ApiFunc
EvtScript
NoArgCallback
typedef NoArgCallback source
AuCallback
typedef AuCallback source
Color_RGBA8
struct Color_RGBA8 source
Fields
r: u8
g: u8
b: u8
a: u8
Color_RGB8
struct Color_RGB8 source
Fields
r: u8
g: u8
b: u8
Vec2b
Vec2bu
Vec3b
Vec2s
Vec2su
Vec3s
Vec2i
VecXZi
Vec3i
Vec2f
VecXZf
Vec3f
Vec4f
Color4f
Color3i
Color4i
Matrix4f
Matrix4s
CameraRig
DmaTable
HeapNode
NpcMotionBlur
struct NpcMotionBlur source
Ring buffer of an NPC's position over the past 20 frames.
Fields
unused: s8
index: s8Current blur ring buffer index
posX: f32 [20];
posY: f32 [20];
posZ: f32 [20];
NpcChompBlur
struct NpcChompBlur source
NpcQuizmoBlur
struct NpcQuizmoBlur source
Fields
flags: s32
NpcHistoryPoint
struct NpcHistoryPoint source
FollowAnims
struct FollowAnims source
Fields
walk: u32
jump: u32
fall: u32
land: u32
idle: u32
run: u32
NpcFollowData
struct NpcFollowData source
Fields
moveHistory: NpcHistoryPoint [40];
lastPointIdx: s32
targetPointIdx: s32
followState: s32
targetNpcID: s32
anims: FollowAnims*
walkSpeed: f32
runSpeed: f32
idleRadius: f32
walkRadius: f32
Npc
struct Npc source
Fields
flags: s32
onUpdate: void (*)(struct Npc *)Run before anything else for this NPC in update_npcs()
onRender: void (*)(struct Npc *)Run after the display list for this NPC is built
yaw: f32
planarFlyDist: f32
jumpScale: f32
moveSpeed: f32
jumpVel: f32
blur: union { ... }
spriteInstanceID: s32
curAnim: u32
animNotifyValue: s32
animationSpeed: f32
renderYaw: f32
pos: Vec3f
rot: Vec3f
rotPivotOffsetY: f32
scale: Vec3f
moveToPos: Vec3f
colliderPos: Vec3f
shadowIndex: s32
shadowScale: f32
collisionChannel: s32
curFloor: s16
curWall: s16
isFacingAway: s16
yawCamOffset: s16
turnAroundYawAdjustment: s16
duration: s16
homePos: Vec3s
imgfxType: s16
imgfxArg1: s16
imgfxArg2: s16
imgfxArg3: s16
imgfxArg4: s16
imgfxFlags: u16
npcID: s8
collisionDiameter: s16
collisionHeight: s16
renderMode: s8
verticalRenderOffset: s8
alpha: u8
hideAlpha: u8Used when hiding NPCs; Multiplied with Npc::alpha
extraAnimList: u32*
palSwapType: s8
palSwapPrevType: s8
resetPalAdjust: s8
palAnimState: s8
nextPalTime: s16
palBlendAlpha: s16
spriteColorVariations: s8
originalPalettesCount: s8
originalPalettesList: u16**
copiedPalettes: u16 [16][16];
adjustedPalettes: u16* [16];
blendPalA: s16
blendPalB: s16
palswapTimeHoldA: u16
palswapTimeAtoB: s16
palswapTimeHoldB: s16
palswapTimeBtoA: s16
blendPalC: s16
blendPalD: s16
screenSpaceOffset2D: f32 [2];
verticalStretch: f32
decorations: structEffectInstance* [2];
decorationType: s8 [2];
changedDecoration: s8 [2];
decorationInitialized: s8 [2];
decorationGlowPhase: s16 [2];
NpcList
PartnerData
struct PartnerData source
Fields
enabled: u8
level: s8
PlayerData
struct PlayerData source
Fields
bootsLevel: s8
hammerLevel: s8
curHP: s8
curMaxHP: s8
hardMaxHP: s8
curFP: s8
curMaxFP: s8
hardMaxFP: s8
maxBP: s8
level: s8
hasActionCommands: s8
coins: s16
starPieces: u8
starPoints: s8
curPartner: s8
partners: PartnerData [12];
keyItems: s16 [32];
badges: s16 [128];
invItems: s16 [10];
storedItems: s16 [32];
equippedBadges: s16 [64];
merleeSpellType: s8
merleeCastsLeft: s8
merleeTurnCount: s16
maxStarPower: s8
starPower: s16
starBeamLevel: s8
actionCommandAttempts: u16
actionCommandSuccesses: u16
hitsTaken: u16
hitsBlocked: u16
playerFirstStrikes: u16
enemyFirstStrikes: u16
powerBounces: u16
battlesCount: u16
battlesWon: u16
fleeAttempts: u16
battlesFled: u16
trainingsDone: u16
walkingStepsTaken: s32
runningStepsTaken: s32
totalCoinsEarned: u32
idleFrameCounter: s16
frameCounter: u32
quizzesAnswered: u16
quizzesCorrect: u16
partnerUnlockedTime: s32 [12];
partnerUsedTime: s32 [12];
tradeEventStartTime: s32
droTreeHintTime: s32
starPiecesCollected: u16
jumpGamePlays: u16
jumpGameTotal: u32
jumpGameRecord: u16
smashGamePlays: u16
smashGameTotal: u32
smashGameRecord: u16
reserved: char [232];
Trigger
TriggerList
