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Super-Mario-Sunshine-C-Kit/inc/sms.h

1220 lines
No EOL
33 KiB
C

#ifndef SMS_H
#define SMS_H
#include <stdlib.h>
#include <stdint.h>
#include <stdarg.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 PRESS_L 0x0040
#define PRESS_R 0x0020
#define MARIOFLAG_ALIVE 0x00000001
#define MARIOFLAG_INVISIBLE 0x00000004
#define MARIOFLAG_ALLDEAD 0x00000F00
#define MARIOFLAG_GAMEOVER 0x00000400
#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_DOJUMP 0x00000080
#define STATE_AIRBORN 0x00000800
#define STATE_CUTSCENE 0x00001000
#define STATE_STUNNED 0x00002000
#define STATE_RUNNING 0x04000440
#define STATE_IDLE 0x0C400201
#define STATE_STOP 0x0C00023D
#define STATE_SPIN 0x00000441
#define STATE_JUMPSPIN 0x00000890
#define STATE_JUMPSPIN1 0x00000895
#define STATE_JUMPSPIN2 0x00000896
#define STATE_JUMP 0x02000880
#define STATE_D_JUMP 0x02000881
#define STATE_TRIPLE_J 0x00000882
#define STATE_JMP_LAND 0x04000470
#define STATE_HVY_LAND 0x04000473
#define STATE_D_LAND 0x04000472
#define STATE_T_LAND 0x0800023A
#define STATE_JUMPSIDE 0x00000880
#define STATE_SIDESTEP 0x0C008220
#define STATE_SIDE_FLIP 0x00000887
#define STATE_FALL 0x0000088C
#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
#define STATE_TURNING 0X00000444
//add new
#define STATE_SHINE_C 0x00001302 // Collected Shine Sprite
#define STATE_DEATH 0x00020467
#define STATE_DOOR_F_O 0x00001321 // Door open fail
#define STATE_WALL_S_L 0x04000471
#define STATE_WALL_SLD 0x000008A7
#define STATE_F_KNCK_H 0X000208B0 // hard knockback from front (bumping into a wall from dive)
#define STATE_KNCK_LND 0X00020462 // Landing from front knockback
#define STATE_KNCK_GND 0x00020466 // Front knockback while grounded
#define STATE_FIRE_HIT 0x000208B7
#define STATE_FIRE_RVR 0x08000239 // Recover from fire on ground
#define STATE_HOVER_F 0x0000088D // Falling from hover
#define STATE_SLIDE_R1 0x000008A6 // Recover from slide by flipping
#define STATE_SLIDE_R2 0x00000386 // Recover from slide by getting up
#define STATE_R_SPRAY 0x0C008220 // Recover from spray
#define STATE_G_POUND 0x008008A9 // Ground pounding
//#define
#define BGM_DOLPIC 0x80010001
#define BGM_BIANCO 0x80010002
#define BGM_MAMMA 0x80010003
#define BGM_PINNAPACO_SEA 0x80010004
#define BGM_PINNAPACO 0x80010005
#define BGM_MARE_SEA 0x80010006
#define BGM_MONTEVILLAGE 0x80010007
#define BGM_SHILENA 0x80010008
#define BGM_RICCO 0x80010009
#define BGM_GET_SHINE 0x8001000A
#define BGM_CHUBOSS 0x8001000B
#define BGM_MISS 0x8001000C
#define BGM_BOSS 0x8001000D
#define BGM_MAP_SELECT 0x8001000E
#define BGM_BOSSPAKU_DEMO 0x8001000F
#define BGM_MAIN_TITLE 0x80010010
#define BGM_CHUBOSS2 0x80010011
#define BGM_EXTRA 0x80010012
#define BGM_DELFINO 0x80010013
#define BGM_MAREVILLAGE 0x80010014
#define BGM_CORONA 0x80010015
#define BGM_KAGEMARIO 0x80010016
#define BGM_CAMERA 0x80010017
