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https://github.com/zeldaret/tmc
synced 2026-08-18 05:38:50 -04:00
struct_02002A40 -> structures.h
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+37
-8
@@ -13,21 +13,48 @@ typedef struct {
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u8 gameLanguage;
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} struct_02000000;
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extern struct_02000000 gUnk_02000000;
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typedef struct {
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u16 field_0x0;
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u16 field_0x2;
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u16 field_0x4;
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u16 field_0x6;
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u16 field_0x8;
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u16 field_0xa;
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} struct_0807D1C4;
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#define gUnk_02000000 ((struct_02000000*)(0x2000000))
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//extern struct_02000000 gUnk_02000000;
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typedef struct {
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u16 frameCount; // regular frame count? does anything reset it?
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/*0x000*/ u8 filler0[0x6];
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/*0x006*/ u8 unk6;
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/*0x007*/ u8 unk7;
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/*0x008*/ u8 unk8;
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/*0x009*/ u8 field_0x9[0x34];
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/*0x040*/ u32 windcrests;
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/*0x044*/ u8 filler44[0xC];
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/*0x050*/ u32 unk50;
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/*0x054*/ u8 filler54[0x54];
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/*0x0A8*/ Stats stats;
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/*0x0D0*/ u8 filler4[0x3c0];
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/*0x490*/ u32 unk490;
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} struct_02002A40;
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extern struct_02002A40 gUnk_02002A40;
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typedef struct {
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u16 frameCount; // regular frame count? does anything reset it?
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u8 field_0x2[6];
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bool8 transitioningOut;
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u8 transitionType; // transition when changing areas
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u8 field_0xa;
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u8 field_0xa; // seems to be a tile type
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u8 field_0xb;
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u8 areaID;
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u8 roomID;
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u8 animState;
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u8 playerState;
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u8 field_0xf;
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Coords startPos;
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u16 collisionLayer;
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Coords playerStartPos;
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u16 playerLayer;
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u8 field_0x14[0xa];
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u16 field_0x20;
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u16 field_0x22;
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@@ -41,6 +68,8 @@ typedef struct {
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u16 field_0x46;
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u16 field_0x48;
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u16 field_0x4a;
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u8 field_0x4c[0x60];
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u16 field_0xac;
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} ScreenTransition;
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extern ScreenTransition gScreenTransition;
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@@ -53,9 +82,9 @@ typedef struct {
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u8 field_0xa;
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u8 areaID;
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u8 roomID;
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u8 collisionLayer;
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u8 playerLayer;
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u8 field_0xe;
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u8 playerAnimState;
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u8 playerState;
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u16 transitionSFX;
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} ScreenTransitionData;
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