typedef TriggerList source
TriggerBlueprint
struct TriggerBlueprint source
Fields
flags: s32
varIndex: s16
colliderID: s32
onActivateFunc: int (*)(struct Trigger *)
tattleMsg: s32
hasPlayerInteractPrompt: s32
itemList: s32*
Evt
struct Evt source
Fields
stateFlags: u8
curArgc: u8
curOpcode: u8
priority: u8
groupFlags: u8
blocked: s8
loopDepth: s8
switchDepth: s8
ptrNextLine: Bytecode*
ptrReadPos: Bytecode*
labelIndices: s8 [16];
labelPositions: void* [16];
userData: void*
blockingParent: structEvt*
childScript: structEvt*
parentScript: structEvt*
functionTemp: s32 [4];
functionTempF: f32 [4];
functionTempPtr: void* [4];
callFunction: ApiFunc
varTable: s32 [16];
varTableF: f32 [16];
varTablePtr: void* [16];
varFlags: s32 [3];
loopStartTable: s32 [8];
loopCounterTable: s32 [8];
switchBlockState: s8 [8];
switchBlockValue: s32 [8];
buffer: s32*
array: s32*
flagArray: s32*
id: s32
owner1: union { ... }Initially -1
owner2: union { ... }Initially -1
timeScale: f32
frameCounter: f32
ptrFirstLine: Bytecode*
ptrSavedPos: Bytecode*
ptrCurLine: Bytecode*
debugPaused: s8
debugStep: s8
ScriptList
typedef ScriptList source
EntityCallback
typedef EntityCallback source
DmaEntry
EntityBlueprint
struct EntityBlueprint source
Fields
flags: u16
typeDataSize: u16
renderCommandList: void*
modelAnimationNodes: void*
fpInit: void (*)(struct Entity *)
updateEntityScript: void*
fpHandleCollision: EntityCallback
dma: DmaEntry
dmaList: DmaEntry*
entityType: u8
aabbSize: u8 [3];
EntityData
EntityData source
any
saveBlock
swtch
shatteringBlock
block
crate
chest
bluePipe
heartBlockContent
superBlockContent
simpleSpring
hiddenPanel
signPost
padlock
boardedFloor
bombableRock
tweester
starBoxLauncher
cymbalPlant
pinkFlower
spinningFlower
trumpetPlant
munchlesia
arrowSign
Entity
struct Entity source
Fields
flags: s32
listIndex: u8
collisionFlags: u8
collisionTimer: s8
scriptDelay: u8
type: u8
alpha: u8
aabb: Vec3s
vertexSegment: s16
virtualModelIndex: s16
shadowIndex: s16
scriptReadPos: s32*
updateScriptCallback: EntityCallback
updateMatrixOverride: EntityCallback
boundScript: Evt*
boundScriptBytecode: EvtScript*
savedReadPos: s32* [3];
blueprint: EntityBlueprint*
renderSetupFunc: void (*)(int)
dataBuf: EntityData
gfxBaseAddr: void*
pos: Vec3f
scale: Vec3f
rot: Vec3f
shadowPosY: f32
inverseTransformMatrix: Matrix4f
effectiveSize: f32
transformMatrix: Mtx
EntityList
typedef EntityList source
ShadowCallback
typedef ShadowCallback source
ShadowBlueprint
struct ShadowBlueprint source
Fields
flags: u16
typeDataSize: s16
renderCommandList: void*
animModelNode: structStaticAnimatorNode**
onCreateCallback: ShadowCallback
entityType: u8
aabbSize: char [3];
Shadow
ShadowList
typedef ShadowList source
Worker
WorkerList
typedef WorkerList source
MusicControlData
struct MusicControlData source
Fields
flags: u16
state: s16
fadeOutTime: s32
fadeInTime: s32
fadeStartVolume: s16
fadeEndVolume: s16
requestedSongID: s32
variation: s32
songName: s32
battleSongID: s32name or handle of currently playing song
battleVariation: s32
savedSongID: s32
savedVariation: s32
savedSongName: s32
MusicProximityTrigger
struct MusicProximityTrigger source
StatusBar
struct StatusBar source
Fields
hpIconHIDs: s32 [2];
fpIconHIDs: s32 [2];
coinIconHID: s32
coinSparkleHID: s32
spIconHID: s32
spShineHID: s32
hpTimesHID: s32
fpTimesHID: s32
spTimesHID: s32
coinTimesHID: s32
starIconHID: s32
drawPosX: s16
drawPosY: s16
showTimer: s16
hidden: s8
displayHP: s8
displayFP: s8
displayCoins: s16
displayStarpoints: s16
ignoreChanges: s8
openInputDisabled: s8
alwaysShown: s8
disabled: s8
displayStarPower: s16
hpBlinking: s8
hpBlinkAnimTime: s8
hpBlinkTimeLeft: s8
fpBlinking: s8
fpBlinkAnimTime: s8
fpBlinkTimeLeft: s8
starPowerBlinking: s8
starPowerBlinkCounter: s8
starpointsBlinking: s8
starpointsBlinkAnimTime: s8
coinsBlinking: s8
coinsBlinkAnimTime: s8
coinsBlinkTimeLeft: s8
shimmerState: s8
