MUSEUM_INSECT_actor_data[];
extern s16 MUSEUM_INSECT_object_bank[];
extern Scene_Word_u museum_insect_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, MUSEUM_INSECT_door_data), // Door data
mSc_DATA_PLAYER(MUSEUM_INSECT_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(11, MUSEUM_INSECT_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(4, MUSEUM_INSECT_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, MUSEUM_INSECT_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xB000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data MUSEUM_INSECT_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 150 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_INSECT_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
};
extern Actor_data MUSEUM_INSECT_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE_MINSECT, // profile
{ 40, 0, 280 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_MINSECT, // profile
{ 520, 0, 280 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_MUSEUM_INSECT, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_MUSEUM_INDOOR, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 MUSEUM_INSECT_object_bank[] = {
ACTOR_OBJ_BANK_EF_MINSECT, // 0
ACTOR_OBJ_BANK_408, // 1
};
extern Door_data_c MUSEUM_INSECT_door_data[] = {
{
SCENE_MUSEUM_ENTRANCE, // scene
2, // exit orientation
0, // exit type
0, // arg
{ 120, 0, 280 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c MUSEUM_PICTURE_door_data[];
extern Actor_data MUSEUM_PICTURE_player_data[];
extern s16 MUSEUM_PICTURE_ctrl_actor_data[];
extern Actor_data MUSEUM_PICTURE_actor_data[];
extern s16 MUSEUM_PICTURE_object_bank[];
extern Scene_Word_u museum_picture_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, MUSEUM_PICTURE_door_data), // Door data
mSc_DATA_PLAYER(MUSEUM_PICTURE_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(1), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(11, MUSEUM_PICTURE_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(1, MUSEUM_PICTURE_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, MUSEUM_PICTURE_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data MUSEUM_PICTURE_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 150 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_PICTURE_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
};
extern Actor_data MUSEUM_PICTURE_actor_data[] = {
{
mAc_PROFILE_MUSEUM_PICTURE, // profile
{ 40, 40, 40 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 MUSEUM_PICTURE_object_bank[] = {
ACTOR_OBJ_BANK_MUSEUM_PICTURE, // 0
};
extern Door_data_c MUSEUM_PICTURE_door_data[] = {
{
SCENE_MUSEUM_ENTRANCE, // scene
0, // exit orientation
0, // exit type
0, // arg
{ 160, 0, 120 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
{
// unused
},
};
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#include "m_scene.h"
extern Door_data_c NPC_ROOM01_door_data[];
extern Actor_data NPC_ROOM01_player_data[];
extern s16 NPC_ROOM01_ctrl_actor_data[];
extern Actor_data NPC_ROOM01_actor_data[];
extern s16 NPC_ROOM01_object_bank[];
extern Scene_Word_u npc_room01_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, NPC_ROOM01_door_data), // Door data
mSc_DATA_PLAYER(NPC_ROOM01_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, NPC_ROOM01_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, NPC_ROOM01_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, NPC_ROOM01_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_NPC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data NPC_ROOM01_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 NPC_ROOM01_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_ARRANGE_ROOM, // 11
};
extern Actor_data NPC_ROOM01_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 282, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 NPC_ROOM01_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
};
extern Door_data_c NPC_ROOM01_door_data[] = {
{
SCENE_NPC_TEST, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 400, 0, 460 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c NPC_ROOM_ISLAND_door_data[];
extern Actor_data NPC_ROOM_ISLAND_player_data[];
extern s16 NPC_ROOM_ISLAND_ctrl_actor_data[];
extern Actor_data NPC_ROOM_ISLAND_actor_data[];
extern s16 NPC_ROOM_ISLAND_object_bank[];
extern Scene_Word_u npc_room_island_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, NPC_ROOM_ISLAND_door_data), // Door data
mSc_DATA_PLAYER(NPC_ROOM_ISLAND_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, NPC_ROOM_ISLAND_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, NPC_ROOM_ISLAND_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, NPC_ROOM_ISLAND_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_NPC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data NPC_ROOM_ISLAND_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 NPC_ROOM_ISLAND_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_ARRANGE_ROOM, // 11
};
extern Actor_data NPC_ROOM_ISLAND_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 282, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 NPC_ROOM_ISLAND_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
};
extern Door_data_c NPC_ROOM_ISLAND_door_data[] = {
{
