Finish bss (#527)

* Finish importing bss
This commit is contained in:
coco875
2024-01-02 22:53:51 +01:00
committed by GitHub
parent 21a639a480
commit 7c44252daa
59 changed files with 1091 additions and 1781 deletions
+60 -38
View File
@@ -80,7 +80,6 @@ typedef struct
/* 0xDF */ u8 unk_0DF;
} Objects; // size = 0xE0
// This is the object list
extern Objects gObjectList[];
typedef struct
@@ -165,25 +164,27 @@ typedef struct
**/
extern s32 D_80183DA0;
/**
* Lakitu?
**/
//! Lakitu?
extern s32 D_80183DB8[];
#define DELETED_OBJECT_ID -1
// Appears to be a list of object list indices for the Item Window part of the HUD
//! Appears to be a list of object list indices for the Item Window part of the HUD
extern s32 gItemWindowObjectByPlayerId[];
// Used for loop bounds when accessing indexObjectList1
extern s16 D_80165750;
// 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?
/**
* 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?
*/
extern s32 D_8018D1C8;
extern s32 D_8018D1D0;
extern s32 D_8018D1D8;
// Limit on some object type (ice chips?) in Sherbet Land
//! Limit on some object type (ice chips?) in Sherbet Land
extern s32 D_8018D3C0;
extern Collision D_8018C0B0[];
@@ -249,10 +250,9 @@ extern s16 gNumActiveThwomps;
* Thwomps in Bower's Castle?
* Penguins in Sherbet Land?
* Flag Poles in Yoshi Valley?
**/
*/
extern s32 indexObjectList1[];
#define NUM_SEAGULLS 10
#define NUM_SNOWMEN 19
#define NUM_HEDGEHOGS 15
@@ -279,7 +279,7 @@ extern Vec3s gHedgehogPatrolPoints[];
* Seagulls in Koopa Troopa Beach?
* Hedgehogs in Yoshi Valley?
* Spawn for big fire breath in Bowser's Castle
**/
*/
extern s32 indexObjectList2[];
#define NUM_BOOS 0xA
@@ -295,12 +295,12 @@ extern s16 D_800E57F8[];
/**
* Boos in Banshee Boardwalk
* Spawners for the 4 small fire breaths inside Bowser's Castle
**/
*/
extern s32 indexObjectList3[];
/**
* Unused list of object indices
*/
*/
extern s32 indexObjectList4[];
#define D_8018C1B0_SIZE 128
@@ -311,13 +311,16 @@ extern s32 indexObjectList4[];
#define NUM_SNOWFLAKES 0x32
extern Vec3s gMoleSpawns[];
// Exact use unknown, something related to the mole groups
// Maybe be indicating that a given mole in a given group is active?
/**
* Exact use unknown, something related to the mole groups
* Maybe be indicating that a given mole in a given group is active?
*/
extern s8 D_8018D198[];
extern s8 D_8018D1A8[];
extern s8 D_8018D1B8[];
// Unknown object index, only set for Kalimari Desert, never read
//! Unknown object index, only set for Kalimari Desert, never read
extern s32 D_8018CF10;
/**
@@ -326,30 +329,36 @@ extern s32 D_8018CF10;
* Snow flakes in Frappe Snowland
* Segments of the fire breath from the statues in Bowser's Castle
* Potentially other things
**/
*/
extern s32 D_8018C1B0[];
// Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE
//! Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE
extern s32 D_80183E38;
// Used for cycling through snowflakes in func_80078790
//! Used for cycling through snowflakes in func_80078790
extern s16 D_8018D174;
#define D_8018C3F0_SIZE 128
/**
* List of object list indices used for:
* Bats in Banshee's Boardwalk (but only 1 player mode?)
**/
*/
extern s32 D_8018C3F0[];
// Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE
//! Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE
extern s32 D_80183E4C;
// Controls number of come object type placed into D_8018C3F0 on Frappe Snowland. So, maybe snowmen/snowflakes?
//! Controls number of come object type placed into D_8018C3F0 on Frappe Snowland. So, maybe snowmen/snowflakes?
extern s32 D_8018D3BC;
#define D_8018C630_SIZE 128
extern s32 D_8018C630[];
// Next free spot in D_8018C630?
//! Next free spot in D_8018C630?
extern s32 D_80183E5C;
extern s16 D_80165730;
// Tracking a count of some object type, don't know what object type yet
//! Tracking a count of some object type, don't know what object type yet
extern s16 D_80165738;
#define D_8018C870_SIZE 0x40
@@ -358,40 +367,53 @@ extern s16 D_80165738;
// This should really be `extern Vec3s gTorchSpawns[];`
//! @todo fix this extern
extern s16 gTorchSpawns[];
extern s16 gTorchSpawns[];
/**
* List of object list indices. Used both for the fires in the DK Jungle cave
* and, seemingly for the trail that shells leave behind them.
* I think they're using the same texture, which would explain the dual use
**/
*/
extern s32 D_8018C870[];
// Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE
//! Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE
extern s32 D_80183E6C;
// Maximum number of leaves that can be falling?
#define D_8018C970_SIZE 0x40
// Number of leaves to spawn each bonk?
#define D_8018C970_SPAWN_SIZE 0x14
// Seemingly a list of object list indices used for the leaves that sometimes fall
// trees when you bonk into them
/**
* Seemingly a list of object list indices used for the leaves that sometimes fall
* trees when you bonk into them
*/
extern s32 D_8018C970[];
// Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
//! Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
extern s32 D_80183E7C;
#define D_8018CC80_SIZE 0x64
// List of object list indices used by the clouds and stars in some stages
// Also used for snowflakes like D_8018C1B0? Not sure what's up with that
/**
* List of object list indices used by the clouds and stars in some stages
* Also used for snowflakes like D_8018C1B0? Not sure what's up with that
*/
extern s32 D_8018CC80[];
// Number of used spots in D_8018CC80?
//! Number of used spots in D_8018CC80?
extern s32 D_8018D1F0;
// Next free spot in D_8018CC80?
//! Next free spot in D_8018CC80?
extern s32 D_8018D1F8;
// Also next free spot in D_8018CC80?
//! Also next free spot in D_8018CC80?
extern s16 D_8018D17C;
// Something related to the display of the clouds/stars?
//! Something related to the display of the clouds/stars?
extern s8 D_8018D230;
// Some sort of limiter on how many of some object type can spawn
//! Some sort of limiter on how many of some object type can spawn
extern s32 D_8018D3C4;
#endif