shimmerTime: s8
shimmerLimit: s8
powBarsToBlink: s8
coinCountTimesHID: s32
coinCountIconHID: s32
iconIndex12: s32
iconIndex13: s32
coinCounterHideDelay: s8
coinCountDisposeTime: s8
prevIgnoreChanges: s8
CameraInitData
struct CameraInitData source
Fields
flags: s16
updateMode: s8
viewWidth: s16
viewHeight: s16
viewStartX: s16
viewStartY: s16
nearClip: s16
farClip: s16
vfov: s16
CameraControlSettings
struct CameraControlSettings source
Fields
type: s32
boomLength: f32
boomPitch: f32
points: union { ... }
viewPitch: f32
flag: s32
Camera
struct Camera source
Fields
flags: u16
moveFlags: s16
updateMode: s16
needsInit: s16
needsReinit: s16
viewportW: s16
viewportH: s16
viewportStartX: s16
viewportStartY: s16
nearClip: s16
farClip: s16
vfov: f32
params: union { ... }
bgColor: s16 [3];
targetScreenCoords: Vec3s
perspNorm: u16
lookAt_eye: Vec3f
lookAt_obj: Vec3f
lookAt_obj_target: Vec3f
targetPos: Vec3f
curYaw: f32
interpYaw: f32
curBoomLength: f32
curBoomPitch: f32
curBoomYaw: f32
targetOffsetY: f32
targetBoomYaw: f32
lookAt_yaw: f32
lookAt_pitch: f32
vp: Vp
vpAlt: Vp
mtxPerspective: Matrix4f
mtxViewPlayer: Matrix4f
mtxViewLeading: Matrix4f
mtxViewShaking: Matrix4f
fpDoPreRender: void (*)(struct Camera *)
fpDoPostRender: void (*)(struct Camera *)
mtxBillboard: Mtx*
prevSettings: CameraControlSettings*
curSettings: CameraControlSettings*
prevRig: CameraRig
nextRig: CameraRig
interpAlpha: f32
linearInterp: f32
linearInterpRate: f32
moveSpeed: f32
yinterpGoal: f32
yinterpAlpha: f32
yinterpRate: f32
yinterpCur: f32
prevTargetPos: Vec3f
movePos: Vec3f
prevMovePos: Vec3f
prevPrevMovePos: Vec3f
overrideSettings: CameraControlSettings
useOverrideSettings: s16
prevUseOverride: s16
prevPrevUseOverride: s16
panActive: s16
interpEasingParameter: f32
leadAmount: f32
targetLeadAmount: f32
leadInterpAlpha: f32
accumulatedStickLead: f32
increasingLeadInterp: s32
leadAmtScale: f32
prevLeadPosX: f32
prevLeadPosZ: f32
leadConstrainDir: s32
needsInitialConstrainDir: s32
prevLeadSettings: CameraControlSettings*
unusedLeadAmt: f32
unusedLeadCounter: s16
unusedLeadDir: s16
BattleStatus
struct BattleStatus source
Fields
flags1: s32
flags2: s32
varTable: s32 [16];
varTableF: f32 [16];
varTablePtr: void* [16];
curSubmenu: s8
lastSelectedAbility: s8
curPartnerSubmenu: s8
lastPartnerPowerSelection: s8
lastPlayerMenuSelection: s8 [16];
lastPartnerMenuSelection: s8 [16];
cancelTargetMenuSubstate: s16
acceptTargetMenuSubstate: s16
enabledMenusFlags: s16
enabledStarPowersFlags: s32
totalStarPoints: s8
pendingStarPoints: s8
incrementStarPointDelay: s8
damageTaken: u8
changePartnerAllowed: s8
menuStatus: s8 [4];-1 = automatically pick the first move, 0 = disabled, 1 = enabled
actionQuality: s8
maxActionQuality: s8
actionCommandMode: s8
actionProgress: s8
resultTier: s8
actionResult: s8
blockResult: s8
itemUsesLeft: s8
hpDrainCount: s8
nextMerleeSpellType: s8
hustleTurns: s8
stateFreezeCount: s8
endBattleFadeOutRate: s8
initialEnemyCount: s8
reflectFlags: s8
nextActorOrdinal: s8
cancelTurnMode: s8
waitForState: s8
hammerCharge: s8
jumpCharge: s8
rushFlags: u8
outtaSightActive: s8
turboChargeTurnsLeft: s8
turboChargeAmount: u8
waterBlockTurnsLeft: s8
waterBlockAmount: u8
waterBlockEffect: structEffectInstance*
cloudNineTurnsLeft: s8
cloudNineDodgeChance: s8
cloudNineEffect: structEffectInstance*
merleeAttackBoost: s8
merleeDefenseBoost: s8
hammerLossTurns: s8
jumpLossTurns: s8
itemLossTurns: s8
preUpdateCallback: void (*)(void)
initBattleCallback: void (*)(void)
controlScript: structEvt*
controlScriptID: s32
camMovementScript: structEvt*
camMovementScriptID: s32
camLookatObjPos: Vec3f
playerActor: structActor*
partnerActor: structActor*
enemyActors: structActor* [24];
enemyIDs: s16 [24];
nextEnemyIndex: s8
numEnemyActors: s8
activeEnemyActorID: s16
curTurnEnemy: structActor*
moveCategory: s80 = jump, 1 = hammer, 5 = partner, ...