SCENE_NPC_TEST, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 400, 0, 460 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c P_ROOM_BM_L_door_data[];
extern Actor_data P_ROOM_BM_L_player_data[];
extern s16 P_ROOM_BM_L_ctrl_actor_data[];
extern s16 P_ROOM_BM_L_object_bank[];
extern Scene_Word_u p_room_bm_l_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, P_ROOM_BM_L_door_data), // Door data
mSc_DATA_PLAYER(P_ROOM_BM_L_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, P_ROOM_BM_L_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, P_ROOM_BM_L_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data P_ROOM_BM_L_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 P_ROOM_BM_L_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern s16 P_ROOM_BM_L_object_bank[] = {
ACTOR_OBJ_BANK_369, // 0
};
extern Door_data_c P_ROOM_BM_L_door_data[] = {
{
SCENE_MY_ROOM_L, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c P_ROOM_BM_LL1_door_data[];
extern Actor_data P_ROOM_BM_LL1_player_data[];
extern s16 P_ROOM_BM_LL1_ctrl_actor_data[];
extern s16 P_ROOM_BM_LL1_object_bank[];
extern Scene_Word_u p_room_bm_ll1_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, P_ROOM_BM_LL1_door_data), // Door data
mSc_DATA_PLAYER(P_ROOM_BM_LL1_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, P_ROOM_BM_LL1_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, P_ROOM_BM_LL1_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data P_ROOM_BM_LL1_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 P_ROOM_BM_LL1_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern s16 P_ROOM_BM_LL1_object_bank[] = {
ACTOR_OBJ_BANK_369, // 0
};
extern Door_data_c P_ROOM_BM_LL1_door_data[] = {
{
SCENE_MY_ROOM_LL1, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c P_ROOM_BM_M_door_data[];
extern Actor_data P_ROOM_BM_M_player_data[];
extern s16 P_ROOM_BM_M_ctrl_actor_data[];
extern s16 P_ROOM_BM_M_object_bank[];
extern Scene_Word_u p_room_bm_m_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, P_ROOM_BM_M_door_data), // Door data
mSc_DATA_PLAYER(P_ROOM_BM_M_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, P_ROOM_BM_M_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, P_ROOM_BM_M_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data P_ROOM_BM_M_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 P_ROOM_BM_M_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern s16 P_ROOM_BM_M_object_bank[] = {
ACTOR_OBJ_BANK_369, // 0
};
extern Door_data_c P_ROOM_BM_M_door_data[] = {
{
SCENE_MY_ROOM_M, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 260, 0, 300 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c P_ROOM_BM_S_door_data[];
extern Actor_data P_ROOM_BM_S_player_data[];
extern s16 P_ROOM_BM_S_ctrl_actor_data[];
extern s16 P_ROOM_BM_S_object_bank[];
extern Scene_Word_u p_room_bm_s_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, P_ROOM_BM_S_door_data), // Door data
mSc_DATA_PLAYER(P_ROOM_BM_S_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, P_ROOM_BM_S_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, P_ROOM_BM_S_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data P_ROOM_BM_S_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 P_ROOM_BM_S_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern s16 P_ROOM_BM_S_object_bank[] = {
ACTOR_OBJ_BANK_369, // 0
};
extern Door_data_c P_ROOM_BM_S_door_data[] = {
{
SCENE_MY_ROOM_S, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 220, 0, 220 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_ISLAND_door_data[];
extern Actor_data PLAYER_ROOM_ISLAND_player_data[];
extern s16 PLAYER_ROOM_ISLAND_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_ISLAND_actor_data[];
extern s16 PLAYER_ROOM_ISLAND_object_bank[];
extern Scene_Word_u player_room_island_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, PLAYER_ROOM_ISLAND_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_ISLAND_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_ISLAND_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_ISLAND_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_ISLAND_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_ISLAND_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_ISLAND_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_ISLAND_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 360, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_ISLAND_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_ISLAND_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_M, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_L_door_data[];
extern Actor_data PLAYER_ROOM_L_player_data[];
extern s16 PLAYER_ROOM_L_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_L_actor_data[];
extern s16 PLAYER_ROOM_L_object_bank[];
extern Scene_Word_u player_room_l_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, PLAYER_ROOM_L_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_L_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_L_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_L_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_L_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_L_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 200, 0, 350 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_L_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_L_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 360, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_L_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_L_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_L, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_LL1_door_data[];
