//For C++ inheritence #define GetObjectFunction( object, func ) (void*)*(void**)((int)*(int*)object + func) #define Director_GameUpdate 0x64 #define HitActor_TouchPlayer 0x0148 #ifndef SMS_H #define SMS_H #define PRESS_START 0x1000 #define PRESS_B 0x0200 #define PRESS_A 0x0100 #define PRESS_Z 0x0010 #define PRESS_X 0x0400 #define PRESS_Y 0x0800 #define PRESS_DU 0x0008 #define PRESS_DD 0x0004 #define PRESS_DL 0x0001 #define PRESS_DR 0x0002 #define MARIOFLAG_ALIVE 0x00000001 #define MARIOFLAG_INVISIBLE 0x00000004 #define MARIOFLAG_DEAD 0x00000040 #define MARIOFLAG_SLIP 0x00000080 #define MARIOFLAG_HASHELMET_FOLLOWCAMERA 0x00001000 #define MARIOFLAG_HASHELMET 0x00002000 #define MARIOFLAG_HASFLUDD 0x00008000 #define MARIOFLAG_SPLASH 0x00010000 #define MARIOFLAG_PUDDLE 0x00020000 #define MARIOFLAG_SHIRT 0x00100000 #define MARIOFLAG_GONE 0x00200000 #define STATE_NUMBER 0x0000000F #define STATE_AIRBORN 0x00000800 #define STATE_CUTSCENE 0x00001000 #define STATE_STUNNED 0x00002000 #define STATE_RUNNING 0x04000440 #define STATE_IDLE 0x0C400200 #define STATE_SPIN 0x00000441 #define STATE_JUMPSPIN1 0x00000895 #define STATE_JUMPSPIN2 0x00000896 #define STATE_JUMP 0x02000880 #define STATE_JUMPSIDE 0x00000880 #define STATE_SIDESTEP 0x0C008220 #define STATE_SWIM 0x000024D7 #define STATE_DIVE 0x0080088A #define STATE_DIVEJUMP 0x02000889 #define STATE_DIVESLIDE 0x00800456 #define STATE_CLIMB 0x18100340 #define STATE_CLIMBUP 0x10100343 #define STATE_WALLJUMP 0x02000886 #define STATE_WALLSLIDE 0x000008A7 #define STATE_HANG 0x3800034B #define STATE_HANGCLIMB 0x3000054F #define STATE_SLAMSTART 0x008008A9 #define STATE_SLAM 0x0080023C #define STATE_SPRAY 0x0C008220 #define STATE_THROWN 0x000208B8 #define STATE_HOVER 0x0000088B #define STATE_STUCK 0x0002033C #define STATE_TALKING 0x10001308 typedef struct{ uint16_t buttons; uint8_t lanalogx; uint8_t lanalogy; uint8_t ranalogx; uint8_t ranalogy; uint16_t u1; uint8_t status; uint8_t u2; } Controller; // MarDirector* mardirector = (MarDirector*)(r13 + 0x9FB8) typedef struct{ int u1; } MarDirector; typedef struct{ float x; float y; float z; } Vector; typedef struct{ void* Type; void* u2; int u3; int u4; Vector position; int u5; void* u6; Vector scale; Vector direction; void* u7; void* u8; void* u9; int u10; int u11; float u12; float u13; float u14; float u15; float u16; int u17; int u18; int u19; void* u20; } HitActor; typedef struct{ void* Type; void* u2; int u3; int u4; Vector position; int u5; void* u6; Vector scale; Vector direction; void* u7; void* u8; void* u9; int u10; int u11; float u12; float u13; float u14; float u15; float u16; int u17; int u18; int u19; void* u20; int u21; int u22; uint32_t status; uint32_t laststatus; int statustime; } MarioActor; typedef struct{ float u1; float u2; float u3; float u4; float x; float y; float z; } Position; #define ITEMFLAG_STATIC 0x00000010 typedef struct{ void* Type; void* u2; int u3; int u4; Vector position; int u5; void* u6; Vector scale; Vector direction; void* u7; void* u8; void* u9; int u10; int itemtype; float u12; float u13; float u14; float u15; float u16; int u17; int u18; int u19; void* u20; //0x74 int pad1[14]; Vector velocity; int pad2[14]; int flags; } ItemActor; typedef struct { int u1; float u2; } Sound; typedef struct { int x1; int y1; int x2; int y2; } JUTRect; typedef struct { void* type; int content[64]; } J2DGrafContext; typedef struct { void* type; int content[64]; } J2DOrthoGraph; typedef struct { void* type; int content[9]; } J2DPrint; typedef struct { void* type; } JUTResFont; typedef struct { } ResFONT; typedef struct { void* type; int pad1[2]; int flags; JUTRect bounds; int content[100]; } J2DTextBox; typedef struct { void* type; int content[64]; } J2DPane; typedef struct { void* type; int content[64]; } J2DScreen; typedef struct { void* type; } Talk2D; typedef struct { void* type; } GCConsole; typedef struct { void* type; } PollutionManager; typedef struct { float a1[4]; float a2[4]; float a3[4]; } A3_A4_f; //Free is done automatically on stage transition #define malloc(n) __nwa__FUl((n)) #define free(n) __dla__FUl((n)) void GXSetScissor(int x, int y, int x2, int y2); void GXInvalidateTexAll(); void J2DOrthoGraph_Create(J2DOrthoGraph* targetaddr, JUTRect* view); void J2DGrafContext_Setup2D(J2DGrafContext* graphics); void J2DPrint_Create(J2DPrint* targetaddr, JUTResFont* font, int u); float J2DPrint_GetWidth(J2DPrint* j2dprint, char* text); void J2DPrint_Initiate(J2DPrint* j2dprint); void J2DPrint_Print(J2DPrint* j2dprint, int x, int y, char* text, int u1, int u2, int u3); void J2DPrint_Delete(J2DPrint* j2dprint, int mask); static JUTResFont* DiscErrorFont = (JUTResFont*)0x812fef60; #define GameFont (*(ResFONT**)((*(int*)(SceneReference - 0x6038)) + 0x48)) #define GameStrTable (RTOC - 19304) void J2DTextBox_Create(J2DTextBox* targetaddr, int u1, JUTRect* bounds, ResFONT* font, void* table, int HBinding, int VBinding); void J2DTextBox_Draw(J2DTextBox* textbox); void J2DTextBox_Drawii(J2DTextBox* textbox, int a1, int a2); void J2DTextBox_DrawSelf(J2DTextBox* textbox, int a1, int a2, A3_A4_f* matrix); void J2DTextBox_SetString(J2DTextBox* textbox, char* string); char* J2DTextBox_GetStringPtr(J2DTextBox* textbox); void J2DTextBox_Delete(J2DTextBox* textbox); void J2DPane_Draw(J2DPane* pane, int a1, int a2, J2DGrafContext* graphics, int a3); void J2DPane_SetBasePosition(J2DPane* pane, int pos); void J2DPane_MakeMatrix(J2DPane* pane, int a1, int a2); void J2DScreen_Draw(J2DScreen* pane, int a1, int a2, J2DGrafContext* graphics, int a3); void JUTRect_Set(JUTRect* rect, int x, int y, int w, int h); void MarDirector_SetupObjects(MarDirector* director); void Drama_PrepareUpdate(HitActor* this, int a1, void* drama, void* graphics, int obj); /* typedef ObjItemManager{ int a1; int a2; void (*__dt__)(); void (*GetType)(); void (*Load)(); void (*Save)(); void (*LoadAfter)(); void (*SearchF)(); void (*Perform)(); void (*CreateModelData)(); void (*CreateModelData)(); void (*CreateAnmData)(); void (*CreateModelDataArray)(); void (*ClipActors)(); void (*SetFlagOutOfCube)(); void (*CreateSpcBinary)(); bool (*HasMapCollision)(); }*/ register void* RTOC asm ("r2"); register void* SceneReference asm ("r13"); // GC //static void (*GXSetBlendMode)(int a1, int a2, int a3, int a4) = (void*)0x80361dd0; //static void (*GXBegin)(int a1, int a2, int a3) = (void*)0x8035df88; static const Controller* Controllers = (Controller*)0x80404454; static const Controller* ControllerOne = (Controller*)0x80404454; static const Controller* ControllerTwo = (Controller*)0x80404460; static const Controller* ControllerThree = (Controller*)0x8040446c; static const Controller* ControllerFour = (Controller*)0x80404478; static void* gpSystemFont = (void*)0x8040e188; static void* gpRomFont = (void*)0x8040e18c; static void* gpItemManager = (void*)0x8040df10; // SMS static void* gpApplication = (void*)0x803e9700; static Talk2D** TalkManager = (Talk2D**)0x8040ddd8; unsigned int CalcKeyCode(char* key); void Vector_Add(Vector* v1, Vector* v2, Vector* vo); void