moveArgument: s16
selectedMoveID: s16
curAttackDamage: s16
lastAttackDamage: s16
curTargetListFlags: s32
curAttackElement: s32
curAttackEventSuppression: s32
curAttackStatus: s32
statusChance: u8
statusDuration: s8
sampleTargetHomeIndex: s8
powerBounceCounter: s8
wasStatusInflicted: s8
curDamageSource: u8
curTargetID: s16
curTargetPart: s8
curTargetID2: s16
curTargetPart2: s8
battlePhase: s8
attackerActorID: s16
lastSelectedItem: s16
lastSelectedPartner: s8
submenuIcons: s16 [24];
submenuMoves: u8 [24];
submenuStatus: s8 [24];See [BattleSubmenuStatus].
submenuMoveCount: u8
curButtonsDown: s32
curButtonsPressed: s32
curButtonsHeld: s32
stickX: s32
stickY: s32
inputBitmask: s32
stickAngle: s32
stickMagnitude: s32
holdInputBuffer: s32 [64];
pushInputBuffer: s32 [64];
holdInputBufferPos: s8
inputBufferPos: s8
darknessMode: s8
actionCmdDifficultyTable: s32*
curStage: structStage*
buffEffect: structEffectInstance*
tattleFlags: u8 [28];
TextureHeader
struct TextureHeader source
Fields
name: s8 [32];
auxW: u16
mainW: u16
auxH: u16
mainH: u16
isVariant: u8
extraTiles: u8
auxCombineType: u8
auxCombineSubType: u8
auxFmt: u8
mainFmt: u8
auxBitDepth: u8
mainBitDepth: u8
auxWrapW: u8
mainWrapW: u8
auxWrapH: u8
mainWrapH: u8
filtering: u8
MoveData
struct MoveData source
Fields
nameMsg: s32
flags: s32
shortDescMsg: s32
fullDescMsg: s32
category: s8See MoveType.
costFP: s8
costBP: s8
actionTip: u8
Collider
struct Collider source
Fields
flags: s32
nextSibling: s16
firstChild: s16
parentModelIndex: s16
numTriangles: s16
triangleTable: structColliderTriangle*
aabb: structColliderBoundingBox*
camSettings: structCameraControlSettings*
numVertices: s16
vertexTable: Vec3f*
CollisionData
struct CollisionData source
Fields
vertices: Vec3f*
colliderList: Collider*
aabbs: structColliderBoundingBox*
camSettings: structCameraControlSettings*
numColliders: s16
AnimatorNode
struct AnimatorNode source
AnimatorNodeBlueprint
struct AnimatorNodeBlueprint source
StaticAnimatorNode
struct StaticAnimatorNode source
Fields
displayList: void*
rot: Vec3s
pos: Vec3f
sibling: structStaticAnimatorNode*
child: structStaticAnimatorNode*
vertexStartOffset: s16
vtxList: Vtx*
modelID: s16
ModelAnimator
struct ModelAnimator source
Fields
flags: u32
renderMode: s8
animReadPos: s16*
savedReadPos: s16*
rootNode: AnimatorNode*
nodeCache: AnimatorNode* [122];
nextUniqueID: u8
staticNodeIDs: u8 [122];
nextUpdateTime: f32
timeScale: f32
mtx: Mtx
baseAddr: void*
animationBuffer: s16*
staticNodes: StaticAnimatorNode* [122];
staticRoot: StaticAnimatorNode**
treeIndexPos: s32
savedTreePos: s32
fpRenderCallback: void (*)(void *)
renderCallbackArg: void*
AnimatedMeshList
typedef AnimatedMeshList source
ColliderBoundingBox
struct ColliderBoundingBox source
ItemData
struct ItemData source
Fields
nameMsg: s32
hudElemID: s16
sortValue: s16
targetFlags: s32
sellValue: s16
fullDescMsg: s32
shortDescMsg: s32
typeFlags: s16
moveID: u8
potencyA: s8
potencyB: s8
ItemEntity
struct ItemEntity source
Fields
flags: s32
boundVar: s16
pickupMsgFlags: s16
pos: Vec3f
physicsData: structItemEntityPhysicsData*
itemID: s16
state: s8
spawnType: s8
pickupDelay: u8
renderGroup: s8
spawnAngle: s16
shadowIndex: s16
readPos: s32*
savedReadPos: s32*
lookupRasterIndex: u8
lookupPaletteIndex: u8
nextUpdate: u8
alpha: u8
scale: f32
lastPos: Vec3s
sparkleNextUpdate: s32
sparkleReadPos: s32*
sparkleUnk44: s32
sparkleSavedPos: s32*
sparkleRaster: u8*
sparklePalette: u16*
sparkleWidth: s32
sparkleHeight: s32
MessagePrintState
struct MessagePrintState source
Fields
srcBuffer: u8*
printBufferPos: u16
msgID: s32
srcBufferPos: u16
curPrintDelay: u16
printBuffer: u8 [1088];
printBufferSize: s16
effectFrameCounter: u16
font: u8
fontVariant: u8
windowOffsetPos: Vec2s
windowBasePos: Vec2s
printDelayTime: u8
charsPerChunk: u8
curLinePos: s32
windowScrollRate: u8
nextLinePos: u16
lineCount: u8
curAnimFrame: u8 [4];
animTimers: s16 [4];
rewindArrowAnimState: u8
rewindArrowCounter: s16
rewindArrowSwingPhase: s16