#define BGM_MONTE_ONSEN 0x80010018
#define BGM_MECHAKUPPA 0x80010019
#define BGM_AIRPORT 0x8001001A
#define BGM_UNDERGROUND 0x8001001B
#define BGM_TITLEBACK 0x8001001C
#define BGM_MONTE_NIGHT 0x8001001D
#define BGM_CASINO 0x8001001E
#define BGM_EVENT 0x8001001F
#define BGM_TIME_IVENT 0x80010020
#define BGM_SKY_AND_SEA 0x80010021
#define BGM_MONTE_RESCUE 0x80010022
#define BGM_MERRY_GO_ROUND 0x80010023
#define BGM_SCENARIO_SELECT 0x80010024
#define BGM_FANFARE_CASINO 0x80010025
#define BGM_FANFARE_RACE 0x80010026
#define BGM_CAMERA_KAGE 0x80010027
#define BGM_GAMEOVER 0x80010028
#define BGM_BOSSHANA_2ND3RD 0x80010029
#define BGM_BOSSGESO_2DN3RD 0x8001002A
#define BGM_CHUBOSS_MANTA 0x8001002B
#define BGM_MONTE_LAST 0x8001002C
#define BGM_SHINE_APPEAR 0x8001002D
#define BGM_KUPPA 0x8001002E
#define BGM_SPACEWORLD 0x80011030
#define SND_PIPE 9598
//#define GFX_OFF 0x09A4 - E3
#define GFX_OFF 0x07F4
#define AIRPORT 0
#define DOLPIC0 1
#define BIANCO0 2
#define RICCO0 3
#define MAMMA0 4
#define PINNABEACH0 5
#define SIRENA0 6
#define DELFINO0 7
#define MONTE0 8
#define MARE0 9
#define NONE0 10
#define SCALE0 11
#define TEST10 12
#define PINNAPARCO0 13
#define CASINO0 14
#define GFX_OFF 0x09A4
typedef float Mtx[3][4];
typedef float Mtx44[4][4];
enum GXProjectionType
{
GX_PERSPECTIVE = 0,
GX_ORTHOGRAPHIC = 1
};
typedef struct
{
float x, y, z;
} Vec, *VecPtr, Point3d, *Point3dPtr;
typedef struct {
Point3d position;
Point3d target;
Vec up;
float fovy;
float znear;
float zfar;
Mtx viewMtx;
Mtx44 projMtx;
} Camera;
typedef struct {
int xorg;
int yorg;
int width;
int height;
} ViewPort;
typedef struct{
int u1;
} WaterGun;
typedef struct{
uint16_t buttons; // 0x0
int8_t lanalogx; // 0x4
int8_t lanalogy; // 0x8
int8_t ranalogx; // 0xC
int8_t ranalogy; // 0xA
uint8_t ltrig; // 0xE
uint8_t rtrig; // 0x12
uint8_t status; //0x16
uint8_t u2;
uint8_t u3;
uint8_t u4;
} __attribute__((packed)) Controller;
typedef struct{
void* type;
void* u1[55];
int u2;
int u3[7];
} MarioGamePad;
// MarDirector* mardirector = (MarDirector*)(r13 + 0x9FB8)
typedef struct{
int u1;
} MarDirector;
typedef struct{
float x;
float y;
float z;
} Vector;
typedef struct {
int flag1;
int flag2;
int flag3;
int flag4;
int flag5;
int flag6;
int flag7;
int flag8;
int flag9;
int flag10;
} NormalSoundData;
typedef struct {
float u1;
float u2;
float u3;
float u4;
} HitTable;
typedef struct{
char* colKey;
int flag;
} ColData;
typedef struct AnimData_t{
char* modelKey;
int unk1;
int unk2;
int unk3;
int unk4;
int unk5;
int unk6;
int unk7;
int unk8;
int unk9;
char* animModel;
char* animKey;
int unk10;
int unk11;
int unk12;
} AnimData;
typedef struct {
int info1;
AnimData* aData;
} AnimInfo;
typedef struct {
int flag1;
int flag2;
int flag3;
HitTable* hitData;
} HitInfo;
typedef struct {
int flag1;
ColData* cData;
} ColInfo;
typedef struct {
int flag1;
NormalSoundData* normSoundData; // okay what?
