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1d9c5c49c5
* tol_keitai_1 * kenjyu * evw_anime data extraction works * forgot to remove this * added comments for objects * fixes * scroll colprim colenv now extract as arrays * forgot commas
67 lines
1.9 KiB
C
67 lines
1.9 KiB
C
#ifndef EVW_ANIME_H
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#define EVW_ANIME_H
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#include "ultra64.h"
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struct Game;
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typedef struct EvwAnimeScroll {
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/* 0x0 */ s8 x; /* x (s) texture position */
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/* 0x1 */ s8 y; /* y (t) texture position */
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/* 0x2 */ u8 width; /* texture width */
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/* 0x3 */ u8 height; /* texture height */
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} EvwAnimeScroll; // size = 0x4
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typedef struct EvwAnimeColPrim {
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/* 0x0 */ u8 r;
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/* 0x1 */ u8 g;
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/* 0x2 */ u8 b;
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/* 0x3 */ u8 a;
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/* 0x4 */ u8 l;
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} EvwAnimeColPrim; // size = 0x5
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typedef struct EvwAnimeColEnv {
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/* 0x0 */ u8 r;
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/* 0x1 */ u8 g;
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/* 0x2 */ u8 b;
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/* 0x3 */ u8 a;
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} EvwAnimeColEnv; // size = 0x4
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typedef struct EvwAnimeColReg {
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/* 0x0 */ u16 frameCount;
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/* 0x2 */ u16 keyframeCount;
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/* 0x4 */ EvwAnimeColPrim* prim;
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/* 0x8 */ EvwAnimeColEnv* env;
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/* 0xC */ u16* keyframes;
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} EvwAnimeColReg; // size = 0x10
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typedef struct EvwAnimeTexAnime {
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/* 0x0 */ u16 frameCount; /* total frames in the animation */
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/* 0x2 */ u16 keyframeCount; /* number of animation keyframes */
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/* 0x4 */ void** textureTable; /* list of each texture */
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/* 0x8 */ u8* animationPattern; /* list of which texture to use per keyframe (runs at 30 FPS) */
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/* 0xC */ u16* keyframes; /* list of keyframe frame indices */
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} EvwAnimeTexAnime; // size = 0x10
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typedef struct EvwAnimeData {
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/* 0x0 */ s8 segment; /* Negative segments signal the end of the animation data array */
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/* 0x2 */ s16 type;
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/* 0x4 */ void* dataPtr;
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} EvwAnimeData; // size = 0x8
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// void func_800549C0_jp();
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// void func_80054A28_jp();
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// void func_80054A94_jp();
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// void func_80054B44_jp();
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// void func_80054BB0_jp();
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// void func_80054C88_jp();
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// void morf_calc();
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// void func_80054D3C_jp();
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// void func_80054F10_jp();
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// void func_80055214_jp();
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// void func_80055248_jp();
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// void func_800554D8_jp();
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void Evw_Anime_Set(struct Game*,EvwAnimeData*);
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#endif
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