extern Actor_data PLAYER_ROOM_LL1_player_data[];
extern s16 PLAYER_ROOM_LL1_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_LL1_actor_data[];
extern s16 PLAYER_ROOM_LL1_object_bank[];
extern Scene_Word_u player_room_ll1_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(2, PLAYER_ROOM_LL1_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_LL1_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_LL1_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_LL1_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_LL1_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_LL1_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 200, 0, 350 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_LL1_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_LL1_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 360, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_LL1_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_LL1_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_LL1, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
{
SCENE_MY_ROOM_LL2, // scene
2, // exit orientation
0, // exit type
0, // arg
{ 60, 0, 300 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_LL2_door_data[];
extern Actor_data PLAYER_ROOM_LL2_player_data[];
extern s16 PLAYER_ROOM_LL2_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_LL2_actor_data[];
extern s16 PLAYER_ROOM_LL2_object_bank[];
extern Scene_Word_u player_room_ll2_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, PLAYER_ROOM_LL2_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_LL2_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(48), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_LL2_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_LL2_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_LL2_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_LL2_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_LL2_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_LL2_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_LL2_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_LL2_door_data[] = {
{
SCENE_MY_ROOM_LL1, // scene
2, // exit orientation
0, // exit type
0, // arg
{ 100, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_M_door_data[];
extern Actor_data PLAYER_ROOM_M_player_data[];
extern s16 PLAYER_ROOM_M_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_M_actor_data[];
extern s16 PLAYER_ROOM_M_object_bank[];
extern Scene_Word_u player_room_m_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, PLAYER_ROOM_M_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_M_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(32), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_M_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_M_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_M_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_M_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_M_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_M_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_M_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_M_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_M, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c PLAYER_ROOM_S_door_data[];
extern Actor_data PLAYER_ROOM_S_player_data[];
extern s16 PLAYER_ROOM_S_ctrl_actor_data[];
extern Actor_data PLAYER_ROOM_S_actor_data[];
extern s16 PLAYER_ROOM_S_object_bank[];
extern Scene_Word_u player_room_s_info[] = {
mSc_DATA_SOUND(0, 1), // Sound data
mSc_DATA_DOOR_DATA(1, PLAYER_ROOM_S_door_data), // Door data
mSc_DATA_PLAYER(PLAYER_ROOM_S_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(12, PLAYER_ROOM_S_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, PLAYER_ROOM_S_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, PLAYER_ROOM_S_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_ROOM_S_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 150 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_ROOM_S_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_SHOP_LEVEL, // 6
mAc_PROFILE_QUEST_MANAGER, // 7
mAc_PROFILE_EVENT_MANAGER, // 8
mAc_PROFILE_WEATHER, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_MY_INDOOR, // 11
};
extern Actor_data PLAYER_ROOM_S_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 200, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 PLAYER_ROOM_S_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
ACTOR_OBJ_BANK_369, // 1
};
extern Door_data_c PLAYER_ROOM_S_door_data[] = {
{
SCENE_MY_ROOM_BASEMENT_S, // scene
6, // exit orientation
0, // exit type
0, // arg
{ 300, 0, 380 }, // exit position
0x4000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Actor_data PLAYER_SELECT_player_data[];
extern s16 PLAYER_SELECT_ctrl_actor_data[];
extern Scene_Word_u player_select_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(PLAYER_SELECT_player_data), // Player Data