rewindArrowPos: Vec2su
curLine: u8
unkArraySize: u8
lineEndPos: u16 [4];
maxOption: u8
cursorPosX: u16 [6];
cursorPosY: u16 [6];
curOption: u8
madeChoice: s8
cancelOption: u8
targetOption: u8
scrollingTime: u8
selectedOption: u8
windowState: u8
stateFlags: s32
delayFlags: s16
closedWritebackBool: s32*
style: u8
fadeInCounter: u8
initOpenPos: Vec2s
openStartPos: Vec2su
fadeOutCounter: u8
windowSize: Vec2su
speechSoundType: s8
volume: u8
speechPan: u8
speechPitchShift: u16
speechSoundIDA: s32
speechSoundIDB: s32
varBufferReadPos: u16
curImageIndex: u8
varImageScreenPos: Vec2su
varImgHasBorder: u8
varImgFinalAlpha: u8
varImgAlphaFadeStep: u8
varImageDisplayState: u8
varImageFadeTimer: s16
msgHeight: s16
msgWidth: u16
maxLineChars: s8
numLines: s8
maxLinesPerPage: u8
sizeScale: f32
letterBackgroundImg: u8*
letterBackgroundPal: u16*
letterContentImg: u8*
letterContentPal: u16*
MessageDrawState
struct MessageDrawState source
Fields
clipX: s32 [2];
clipY: s32 [2];
msgScale: Vec2f
charScale: Vec2f
drawBufferPos: s32
savedPos: s16 [2];
savedColor: u8
framePalette: u8
centerPos: u8
visiblePrintedCount: s32
printModeFlags: u16
effectFlags: u32
font: u16
fontVariant: u16
curPosX: u8
nextPos: s16 [2];
textStartPos: s16 [2];
textColor: s16
printBuffer: u8*
nextCounter: u8
MessageCharData
struct MessageCharData source
Fields
raster: u8*
charWidthTable: u8*
monospaceWidth: u8
baseHeightOffset: u8
MessageCharset
struct MessageCharset source
MesasgeFontGlyphData
struct MesasgeFontGlyphData source
MessageImageData
struct MessageImageData source
Fields
raster: u8*
palette: u16*
width: u16
height: u16
format: s32
bitDepth: s32
MessageNumber
struct MessageNumber source
Fields
rasters: u8*
texSize: u8
texWidth: u8
texHeight: u8
digitWidth: u8 [10];
fixedWidth: u8
ShopItemEntity
struct ShopItemEntity source
ShopOwner
ShopItemLocation
struct ShopItemLocation source
Fields
posModelID: u16
triggerColliderID: u16
ShopItemData
struct ShopItemData source
Fields
itemID: u32
price: s32
descMsg: s32
ShopSellPriceData
struct ShopSellPriceData source
Fields
itemID: s32
sellPrice: s32
GameStatus
struct GameStatus source
Fields
curButtons: u32 [4];
pressedButtons: u32 [4];
heldButtons: u32 [4];
prevButtons: u32 [4];
stickX: s8 [4];
stickY: s8 [4];
holdDelayTime: s16 [4];
holdRepeatInterval: s16 [4];
holdDelayCounter: s16
holdRepeatCounter: s16
demoButtonInput: s16
demoStickX: s8
demoStickY: s8
mainScriptID: s32
context: s8
demoState: s8
nextDemoScene: s8
contBitPattern: u8
debugEnemyContact: s8
debugQuizmo: s8
debugUnused1: s8
debugUnused2: s8
debugScripts: s8
musicEnabled: s8
healthBarsEnabled: s8
keepUsingPartnerOnMapChange: s8
peachFlags: u8
peachDisguise: s8
peachBakingIngredient: u8See PeachBakingItems. enum
multiplayerEnabled: s8
altViewportOffset: Vec2b
playerSpriteSet: s8
areaID: s16
prevArea: s16
didAreaChange: s16
mapID: s16
entryID: s16
exitTangent: f32
playerPos: Vec3f
playerYaw: f32
introPart: s8
demoBattleFlags: s8
soundOutputMode: u8
startupState: s8
logoTime: s8
skipLogos: s8
titleScreenTimer: s8
titleScreenDismissTime: s8
screenColorA: s16
screenColorR: s16
screenColorG: s16
screenColorB: s16
playerGroundTraceAngles: Vec3f
playerGroundTraceNormal: Vec3f
frameCounter: u16
nextRNG: u32
shopItemEntities: ShopItemEntity*
mapShop: structShop*
backgroundFlags: s16
backgroundMinX: s16
backgroundMinY: s16
backgroundMaxX: s16
backgroundMaxY: s16
backgroundXOffset: s16
backgroundRaster: u8*
backgroundPalette: u16*
backgroundDarkness: u16
savedBackgroundDarkness: s16
savedPos: Vec3s
saveSlot: u8
loadType: u8
saveCount: u32
PartnerAnimations
PartnerAnimations source
anims
still
walk
jump
fall
fly
idle
run
talk
hurt
PushBlockFallCallback
typedef PushBlockFallCallback source
PushBlockGrid
struct PushBlockGrid source
ItemEntityPhysicsData
struct ItemEntityPhysicsData source
Fields
verticalVel: f32
gravity: f32
collisionRadius: f32
constVel: f32
velX: f32
velZ: f32
moveAngle: f32
timeLeft: s32
useSimplePhysics: s32