} SoundInfo;
typedef struct ObjectData_t {
char* modelKey;
float unknown1;
char* shiftJis;
char* shiftJis2;
AnimInfo* aInfo;
HitInfo* hInfo;
ColInfo* cInfo;
SoundInfo* sInfo;
int unused1;
int unused2;
int unused3;
int unused4;
float unknown2;
int flag1;
int flag2;
} ObjectData;
struct HitActor_t;
struct EMario_t;
struct EnemyMario_t;
struct WaterGun_t;
struct Yoshi_t;
struct ObjectData_t;
struct AnimData_t;
typedef struct PolarSubCamera_t {
void* Type;
void* u2;
int u3;
int u4;
Vector position;
int u5;
void* u6;
int u7;
Vector u8;
float u9;
int u10;
Vector rotation;
Vector u11;
int u12[51];
MarioGamePad* gamepad;
} PolarSubCamera;
typedef struct MapObjBase_t{
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
} __attribute__((packed)) MapObjBase;
typedef struct HitActor_t{
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
struct HitActor_t** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
void* u21[0x2F];
ObjectData* objData; // 130
} __attribute__((packed)) HitActor;
typedef struct {
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
struct HitActor_t** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
void* u21; //74
void* u22; //78
int snd1; //7C
int snd2; //80
char* bas; //84
int status; //88
int init; //8c
int status_timer; //90
int temp6; //94
int temp7; //98
int temp8; //9c
int temp9; //a0
int temp10; //a4
int temp11; //a8
int temp12; //ac
float dirY; //b0
int current; //b4
float u23; //b8
float u24; //bc
float u25; //c0
void* u26; //c4
float u27; //c8
float u28; //cc
int reserved1; //d0
int u29; // Used - d4
int analogX; //d8
int analogY; //dc
int reserved4; //e0
int reserved5; //e4
void* u30[18];
ObjectData* objData; // 130
} __attribute__((packed)) MultiActor;
typedef struct {
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
struct HitActor_t** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
void* u21;
void* u22;
int u23;
int isFlipped;
int flipTimer;
} __attribute__((packed)) flipBlockActor;
typedef struct{
void* Type;
void* u2;
int u3;
int hitCount;
Vector position;
int u5;
void* u6;
Vector scale;
Vector direction;
void* u7;
void* u8;
void* u9;
int u10;
int collision;
float u12;
float u13;
float u14;
float u15;
float u16;
int u17;
int u18;
int u19;
void* u20;
} BlockActor;
typedef struct {
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
struct HitActor_t** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
void* u21;
void* u22;
int u23;
int isDown;
int isRot;
} __attribute__((packed)) hexActor;
typedef struct{
void* Type; //0
void* u2; //4
int u3; //8
int u4; //c
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
HitActor** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
int u21;
int u22;
uint32_t status;
uint32_t laststatus; //80
int statustime;
void* u23; //88
void* u24; //8c
void* u25; //90
uint16_t rotx; //94
uint16_t roty; //96
uint16_t rotz; //98
uint16_t roty2; //9a
void* u26; //9c
void* u27; //a0
Vector speed; //a4
void* u28[26]; //b0
int flags; //118
void* u29[178]; //11c
WaterGun* watergun; //3e4
void* u31; //3e8
void* u32; //3ec
struct Yoshi_t* yoshi; //3f0
void* u33[40]; //3f4
MarioGamePad* gamepad; //4f4
} __attribute__((packed)) MarioActor;
typedef struct EnemyMario_t{
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
HitActor** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
int u21;
int u22;
uint32_t status;
uint32_t laststatus;//80
int statustime;
void* u23[36]; //88
int flags; //118
void* u24[64];