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(3, PLAYER_SELECT_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_PLAYER_SELECT), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data PLAYER_SELECT_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 120 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 PLAYER_SELECT_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_EFFECT_CONTROL, // 2
};
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#include "m_scene.h"
extern Door_data_c POLICE_BOX_door_data[];
extern Actor_data POLICE_BOX_player_data[];
extern s16 POLICE_BOX_ctrl_actor_data[];
extern Actor_data POLICE_BOX_actor_data[];
extern s16 POLICE_BOX_object_bank[];
extern Scene_Word_u police_box_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, POLICE_BOX_door_data), // Door data
mSc_DATA_PLAYER(POLICE_BOX_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(10, POLICE_BOX_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, POLICE_BOX_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, POLICE_BOX_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGPOLICEITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data POLICE_BOX_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 200, 0, 400 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 POLICE_BOX_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_HANDOVERITEM, // 3
mAc_PROFILE_EFFECT_CONTROL, // 4
mAc_PROFILE_SHOP_LEVEL, // 5
mAc_PROFILE_QUEST_MANAGER, // 6
mAc_PROFILE_EVENT_MANAGER, // 7
mAc_PROFILE_WEATHER, // 8
mAc_PROFILE_HOUSE_CLOCK, // 9
};
extern Actor_data POLICE_BOX_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE_POLICE, // profile
{ 40, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_POLICE, // profile
{ 360, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 POLICE_BOX_object_bank[] = {
ACTOR_OBJ_BANK_13, // 0
ACTOR_OBJ_BANK_EF_POLICE, // 1
};
extern Door_data_c POLICE_BOX_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c POST_OFFICE_door_data[];
extern Actor_data POST_OFFICE_player_data[];
extern s16 POST_OFFICE_ctrl_actor_data[];
extern Actor_data POST_OFFICE_actor_data[];
extern s16 POST_OFFICE_object_bank[];
extern Scene_Word_u post_office_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, POST_OFFICE_door_data), // Door data
mSc_DATA_PLAYER(POST_OFFICE_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(10, POST_OFFICE_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(3, POST_OFFICE_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, POST_OFFICE_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGPOSTITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data POST_OFFICE_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 100, 0, 200 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 POST_OFFICE_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_HANDOVERITEM, // 3
mAc_PROFILE_EFFECT_CONTROL, // 4
mAc_PROFILE_SHOP_LEVEL, // 5
mAc_PROFILE_QUEST_MANAGER, // 6
mAc_PROFILE_EVENT_MANAGER, // 7
mAc_PROFILE_WEATHER, // 8
mAc_PROFILE_HOUSE_CLOCK, // 9
};
extern Actor_data POST_OFFICE_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE_POSTHOUSE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE_POSTHOUSE, // profile
{ 280, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_PTERMINAL, // profile
{ 60, 0, 240 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
};
extern s16 POST_OFFICE_object_bank[] = {
ACTOR_OBJ_BANK_POSTHOUSE, // 0
};
extern Door_data_c POST_OFFICE_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c SHOP01_door_data[];
extern Actor_data SHOP01_player_data[];
extern s16 SHOP01_ctrl_actor_data[];
extern s16 SHOP01_object_bank[];
extern Scene_Word_u shop01_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, SHOP01_door_data), // Door data
mSc_DATA_PLAYER(SHOP01_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(16, SHOP01_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, SHOP01_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data SHOP01_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 300 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 SHOP01_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_SHOP_DESIGN, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_HOUSE_CLOCK, // 11
mAc_PROFILE_MY_ROOM, // 12
mAc_PROFILE_SHOP_MANEKIN, // 13
mAc_PROFILE_SHOP_INDOOR, // 14
mAc_PROFILE_SHOP_UMBRELLA, // 15
};
extern s16 SHOP01_object_bank[] = {
ACTOR_OBJ_BANK_13, // 0
};
extern Door_data_c SHOP01_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c SHOP02_door_data[];
extern Actor_data SHOP02_player_data[];
extern s16 SHOP02_ctrl_actor_data[];
extern s16 SHOP02_object_bank[];
extern Scene_Word_u shop02_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, SHOP02_door_data), // Door data
mSc_DATA_PLAYER(SHOP02_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(16, SHOP02_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, SHOP02_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data SHOP02_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 320, 0, 300 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 SHOP02_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_SHOP_DESIGN, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_MY_ROOM, // 11
mAc_PROFILE_SHOP_MANEKIN, // 12
mAc_PROFILE_SHOP_INDOOR, // 13