RenderTask
struct RenderTask source
Fields
renderMode: s32
dist: s32
appendGfxArg: void*
appendGfx: void (*)(void *)
SelectableTarget
struct SelectableTarget source
ActorPartMovement
struct ActorPartMovement source
ActorPartBlueprint
struct ActorPartBlueprint source
ActorPart
struct ActorPart source
Fields
flags: s32
targetFlags: s32
staticData: ActorPartBlueprint*
nextPart: structActorPart*
movement: structActorPartMovement*
partOffset: Vec3s
visualOffset: Vec3s
partOffsetFloat: Vec3f
absolutePos: Vec3f
rot: Vec3f
rotPivotOffset: Vec3s
scale: Vec3f
curPos: Vec3f
yaw: f32
palAnimPosOffset: s16 [2];
targetOffset: Vec2s
targetPriorityOffset: s16
size: Vec2bu
verticalStretch: s8
projectileTargetOffset: Vec2b
defenseTable: u32*
eventFlags: s32
elementalImmunities: s32
spriteInstanceID: s32
curAnimation: u32
animNotifyValue: s32
animationRate: f32
idleAnimations: u32*
opacity: s16
shadowIndex: s32
shadowScale: f32
partTypeData: s32 [6];
actorTypeData2b: s16 [2];
decorationTable: structDecorationTable*
ColliderTriangle
struct ColliderTriangle source
FontRasterSet
struct FontRasterSet source
Fields
sizeX: u8
sizeY: u8
CollisionStatus
struct CollisionStatus source
Fields
pushingAgainstWall: s16
curFloor: s16
lastTouchedFloor: s16
floorBelow: s16
curCeiling: s16
curInspect: s16
curWall: s16
lastWallHammered: s16
touchingWallTrigger: s16
bombetteExploded: s16
bombetteExplosionPos: Vec3f
DecorFireTrail
struct DecorFireTrail source
Fields
scale: s16
DecorGoldenFlames
struct DecorGoldenFlames source
Fields
scaleX: s16
scaleY: s16
offsetX: s16
DecorRedFlames
struct DecorRedFlames source
Fields
scaleX: s16
scaleY: s16
alpha: s16
offsetZ: s16
unused1: s16
unused2: s16
unused3: s16
DecorBowserAura
struct DecorBowserAura source
Fields
scaleX: s16
scaleY: s16
alpha: s16
offsetZ: s16
DecorDataSparkles
struct DecorDataSparkles source
Fields
spawnInterval: s16
DecorDataStars
struct DecorDataStars source
Fields
scalePct: s16
offsetY: s16
DecorationData
DecorationData source
raw
fireTrail
redFlames
goldenFlames
bowserAura
sparkles
stars
DecorationTable
struct DecorationTable source
Fields
copiedPalettes: u16 [2][27][16];
paletteAdjustment: s8
resetPalAdjust: s8
palAnimState: s8
nextPalTime: s16
palBlendAlpha: s16
spriteColorVariations: s8
originalPalettesCount: s8
originalPalettesList: u16**
adjustedPalettes: u16* [27];
blendPalA: s16
blendPalB: s16
palswapTimeHoldA: s16
palswapTimeAtoB: s16
palswapTimeHoldB: s16
palswapTimeBtoA: s16
palswapUnused1: s16
palswapUnused2: s16
glowState: s8
glowStateChanged: s8
glowUnk1: s8
pad753: char [5];
glowUnk2: s16
glowUnk3: s16
glowPhase: s16
pad75E: char [6];
flashState: s8
flashStateChanged: s8
flashMode: s8
flashFramesLeft: s8
flashEnabled: u8
flashPalettes: u16* [16];
blurUnused: s8
blurBufferPos: s8
blurDrawCount: s8
blurEnableCount: s8
yaw: s16 [16];
posX: s16 [16];
posY: s16 [16];
posZ: s16 [16];
rotPivotOffsetX: s8 [16];
rotPivotOffsetY: s8 [16];
rotX: u8 [16];
rotY: u8 [16];
rotZ: u8 [16];
blurDisableDelay: s8
effect: structEffectInstance* [2];
type: s8 [2];
changed: u8 [2];
state: s8 [2];
stateResetTimer: s16 [2];
decorData: DecorationData [2];
PlayerPathElement
struct PlayerPathElement source
LavaReset
BombTrigger
struct BombTrigger source
AnimatedModel
struct AnimatedModel source
AnimatedModelList
typedef AnimatedModelList source
CollisionHeader
struct CollisionHeader source
Fields
numColliders: s16
treeOffset: s32
numVerts: s16
triangleTableOffset: s32
bbTableSize: s16
bbTableOffset: s32
ActorMovement
struct ActorMovement source
ChompChain
struct ChompChain source
Fields
curPos: Vec3f
gravAccel: f32
velY: f32
settleAmt: f32
settleRate: f32
outerLinkLen: f32
innerLinkLen: f32
linkLengthZ: f32
ActorState
struct ActorState source
Fields
curPos: Vec3f
goalPos: Vec3f
velStep: Vec3f
acceleration: f32
speed: f32
vel: f32
angle: f32
dist: f32
bounceDivisor: f32
animJumpRise: s32
animJumpFall: s32
animJumpLand: s32
moveTime: s16
moveArcAmplitude: s16
jumpPartIndex: u8