char name[16]; //218
void* u25[180]; //228
MarioGamePad* gamepad; //4fc
void* u26[3940];
uint16_t emarioflags;
uint16_t emariodamage; //4294
uint16_t emariohealth; //4296
uint16_t u27; //4298
int u28;
int u29;
struct EMario_t* emario;
int u30;
int u31;
float u32;
float u33;
uint16_t u34;
uint16_t u35;
uint16_t u36;
uint16_t hpmetertimer;
} __attribute__((packed)) EnemyMario;
typedef struct EMario_t{
void* Type; //0
void* u2;
int u3;
int u4;
Vector position; //10
int u5;
void* u6; //20
Vector scale;
Vector direction; //30
void* u7;
void* u8; //40
HitActor** colarray;
uint16_t colcount;
uint16_t colarraysize;
int colsettings;
float bound1; //50
float bound2;
float bound3;
float bound4;
float bound5; //60
int colflags;
int u18;
int u19;
void* u20; //70
void* u21[55];
EnemyMario* enemymario;
} __attribute__((packed)) EMario;
#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;
} __attribute__((packed)) ItemActor;
typedef struct{
uint8_t u1; //00
uint8_t u2;
uint8_t u3;
uint8_t u4;
int u5; //04
int u6; //08
int u7; //0c
MarioActor* mario;
} __attribute__((packed)) Yoshi;
typedef struct{
void* u1[6];
int count; //18
void* u1_2[21];
Vector position; //70
void* u2[11]; //7c
float u3; //a8
void* u4[4]; //7c
float u5; //bc
void* u6[4]; //c0
float u7; //d0
void* u8[9]; //d4
float u9; //f8
void* u10[13];
uint16_t u11; //134
uint16_t u12;
} __attribute__((packed)) WaterEmitInfo;
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];
} J2DPaneO;
typedef struct {
void* type;
int content[64];
} J2DScreen;
typedef struct {
int charIndex;
int unk1;
uint8_t voice;
} JMSMesgEntry;
typedef struct {
int unk1;
char* textBuf;
JMSMesgEntry* entry[10];
} TalkMesEntry;
typedef struct {
void* type;
void* data[596];
TalkMesEntry* msgEntry;
} Talk2D;
typedef struct {
void* type;
} GCConsole;
typedef struct {
void* type;
} PollutionManager;
typedef struct {
void* type;
} ItemManager;
typedef struct {
void* type;
void* u1;
int flags1;
int flags2;
int timer;
} TrembleModelEffect;
typedef struct {
float a1[4];
float a2[4];
float a3[4];
} A3_A4_f;
typedef struct {
int x;
int y;
int w;
int h;
} Rect;
typedef struct {
void* type;
int type2;
int id;
int isVisible;
int pane_id;
JUTRect rect;
JUTRect cRect;
JUTRect clipRect;
JUTRect scissorBounds;
void* unk1[0x4A];
long* tmem;
} J2DPane;
typedef struct CARDFileInfo
{
int chan;
int fileNo;
int offset;
int length;
int iBlock;
} CARDFileInfo;
const int32_t testObjectVTable[119] =
{
0x00000000, 0x00000000, 0x801C4580, 0x80007D70,
0x801AF750, 0x802FA6F4, 0x801B2FF0, 0x802FA6FC,
0x801B3364, 0x00000000, 0x00000000, 0x801C4918,
0x803370C0, 0x8033720C, 0x80337214, 0x8033721C,
0x80337220, 0x80337228, 0x8033722C, 0x80337230,
0x80337234, 0x80007FA8, 0x80007FA0, 0x80007F98,
0x80007F90, 0x80007F88, 0x80007F80, 0x803370E0,
0x803370E8, 0x803370EC, 0x803370F4, 0x803370F8,
0x80337100, 0x80337104, 0x802F7004, 0x802F7020,
0x802F703C, 0x802F7058, 0x802F7074, 0x802F7090,
0x801B305C, 0x800C6E9C, 0x801B4194, 0x80007D40,
0x800C6E94, 0x80218CC0, 0x801AFA4C, 0x802187D0,
0x801B345C, 0x801AFF74, 0x801B35F8, 0x801B36B8,
0x8021818C, 0x80218020, 0x80217FC8, 0x80217DE4,
0x801AFA80, 0x801B4114, 0x80217D88, 0x80217D6C,
0x80217CC8, 0x80217B30, 0x80217990, 0x801B401C,
0x801B0430, 0x801B0738, 0x801B12F8, 0x801B1368,
0x801B9C24, 0x801B1058, 0x801B118C, 0x800C6ED0,
0x801B17DC, 0x800C6F08, 0x801B238C, 0x801B1D64,
0x801B12F0, 0x801AEBEC, 0x800C6F0C, 0x800C6F10,
0x800C6F14, 0x801B02D0, 0x801C42E4, 0x801B43D0,