mAc_PROFILE_SHOP_UMBRELLA, // 14
mAc_PROFILE_HOUSE_CLOCK, // 15
};
extern s16 SHOP02_object_bank[] = {
ACTOR_OBJ_BANK_13, // 0
};
extern Door_data_c SHOP02_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c SHOP03_door_data[];
extern Actor_data SHOP03_player_data[];
extern s16 SHOP03_ctrl_actor_data[];
extern Scene_Word_u shop03_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, SHOP03_door_data), // Door data
mSc_DATA_PLAYER(SHOP03_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(15, SHOP03_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data SHOP03_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 320, 0, 460 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 SHOP03_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_SHOP_DESIGN, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_HANDOVERITEM, // 3
mAc_PROFILE_EFFECT_CONTROL, // 4
mAc_PROFILE_SHOP_LEVEL, // 5
mAc_PROFILE_QUEST_MANAGER, // 6
mAc_PROFILE_EVENT_MANAGER, // 7
mAc_PROFILE_WEATHER, // 8
mAc_PROFILE_HOUSE_CLOCK, // 9
mAc_PROFILE_MY_ROOM, // 10
mAc_PROFILE_SHOP_MANEKIN, // 11
mAc_PROFILE_SHOP_INDOOR, // 12
mAc_PROFILE_SHOP_UMBRELLA, // 13
mAc_PROFILE_NPC2, // 14
};
extern Door_data_c SHOP03_door_data[] = {
{
SCENE_TEST2, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 40, 0, 1730 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c SHOP04_1F_door_data[];
extern Actor_data SHOP04_1F_player_data[];
extern s16 SHOP04_1F_ctrl_actor_data[];
extern s16 SHOP04_1F_object_bank[];
extern Scene_Word_u shop04_1f_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, SHOP04_1F_door_data), // Door data
mSc_DATA_PLAYER(SHOP04_1F_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(15, SHOP04_1F_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, SHOP04_1F_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data SHOP04_1F_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 320, 0, 540 }, // position
{ 0, -32768, 0 }, // rotation
0 // ct arg
},
};
extern s16 SHOP04_1F_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_SHOP_DESIGN, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_MY_ROOM, // 11
mAc_PROFILE_SHOP_MANEKIN, // 12
mAc_PROFILE_HOUSE_CLOCK, // 13
mAc_PROFILE_SHOP_UMBRELLA, // 14
};
extern s16 SHOP04_1F_object_bank[] = {
ACTOR_OBJ_BANK_13, // 0
};
extern Door_data_c SHOP04_1F_door_data[] = {
{
SCENE_DEPART_2, // scene
0, // exit orientation
0, // exit type
0, // arg
{ 300, 40, 65 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c SHOP04_2F_door_data[];
extern Actor_data SHOP04_2F_player_data[];
extern s16 SHOP04_2F_ctrl_actor_data[];
extern s16 SHOP04_2F_object_bank[];
extern Scene_Word_u shop04_2f_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, SHOP04_2F_door_data), // Door data
mSc_DATA_PLAYER(SHOP04_2F_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(6), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(16, SHOP04_2F_ctrl_actor_data), // Control actors
mSc_DATA_OBJ_BANK(1, SHOP04_2F_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data SHOP04_2F_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 300, 0, 65 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 SHOP04_2F_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_SHOP_DESIGN, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_MY_ROOM, // 11
mAc_PROFILE_SHOP_MANEKIN, // 12
mAc_PROFILE_SHOP_INDOOR, // 13
mAc_PROFILE_SHOP_UMBRELLA, // 14
mAc_PROFILE_HOUSE_CLOCK, // 15
};
extern s16 SHOP04_2F_object_bank[] = {
ACTOR_OBJ_BANK_13, // 0
};
extern Door_data_c SHOP04_2F_door_data[] = {
{
SCENE_DEPART, // scene
0, // exit orientation
0, // exit type
0, // arg
{ 280, 40, 65 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c START_DEMO1_door_data[];
extern Actor_data START_DEMO1_player_data[];
extern s16 START_DEMO1_ctrl_actor_data[];
extern Scene_Word_u start_demo1_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, START_DEMO1_door_data), // Door data
mSc_DATA_PLAYER(START_DEMO1_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(8), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(6, START_DEMO1_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0x7800, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_TRAIN), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data START_DEMO1_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 340 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 START_DEMO1_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_EFFECT_CONTROL, // 3
mAc_PROFILE_QUEST_MANAGER, // 4
mAc_PROFILE_WEATHER, // 5
};
extern Door_data_c START_DEMO1_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1979, 200, 760 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c START_DEMO2_door_data[];
extern Actor_data START_DEMO2_player_data[];
extern s16 START_DEMO2_ctrl_actor_data[];
extern Scene_Word_u start_demo2_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, START_DEMO2_door_data), // Door data
mSc_DATA_PLAYER(START_DEMO2_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(8), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(6, START_DEMO2_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_TRAIN), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data START_DEMO2_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 340 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 START_DEMO2_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_EFFECT_CONTROL, // 3