functionTemp: s32 [4];
functionTempF: f32 [4];
functionTempPtr: void* [4];
varTable: s32 [16];
varTableF: f32 [16];
varTablePtr: void* [16];
Actor
struct Actor source
Fields
flags: s32
flags2: s32
actorBlueprint: structActorBlueprint*
state: ActorState
fly: ActorMovement
ordinal: u8
footStepCounter: u8
actorType: u8
homePos: Vec3f
curPos: Vec3f
headOffset: Vec3s
healthBarPos: Vec3s
rot: Vec3f
rotPivotOffset: Vec3s
scale: Vec3f
scaleModifier: Vec3f
scalingFactor: f32
yaw: f32
size: Vec2bu
actorID: s16
statusIconOffset: Vec2b
statusTextOffset: Vec2b
healthBarOffset: Vec2b
verticalRenderOffset: s8
actorTypeData1: s32 [6];
actorTypeData1b: s16 [2];
curHP: s16
maxHP: s16
healthFraction: s8
idleSource: EvtScript*
takeTurnSource: EvtScript*
handleEventSource: EvtScript*
handlePhaseSource: EvtScript*
idleScript: structEvt*
takeTurnScript: structEvt*
handleEventScript: structEvt*
handlePhaseScript: structEvt*
idleScriptID: s32
takeTurnScriptID: s32
handleEventScriptID: s32
handlePhaseScriptID: s32
lastEventType: s8
turnPriority: s8
enemyIndex: s8
numParts: s8
partsTable: structActorPart*
lastDamageTaken: s16
hpChangeCounter: s16
damageCounter: s16
attackResultEffect: structEffectInstance*
actionRatingCombo: s8
actionRatingTime: s8
healthBarHideTime: s8
extraCoinBonus: s8
instigatorValue: s8
statusTable: s32*
debuff: s8
debuffDuration: s8
staticStatus: s8
staticDuration: s8
stoneStatus: s8
stoneDuration: s8
koStatus: s8
koDuration: s8
transparentStatus: s8
transparentDuration: s8
statusAfflicted: s8
disableDismissTimer: s8
isGlowing: s8
attackBoost: s8
defenseBoost: s8
chillOutAmount: s8
chillOutTurns: s8
icePillarEffect: structEffectInstance*
targetData: structSelectableTarget [24];
targetListLength: s8
targetIndexList: s8 [24];
selectedTargetIndex: s8
targetPartID: s8
targetActorID: s16
shadow: union { ... }
shadowScale: f32
renderMode: s16
hudElementDataIndex: s16
loopingSoundID: s32 [2];
disableEffect: structEffectInstance*
BackgroundHeader
struct BackgroundHeader source
Fields
raster: u8*
palette: u16*
startX: u16
startY: u16
width: u16
height: u16
FontData
SlideParams
struct SlideParams source
Fields
heading: f32
maxDescendAccel: f32
launchVel: f32
maxDescendVel: f32
integrator: f32 [4];
PlayerStatus
struct PlayerStatus source
Fields
flags: s32
animFlags: u32
curStateTime: s16
shiverTime: s8
peachDisguise: s8
availableDisguiseType: s8set in main map scripts
curAlpha: u8
prevAlpha: u8
blinkTimer: s16
moveFrames: s16
enableCollisionOverlapsCheck: s8
inputDisabledCount: s8
lastGoodPos: Vec3s
pushVel: Vec3f
pos: Vec3f
groundAnglesXZ: Vec2f
jumpFromPos: VecXZf
landPos: VecXZf
jumpFromHeight: f32
jumpApexHeight: f32
curSpeed: f32
walkSpeed: f32
runSpeed: f32
overlapPushAmount: f32
groundNormalPitch: f32
maxJumpSpeed: f32
gravityIntegrator: f32 [4];
targetYaw: f32
curYaw: f32
overlapPushYaw: f32
pitch: f32
flipYaw: f32 [4];
heading: f32
trueAnimation: u32Encoding back-facing sprite
spriteFacingAngle: f32
colliderHeight: s16
colliderDiameter: s16
actionState: s8
prevActionState: s8
actionSubstate: s8
anim: u32
animNotifyValue: u16
renderMode: s8
hazardType: s8
timeInAir: s16
peakJumpTime: s16
peachItemHeld: s8
camResetDelay: s8
interactingWithID: s16
encounteredNPC: Npc*
shadowID: s32
slideParams: SlideParams*
spinRate: f32
specialDecorationEffect: structEffectInstance*
curButtons: s32
pressedButtons: s32
heldButtons: s32
stickAxis: s32 [2];
curButtonsBuffer: s32 [10];
pressedButtonsBuffer: s32 [10];
heldButtonsBuffer: s32 [10];
stickXBuffer: s32 [10];
stickYBuffer: s32 [10];
inputBufPos: s32
poundImpactDelay: s8
Path
PauseItemPage
struct PauseItemPage source
Fields
enabled: u8
listStart: u8
numCols: u8
numRows: u8
startIndex: s32
count: s32
PauseMapSpace
struct PauseMapSpace source
MenuPanel
struct MenuPanel source
Fields
initialized: s8
col: s8
row: s8
selected: u8
state: s8
numCols: s8
numRows: s8
numPages: s8
gridData: u8*
fpInit: void (*)(struct MenuPanel *)
fpHandleInput: void (*)(struct MenuPanel *)
