struct_02002A40 -> structures.h

This commit is contained in:
theo3
2020-08-04 23:55:39 -07:00
parent 2575c0a63d
commit 6824834142
21 changed files with 208 additions and 310 deletions
+37 -8
View File
@@ -13,21 +13,48 @@ typedef struct {
u8 gameLanguage;
} struct_02000000;
extern struct_02000000 gUnk_02000000;
typedef struct {
u16 field_0x0;
u16 field_0x2;
u16 field_0x4;
u16 field_0x6;
u16 field_0x8;
u16 field_0xa;
} struct_0807D1C4;
#define gUnk_02000000 ((struct_02000000*)(0x2000000))
//extern struct_02000000 gUnk_02000000;
typedef struct {
u16 frameCount; // regular frame count? does anything reset it?
/*0x000*/ u8 filler0[0x6];
/*0x006*/ u8 unk6;
/*0x007*/ u8 unk7;
/*0x008*/ u8 unk8;
/*0x009*/ u8 field_0x9[0x34];
/*0x040*/ u32 windcrests;
/*0x044*/ u8 filler44[0xC];
/*0x050*/ u32 unk50;
/*0x054*/ u8 filler54[0x54];
/*0x0A8*/ Stats stats;
/*0x0D0*/ u8 filler4[0x3c0];
/*0x490*/ u32 unk490;
} struct_02002A40;
extern struct_02002A40 gUnk_02002A40;
typedef struct {
u16 frameCount; // regular frame count? does anything reset it?
u8 field_0x2[6];
bool8 transitioningOut;
u8 transitionType; // transition when changing areas
u8 field_0xa;
u8 field_0xa; // seems to be a tile type
u8 field_0xb;
u8 areaID;
u8 roomID;
u8 animState;
u8 playerState;
u8 field_0xf;
Coords startPos;
u16 collisionLayer;
Coords playerStartPos;
u16 playerLayer;
u8 field_0x14[0xa];
u16 field_0x20;
u16 field_0x22;
@@ -41,6 +68,8 @@ typedef struct {
u16 field_0x46;
u16 field_0x48;
u16 field_0x4a;
u8 field_0x4c[0x60];
u16 field_0xac;
} ScreenTransition;
extern ScreenTransition gScreenTransition;
@@ -53,9 +82,9 @@ typedef struct {
u8 field_0xa;
u8 areaID;
u8 roomID;
u8 collisionLayer;
u8 playerLayer;
u8 field_0xe;
u8 playerAnimState;
u8 playerState;
u16 transitionSFX;
} ScreenTransitionData;