mAc_PROFILE_QUEST_MANAGER, // 4
mAc_PROFILE_WEATHER, // 5
};
extern Door_data_c START_DEMO2_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1979, 200, 760 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c START_DEMO3_door_data[];
extern Actor_data START_DEMO3_player_data[];
extern s16 START_DEMO3_ctrl_actor_data[];
extern Scene_Word_u start_demo3_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, START_DEMO3_door_data), // Door data
mSc_DATA_PLAYER(START_DEMO3_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(8), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(6, START_DEMO3_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 1, 0x7800, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_TRAIN), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data START_DEMO3_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 340 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 START_DEMO3_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC2, // 1
mAc_PROFILE_TOOLS, // 2
mAc_PROFILE_EFFECT_CONTROL, // 3
mAc_PROFILE_QUEST_MANAGER, // 4
mAc_PROFILE_WEATHER, // 5
};
extern Door_data_c START_DEMO3_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1979, 200, 760 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Door_data_c TENT_door_data[];
extern Actor_data TENT_player_data[];
extern s16 TENT_ctrl_actor_data[];
extern Scene_Word_u tent_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, TENT_door_data), // Door data
mSc_DATA_PLAYER(TENT_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(3), // Arrange furniture params
mSc_DATA_CTRL_ACTORS(11, TENT_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TENT_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 120, 0, 100 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TENT_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_MY_ROOM, // 1
mAc_PROFILE_NPC2, // 2
mAc_PROFILE_INSECT, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_SHOP_LEVEL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
};
extern Door_data_c TENT_door_data[] = {
{
SCENE_FG, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 1600, 0, 740 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};
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#include "m_scene.h"
extern Actor_data TEST01_player_data[];
extern s16 TEST01_ctrl_actor_data[];
extern Actor_data TEST01_actor_data[];
extern s16 TEST01_object_bank[];
extern Scene_Word_u test01_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST01_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(12, TEST01_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, TEST01_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, TEST01_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST01_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST01_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_BALL, // 11
};
extern Actor_data TEST01_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
{
mAc_PROFILE_FUUSEN, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 TEST01_object_bank[] = {
ACTOR_OBJ_BANK_FUUSEN, // 0
};
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#include "m_scene.h"
extern Actor_data TEST02_player_data[];
extern s16 TEST02_ctrl_actor_data[];
extern Scene_Word_u test02_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST02_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(12, TEST02_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST02_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 320, 200, 1600 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST02_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_BALL, // 11
};
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#include "m_scene.h"
extern Actor_data TEST03_player_data[];
extern s16 TEST03_ctrl_actor_data[];
extern Actor_data TEST03_actor_data[];
extern s16 TEST03_object_bank[];
extern Scene_Word_u test03_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST03_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(12, TEST03_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, TEST03_actor_data), // Player Data
mSc_DATA_OBJ_BANK(4, TEST03_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST03_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 320, 200, 1600 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST03_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_QUEST_MANAGER, // 8
mAc_PROFILE_EVENT_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_BALL, // 11
};
extern Actor_data TEST03_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
{
mAc_PROFILE_MURAL, // profile
{ 320, 200, 1600 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 TEST03_object_bank[] = {
ACTOR_OBJ_BANK_48, // 0
ACTOR_OBJ_BANK_PSNOWMAN, // 1
ACTOR_OBJ_BANK_AIRPLANE, // 2
ACTOR_OBJ_BANK_MURAL, // 3
};
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#include "m_scene.h"
extern Actor_data TEST04_player_data[];
extern s16 TEST04_ctrl_actor_data[];
extern Scene_Word_u test04_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST04_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(12, TEST04_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST04_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST04_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_SHOP_LEVEL, // 8