fpUpdate: void (*)(struct MenuPanel *)
fpCleanup: void (*)(struct MenuPanel *)
WindowBackground
struct WindowBackground source
Fields
imgData: u8*
fmt: u8
bitDepth: u8
width: u8
height: u8
size: s8
WindowCorners
struct WindowCorners source
WindowStyleCustom
struct WindowStyleCustom source
Fields
background: WindowBackground
corners: WindowCorners
opaqueCombineMode: Gfx
transparentCombineMode: Gfx
color1: Color_RGBA8
color2: Color_RGBA8
WindowStyle
WindowStyle source
defaultStyleID
customStyle
WindowUpdateFunc
WindowUpdateFunc source
i
func
MenuWindowBP
struct MenuWindowBP source
Fields
windowID: s8
pos: Vec2s
width: s16
height: s16
priority: u8
fpDrawContents: void (*)(struct MenuPanel *, int, int, int, int, int, int)
tab: MenuPanel*
parentID: s8
fpUpdate: WindowUpdateFunc
extraFlags: u8
style: WindowStyle
Window
struct Window source
Fields
flags: u8
priority: u8
originalPriority: u8
parent: s8
fpUpdate: WindowUpdateFunc
fpPending: WindowUpdateFunc
pos: Vec2s
width: s16
height: s16
fpDrawContents: void (*)(void)
drawContentsArg0: void*
updateCounter: u8
DisplayContext
struct DisplayContext source
Fields
lookAt: LookAt
hilite: Hilite
camPerspMatrix: Mtx [8];
mainGfx: Gfx [8320];
backgroundGfx: Gfx [512];
matrixStack: Mtx [512];
PlayerSpinState
struct PlayerSpinState source
TweesterPhysics
struct TweesterPhysics source
Fields
countdown: s32
state: s32
prevFlags: s32Partner npc flags before contact with Tweester
radius: f32
angle: f32
angularVel: f32
liftoffVelPhase: f32
PartnerStatus
struct PartnerStatus source
Fields
partnerActionState: s8
shouldResumeAbility: s8
partnerAction_unk_2: s8
actingPartner: s8
stickX: s16
stickY: s16
curButtons: s32
pressedButtons: s32
heldButtons: s32
inputDisabledCount: s8
npc: Npc
SpriteRasterInfo
struct SpriteRasterInfo source
Fields
raster: u8*
defaultPal: u16*
width: s32
height: s32
KnockdownData
struct KnockdownData source
VirtualEntity
struct VirtualEntity source
VirtualEntityList
typedef VirtualEntityList source
PopupMessageCallback
typedef PopupMessageCallback source
PopupMessage
struct PopupMessage source
Fields
updateFunc: PopupMessageCallback
renderWorldFunc: PopupMessageCallback
renderUIFunc: PopupMessageCallback
active: s16
messageIndex: s16
duration: s16
showMsgState: s8
needsInit: s8
data: union { ... }
HiddenPanelsData
struct HiddenPanelsData source
Fields
tryFlipTrigger: s8
panelsCount: u8
activateISpy: s8
flipTriggerPosY: f32
SpriteShadingLightSource
struct SpriteShadingLightSource source
SpriteShadingProfile
struct SpriteShadingProfile source
ImgFXOverlayTexture
struct ImgFXOverlayTexture source
Fields
raster: u8*
palette: u16*
width: u16
height: u16
offsetX: s32
offsetY: s32
displayList: Gfx*
ImgFXTexture
struct ImgFXTexture source
Fields
raster: u8*
palette: u16*
width: u16
height: u16
xOffset: s16
yOffset: s16
alpha: u8
dlist: Gfx*
ImgFXWorkingTexture
struct ImgFXWorkingTexture source
SongUpdateEvent
struct SongUpdateEvent source
Fields
songName: s32
duration: s32
startVolume: s32
finalVolume: s32
variation: s32
unk14: s32
unk18: s32
unk1C: s32
MusicEventTrigger
typedef MusicEventTrigger source
MusicEvent
struct MusicEvent source
ParadeNpcInfo
struct ParadeNpcInfo source
CreditsEntry
struct CreditsEntry source
Fields
msgID: s32
posX: s32
posY: s32
palette: s32
appearMode: s32
appearTime: s32
perCharDelayIn: s32
holdMode: s32
holdTime: s32
vanishMode: s32
vanishTime: s32
perCharDelayOut: s32
next: s32
flags: s16
CreditsLine
struct CreditsLine source
Fields
message: u8*
time: s32
state: s32
palette: s32
msgWidth: s32
appearMode: s32
appearTime: s32
perCharDelayIn: s32
holdMode: s32
holdTime: s32
vanishMode: s32
vanishTime: s32
perCharDelayOut: s32
posX: s32
posY: s32
flags: s16
CreditsChar
struct CreditsChar source
Fields
charIndex: s32
font: s32
variation: s32
palette: s32
posX: s32
posY: s32
fadeInTime: s32
CreditsData
struct CreditsData source
CreditsPairOffset
struct CreditsPairOffset source
Fields
firstChar: u8
secondChar: u8
offset: s16