0x801B03B8, 0x801B03F4, 0x801B08F4, 0x800C6F18,
0x800C6F20, 0x801AEBE4, 0x801B1764, 0x801B4F30,
0x801B3F2C, 0x801B4580, 0x801B4528, 0x801B4644,
0x801B46C4, 0x801B48F8, 0x801B4D78, 0x801B47E4,
0x801B4DD0, 0x801B4950, 0x801B49A4, 0x801B4200,
0x801B4BDC, 0x801B49F8, 0x801B4CEC, 0x801B4274,
0x801B4D54, 0x801B4470, 0x801B44DC, 0x801B444C,
0x801B3938, 0x801B3ADC, 0x801B3B8C, 0x801B3DFC,
0x801B3EE4, 0x801B3D64, 0x801B3DF0,
};
//For C++ inheritence
#define GetObjectFunction( object, func ) (void*)*(void**)((int)*(int*)object + func)
#define Director_GameUpdate 0x64
#define HitActor_TouchPlayer 0x0148
#define HitActor_ReceiveMessage 0xA0
//Only works with objects with vtables
#define GetType( object ) *(int*)object
#define TYPE_ENEMYMARIO 0x803aef24
#define TYPE_EMARIO 0x803ae404
#define TYPE_ITEMNOZZLE 0x803c942c
//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 GXSetViewport(float x, float y, float w, float h, float nearZ, float farZ);
void GXSetProjection(float mtx[4][4], int projType);
void GXFlush();
void C_MTXLookAt(Mtx mtx, Point3dPtr* camPos, VecPtr* camUp, Point3dPtr* target);
void setSrcRect(int viewPortObj, int rect);
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);
#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 setTalkBox(Talk2D* tManager, char* textBuffer, JMSMesgEntry* entry);
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");
// math
float cosf(float);
float sinf(float);
float sqrtf(float);
// 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 MarioGamePad* GamePads = (MarioGamePad*)0x8057738c;
static MarioGamePad* GamePadOne = (MarioGamePad*)0x8057738c;
static MarioGamePad* GamePadTwo = (MarioGamePad*)0x8057748c;
static MarioGamePad* GamePadThree = (MarioGamePad*)0x8057758c;
static MarioGamePad* GamePadFour = (MarioGamePad*)0x8057768c;
void MarioGamePad_Read();
void MarioGamePad_Update(MarioGamePad* pad);
void MarioGamePad_Reset(MarioGamePad* pad);
static void* gpSystemFont = (void*)0x8040e188;
static void* gpRomFont = (void*)0x8040e18c;
// SMS
static void* gpApplication = (void*)0x803e9700;
static Talk2D** TalkManager = (Talk2D**)0x8040ddd8;
static void** gpMarioParticleManager = (void**)0x8040e150;
static void** gpModelWaterManager = (void**)0x8040e138;
uint32_t* gModelWaterManagerWaterColor = (uint32_t*)0x803dd898;
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 openNormalTalkWindow(Talk2D* manager);
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** gpItemManager = (void**)0x8040df10;
static void** gpMap = (void*)0x8040de98;
static PollutionManager** gpPollution = (void*)0x8040ded0;
static void** gpStrategy = (void*)0x8040e080;
static void** gpSunManager = (void*)0x8040d0c0;
static HitActor** gpSunModel = (void*)0x8040d0c8;
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);
int IsPolluted(void);
//Camera
static HitActor** gpCamera = (void*)0x8040d0a8;
void Camera_AddMultiPlayer(void* camera, Vector* position);
void Camera_RemoveMultiPlayer(void* camera, Vector* position);
void Camera_CreateMultiPlayer(void* camera, unsigned char players);
void PolarSubCamera_UpdateMultiplayer(void* camera);
// Mario
static HitActor** gpMarioOriginal = (void*)0x8040e0e8;
static HitActor** gpMarioAddress = (void*)0x8040e108;
#define GetFludd(mario) (HitActor*)((mario) + 0x03E4)
static Vector** gpMarioPos = (void*)0x8040e10c;
static uint16_t** gpMarioAngleX = (void*)0x8040e110;
static uint16_t** gpMarioAngleY = (void*)0x8040e114;