mAc_PROFILE_QUEST_MANAGER, // 9
mAc_PROFILE_EVENT_MANAGER, // 10
mAc_PROFILE_WEATHER, // 11
};
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#include "m_scene.h"
extern Actor_data TEST05_player_data[];
extern s16 TEST05_ctrl_actor_data[];
extern Scene_Word_u test05_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST05_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(5, TEST05_ctrl_actor_data), // Control actors
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST05_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST05_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_HANDOVERITEM, // 2
mAc_PROFILE_EFFECT_CONTROL, // 3
mAc_PROFILE_WEATHER, // 4
};
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#include "m_scene.h"
extern Actor_data TEST_FD_NPC_LAND_player_data[];
extern s16 TEST_FD_NPC_LAND_ctrl_actor_data[];
extern Actor_data TEST_FD_NPC_LAND_actor_data[];
extern s16 TEST_FD_NPC_LAND_object_bank[];
extern Scene_Word_u test_fd_npc_land_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST_FD_NPC_LAND_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(17, TEST_FD_NPC_LAND_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, TEST_FD_NPC_LAND_actor_data), // Player Data
mSc_DATA_OBJ_BANK(2, TEST_FD_NPC_LAND_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x1C00, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST_FD_NPC_LAND_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 2240, 0, 1600 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TEST_FD_NPC_LAND_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_SHOP_LEVEL, // 8
mAc_PROFILE_QUEST_MANAGER, // 9
mAc_PROFILE_EVENT_MANAGER, // 10
mAc_PROFILE_WEATHER, // 11
mAc_PROFILE_SET_MANAGER, // 12
mAc_PROFILE_GYOEI, // 13
mAc_PROFILE_SET_NPC_MANAGER, // 14
mAc_PROFILE_BALL, // 15
mAc_PROFILE_MSCORE_CONTROL, // 16
};
extern Actor_data TEST_FD_NPC_LAND_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
{
mAc_PROFILE_AC_SIGN, // profile
{ 0, 0, 0 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 TEST_FD_NPC_LAND_object_bank[] = {
ACTOR_OBJ_BANK_48, // 0
ACTOR_OBJ_BANK_AC_SIGN, // 1
};
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#include "m_scene.h"
extern Actor_data TEST_STEP01_player_data[];
extern Scene_Word_u test_step01_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TEST_STEP01_player_data), // Player Data
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TEST_STEP01_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 300 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
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#include "m_scene.h"
extern Actor_data TITLE_DEMO_player_data[];
extern s16 TITLE_DEMO_ctrl_actor_data[];
extern Actor_data TITLE_DEMO_actor_data[];
extern s16 TITLE_DEMO_object_bank[];
extern Scene_Word_u title_demo_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(TITLE_DEMO_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(10, TITLE_DEMO_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(1, TITLE_DEMO_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, TITLE_DEMO_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x2000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data TITLE_DEMO_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 2240, 0, 1600 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 TITLE_DEMO_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_TOOLS, // 4
mAc_PROFILE_HANDOVERITEM, // 5
mAc_PROFILE_EFFECT_CONTROL, // 6
mAc_PROFILE_WEATHER, // 7
mAc_PROFILE_ANIMAL_LOGO, // 8
mAc_PROFILE_QUEST_MANAGER, // 9
};
extern Actor_data TITLE_DEMO_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 TITLE_DEMO_object_bank[] = {
ACTOR_OBJ_BANK_48, // 0
};
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#include "m_scene.h"
extern Actor_data WATER_TEST_player_data[];
extern s16 WATER_TEST_ctrl_actor_data[];
extern Actor_data WATER_TEST_actor_data[];
extern Scene_Word_u water_test_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_PLAYER(WATER_TEST_player_data), // Player Data
mSc_DATA_CTRL_ACTORS(14, WATER_TEST_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(2, WATER_TEST_actor_data), // Player Data
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_BGITEM, 4, 0x5000, mSc_ROOM_TYPE_OUTDOORS,
FIELD_DRAW_TYPE_OUTDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data WATER_TEST_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 40, 0, 40 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 WATER_TEST_ctrl_actor_data[] = {
mAc_PROFILE_EFFECTBG, // 0
mAc_PROFILE_BIRTH_CONTROL, // 1
mAc_PROFILE_NPC, // 2
mAc_PROFILE_STRUCTURE, // 3
mAc_PROFILE_INSECT, // 4
mAc_PROFILE_TOOLS, // 5
mAc_PROFILE_HANDOVERITEM, // 6
mAc_PROFILE_EFFECT_CONTROL, // 7
mAc_PROFILE_SHOP_LEVEL, // 8
mAc_PROFILE_QUEST_MANAGER, // 9
mAc_PROFILE_WEATHER, // 10
mAc_PROFILE_GYOEI, // 11
mAc_PROFILE_BEE, // 12
mAc_PROFILE_BALL, // 13
};
extern Actor_data WATER_TEST_actor_data[] = {
{
mAc_PROFILE_UKI, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
{
mAc_PROFILE_BEE, // profile
{ 340, 0, 430 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};