Vector_Subtract(Vector* v1, Vector* v2); void Vector_Normalize(Vector* vi, Vector* vo); void Vector_Scale(Vector* vi, float scale); float Vector_Magnitude(Vector* v); void Talk2D_OpenWindow(Talk2D* talkmanager, int a1, float f1); void DrawWaterBackground(GCConsole* console); void StampPollution(PollutionManager* pollution, int stamp, float x, float y, float z, float r); void CleanPollution(PollutionManager* pollution, float x, float y, float z, float r); // Stage static MarDirector** gpMarDirector = (void*)0x8040e178; static void** gpMap = (void*)0x8040de98; static PollutionManager** gpPollution = (void*)0x8040ded0; static void** gpStrategy = (void*)0x8040e080; void IsPolluted(void); static uint8_t* ChangeScenario = (void*)0x003e9712; static uint8_t* ChangeEpisode = (void*)0x003e9713; void ChangeStage(MarDirector* director, uint32_t stageinfo); HitActor* SearchF(void* namereflist, int keycode, char* ref); #define SearchObjByRef(ref) SearchF((void*)*(((int*)*(int*)(SceneReference - 0x5db8)) + 1), CalcKeyCode((ref)), (ref)) int GetShineStage(uint8_t stageid); // Mario static HitActor** gpCamera = (void*)0x8040d0a8; static HitActor** gpMarioAddress = (void*)0x8040e108; #define GetFludd(mario) (HitActor*)((mario) + 0x03E4) static Vector** gpMarioPos = (void*)0x8040e10c; static float** gpMarioAngleX = (void*)0x8040e110; static float** gpMarioAngleY = (void*)0x8040e114; static float** gpMarioAngleZ = (void*)0x8040e118; static float** gpMarioSpeedX = (void*)0x8040e11c; static float** gpMarioSpeedY = (void*)0x8040e120; static float** gpMarioSpeedZ = (void*)0x8040e124; static const uint16_t** gpMarioLightID = (void*)0x8040e128; static int** gpMarioFlag = (void*)0x8040e12c; static float** gpMarioThrowPower = (void*)0x8040e130; static const void*** gpMarioGroundPlane = (void*)0x8040e134; MarioActor* GetMarioHitActor(); HitActor* GetFLUDD(); HitActor* GetMarioYoshi(); int GetMarioHP(); int GetMarioStatus(); int GetMarioStatusFromHitActor(MarioActor* mario); void ChangeMarioStatus(MarioActor* mario, int u1, int u2, int u3); void incGoldCoinFlag(uint32_t coinptr, int stage, int amount); #define IncrementCoin(amount) incGoldCoinFlag(*(int*)(SceneReference - 0x6060), GetShineStage((*(int*)(gpApplication + 0x0E)) & 0xFF), (amount)) void GetMarioMapPosition(); void ThrowMario(void*, void*, float, float, float); void SetMarioAnim(float a1, int a2, int a3); int IsMarioJumping(); void SetMarioStatus(MarioActor* mario, int a2, int a3, int a4); #define MarioDoJump(mario) SetMarioStatus((mario), 0x02000881, 0, 0) #define MarioDoThrow(mario) SetMarioStatus((mario), 0x000208B8, 0, 0) void EmitSweat(MarioActor* mario); void Fludd_Emit(HitActor* fludd); void Mario_StartVoice(MarioActor* mario, int id); void WearGlasses(MarioActor* mario); #define MARIOMSG_THROW 0x07 #define MARIOMSG_HURTFIRE 0x0a #define MARIOMSG_HURT 0x0e void SendMsgToMario(MarioActor* mario, int msg); // Objects static void* ItemManager = (void*)0x8107e3a4; #define OBJ_WATER 0x20000002 #define OBJ_ONEUP 0x20000006 #define OBJ_COIN 0x2000000E #define OBJ_BLUECOIN 0x20000010 #define OBJ_ROCKETNOZZLE 0x20000022 #define OBJ_HOVERNOZZLE 0x20000026 #define OBJ_TURBONOZZLE 0x2000002A HitActor* MakeObjAppear(const void* itemManager, int id); // Effects void GenerateEffectElectric(HitActor* pos); // Music / SFX void PlaySound(int rate, Sound* sfx, int nl1, int nl2, int nl3, int four); void StartStageEntranceDemoSeq(int u1, int u2); void startBGM(int u1); void stopBGM(int u1); void DraweMarioHP(MarioActor* emario); #endif