static uint16_t** 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 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();
int SMS_IsMarioDashing();
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(WaterGun* fludd);
void Mario_StartVoice(MarioActor* mario, int id);
void Mario_SetGamePad(MarioActor* mario, MarioGamePad* gamepad);
void Mario_CheckController(HitActor* mario, void* drama, void* graphics);
void Mario_ReceiveMessage(MarioActor* mario, HitActor* other, unsigned long message);
void Mario_PlayerControl(MarioActor* mario, void* drama, void* graphics);
void Mario_CheckCollision(MarioActor* mario);
void Mario_DamageExec(MarioActor* mario, HitActor* other, int u1, int u2, int u3, float f1, int u4, float f2, short u5);
void Mario_IncHP(MarioActor* mario, int n);
void Mario_DecHP(MarioActor* mario, int n);
void EnemyMario_CheckController(HitActor* enemymario, void* drama, void* graphics);
void SetMarioVelocity(MarioActor* mario, float vel);
void StartTrembleEffect(TrembleModelEffect* effectmgr, float maxTremble, float minTremble, float damp, int timer);
void Mario_WearGlasses(MarioActor* mario);
void MapObjBase_RemoveMapCollision(MapObjBase* obj);
void Mario_InitValues(MarioActor* mario);
void Mario_Trample(MarioActor* mario, HitActor* other);
void Mario_SetAnimation(MarioActor* mario, int id, float f1);
void Mario_SetStatusToJumping(MarioActor* mario, long u1, long u2);
void Mario_GetOffYoshi(MarioActor* mario);
void Mario_WaterGunUpdate(MarioActor* martin);
void mario_initModel(MarioActor* mario);
void mario_initValues(MarioActor* mario);
#define GetMarioTrembleEffect(mario) ((TrembleModelEffect*)*((void**)(mario) + 0x014F))
void Yoshi_Ride(Yoshi* yoshi);
void WaterGun_Create(WaterGun* fludd, MarioActor* mario);
void WaterGun_Init(WaterGun* fludd);
void WaterGun_ChangeNozzle(void* this, int nozzletype, int nozzleslot);
void WaterGun_Update(WaterGun*, int, void*);
#define MARIOMSG_THROW 0x07
#define MARIOMSG_HURTFIRE 0x0a
#define MARIOMSG_HURT 0x0e
void SendMsgToMario(MarioActor* mario, int msg);
// Objects
#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(ItemManager* itemManager, int id);
HitActor* makeShineAppearWithDemo(ItemManager* itemManager, char* manager, char* mang2, float x, float y, float z);
//Water
void WaterEmitInfo_Create(WaterEmitInfo* this, const char* prm);
void ModelWaterManager_EmitRequest(void* man, void* emitinfo);
// Effects
void GenerateEffectElectric(HitActor* pos);
void emitGetCoinEffect(int unk1, MarioActor* mario);
void emitGotEffect(MarioActor* mario);
void objAppear(HitActor* actor);
void destroyCol(HitActor* actor);
void initModelData(HitActor* actor);
void marioCanTake(MarioActor* mario, HitActor* actor);
void marioStartVoice(MarioActor* mario, int soundIndex);
void ParticleManager_EmitWithRotate(void* man, int particle, Vector* position, uint16_t yaw, uint16_t pitch, uint16_t roll, uint8_t u2, void const* u5);
void MapObjBase_EmitSplash(MapObjBase* obj);
void changeTexture(int gfx, int gfxtype, int amnt);
void setPanePosition(J2DPane* plane, long speed, int unk2, int unk3, int unk4);
void updatePane(J2DPane* pane);
void updateBoundPane(J2DPane* pane);
void updateBlendPane(J2DPane* pane);
void movePane(J2DPane* pane, int u1, int u2);
int searchPane(long root, int id);
void processAppearCoin(int GCConsole);
void startAppearCoin(int GCConsole);
void processDownCoin(int GCConsole, int u1, long u2, long u3);
void getModel(HitActor* actor);
void showAllShapePacket(void);
void makeObjAppeared(HitActor* actor);
void startMapObjAnim(HitActor* actor, int multi);
void createMActor(int u1, int u2, int u3, int u4, int u5);
void startAnimation(int objProp, int anim, int u1);
void setUpMapCollision(HitActor* actor);
void setFrameRate(long _0x74, int unk1, float speed);
void changeCollision(HitActor* actor, int unk1, float unk2, float unk3);
void EasyEmitParticle(int effect, Vector* position, HitActor* actor, Vector* u1);
// Music / SFX
void PlaySound(int rate, Sound* sfx, int nl1, int nl2, int nl3, int four);
void startSoundSystemSE(int id, int unk1, int unk2, int unk3);
void StartStageEntranceDemoSeq(int u1, int u2);
void StartBGM(int u1);
void StopBGM(int u1, int u2);
void StopBGMs(int unk1, int unk2);
void search(int id);
void setAnimSound(HitActor* actor, char* bas);
void initAnimSound(int mBuff, int BAS, float unk1, int unk2);
//TEST LUMA
static float* lumaX = (void*)0x810e21bc;
static float* lumaY = (void*)0x810e21c0;
static float* lumaZ = (void*)0x810e21c4;
static float* lumaRotY = (void*)0x810e21e0;
static float* lumaScaleX = (void*)0x810e21d0;
static float* lumaScaleY = (void*)0x810e21d4;
static float* lumaScaleZ = (void*)0x810e21d8;
static float* CamRotX = (void*)0x812444e8;
static float* CamRotY = (void*)0x812444ec;
static float* CamRotZ = (void*)0x812444f0;
static float* CoinHUD = (void*)0x80e2cfc4;
void startCameraDemo(HitActor* cameraActor, int anim, float startrotation, int u1, long u2, int u3);
void coinTaken(HitActor* coin, HitActor* mario);
void redCoinTaken(HitActor* coin, HitActor* mario);
void startAppearGo(long ConsoleStr);
void startJAIStream(char* audioFile, int u1, void* u2);
void loadToMainRAM(char* file, int unk1, int unk2, int unk3, long unk4, int unk5, int unk6, int unk7);
void DVDOpen(char* file, long unk1);
void DVDPrepareStreamASync(long finfo, int length, int offset, long callback);
void DVDStopStreamAtEndAsync(long commandblock, long callback);
void DVDCancelStreamAsync(long commandblock, long callback);
void loadToARAM(char* file, int unk1, int unk2, int unk3, int unk4);
void loadModelData(char* modelFile, int flags, char* directory);
void setBuffer(void* constructor, void* buffer, int size);
void JSURead(void* constructor, void* buffer, int amount);
int readData(void* constructor, void* buffer, int size);
int getGlbResource(char* file);
void loadBCKDataBase(int bck);
void setBTP(long objPtr, char* animFile);
float getDistance(HitActor* object, Vector position);
static uint32_t** key = (void*)0x80412fec;
static const int* TGCCConsole2 = (void*)0x80902AB4;
//static const int* TGCCConsole2 = (void*)0x80ea3804;
const int* firstPane = (void*)0x80ea40e4;
void StartSoundActorWithInfo(int, Vector*, Vector*, float, int, int, void**, int, uint8_t);
//Other
void PSMTXCopy();
void CLBPolarToCross(Vector* center, Vector* out, float rho, uint16_t theta ,uint16_t phi);
void Application_Init(void* application);
void CARDInit(void);
int CARDMount(int channelNum, void* workArea, long cardCallBack);
int CARDOpen(int channelNum, char* fileName, CARDFileInfo* fileInfo);
int CARDCreate(int channelNum, char* fileName, int size, CARDFileInfo* fileInfo);
int CARDRead(CARDFileInfo* fileInfo, void* bufferAddr, int length, int offset);
int CARDWrite(CARDFileInfo* fileInfo, void* bufferAddr, int length, int offset);
//80e2d0d4 - c_cu
//80143a38
//80578988
//80426df0
//8117002c
#endif