VolumeLevels
enum VolumeLevels source
Perceptual volume levels, 0 (mute) to 8 (max). Only attenuates, never amplifies.
VOL_LEVEL_MUTE
VOL_LEVEL_1
VOL_LEVEL_2
VOL_LEVEL_3
VOL_LEVEL_4
VOL_LEVEL_5
VOL_LEVEL_6
VOL_LEVEL_7
VOL_LEVEL_FULL
ActionRatings
enum ActionRatings source
ACTION_RATING_NICE
sets nice hits = 1
ACTION_RATING_MISS
clears nice hits
ACTION_RATING_LUCKY
clears nice hits
ACTION_RATING_SUPER
sets nice hits = 2
ACTION_RATING_NICE_NO_COMBO
clears nice hits
ACTION_RATING_NICE_SUPER_COMBO
'Nice' but becomes 'Super' if nice hits > 2
ActionStates
enum ActionStates source
ACTION_STATE_IDLE
ACTION_STATE_WALK
ACTION_STATE_RUN
ACTION_STATE_JUMP
ACTION_STATE_BOUNCE
Used with Kooper
ACTION_STATE_HOP
Released A before apex of jump
ACTION_STATE_LAUNCH
Shy Guy Toybox jack-in-the-boxes
ACTION_STATE_LANDING_ON_SWITCH
Small red/blue ! switches
ACTION_STATE_FALLING
ACTION_STATE_STEP_DOWN
ACTION_STATE_LAND
ACTION_STATE_STEP_DOWN_LAND
ACTION_STATE_TALK
Reading signs doesn't count
ACTION_STATE_SPIN_JUMP
ACTION_STATE_SPIN_POUND
ACTION_STATE_TORNADO_JUMP
ACTION_STATE_TORNADO_POUND
ACTION_STATE_SLIDING
ACTION_STATE_HAMMER
ACTION_STATE_13
ACTION_STATE_PUSHING_BLOCK
ACTION_STATE_HIT_FIRE
Causes Mario to fly up and take damage. Used for fire bars.
ACTION_STATE_KNOCKBACK
ACTION_STATE_HIT_LAVA
ACTION_STATE_STEP_UP_PEACH
ACTION_STATE_USE_SNEAKY_PARASOL
ACTION_STATE_SPIN
ACTION_STATE_ENEMY_FIRST_STRIKE
ACTION_STATE_RAISE_ARMS
ACTION_STATE_USE_SPINNING_FLOWER
ACTION_STATE_USE_MUNCHLESIA
Set by the jan_09 squishy flower entity; throws the player in the air.
ACTION_STATE_USE_TWEESTER
ACTION_STATE_BOUNCE_OFF_SWITCH
Small red/blue ! switches
ACTION_STATE_RIDE
ACTION_STATE_STEP_UP
ACTION_STATE_23
ACTION_STATE_24
ACTION_STATE_INVALID_25
ACTION_STATE_USE_SPRING
Areas
PlayerStatusAnimFlags
enum PlayerStatusAnimFlags source
@see PlayerStatus::animFlags
PA_FLAG_USING_WATT
PA_FLAG_WATT_IN_HANDS
PA_FLAG_INTERRUPT_USE_PARTNER
forces actions with bow, parakarry, watt, and lakilester to end (sushie not tested)
PA_FLAG_FORCE_USE_PARTNER
triggers partner use when set
PA_FLAG_INTERACT_PROMPT_AVAILABLE
! prompt
PA_FLAG_SPEECH_PROMPT_AVAILABLE
(...) prompt
PA_FLAG_PULSE_STONE_VISIBLE
The pulse stone icon is being shown
PA_FLAG_USING_PULSE_STONE
PA_FLAG_ISPY_VISIBLE
The I Spy icon is being shown
PA_FLAG_RAISED_ARMS
Sets action state to ACTION_STATE_RAISE_ARMS on idle
PA_FLAG_SHIVERING
PA_FLAG_OPENED_HIDDEN_PANEL
PA_FLAG_USING_PEACH_PHYSICS
PA_FLAG_INVISIBLE
PA_FLAG_8BIT_MARIO
PA_FLAG_NPC_COLLIDED
PA_FLAG_SPINNING
PA_FLAG_DIZZY_ATTACK_ENCOUNTER
PA_FLAG_INTERRUPT_SPIN
PA_FLAG_CHANGING_MAP
PA_FLAG_PARTNER_USAGE_FORCED
PA_FLAG_RIDING_PARTNER
PA_FLAG_ABORT_PUSHING_BLOCK
PA_FLAG_MAP_HAS_SWITCH
PA_FLAG_NO_OOB_RESPAWN
PA_FLAG_DISMOUNTING_ALLOWED
PA_FLAG_FORCED_PARTNER_ABILITY_END
PA_FLAG_80000000
ActorFlags
enum ActorFlags source
ACTOR_FLAG_INVISIBLE
Actor is not rendered.
ACTOR_FLAG_NO_SHADOW
Hide shadow.
ACTOR_FLAG_LOW_PRIORITY_TARGET
ACTOR_FLAG_MINOR_TARGET
ACTOR_FLAG_NO_TATTLE
ACTOR_FLAG_FLYING
Quake Hammer can't hit.
ACTOR_FLAG_FLIPPED
Actor has been flipped over.
ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle status.
ACTOR_FLAG_DAMAGE_IMMUNE
ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
ACTOR_FLAG_HALF_HEIGHT
ACTOR_FLAG_SKIP_TURN
ACTOR_FLAG_NO_HEALTH_BAR
ACTOR_FLAG_HEALTH_BAR_HIDDEN
ACTOR_FLAG_NO_ATTACK
Skip attack turn.
ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
ACTOR_FLAG_NO_DMG_POPUP
Hide damage popup.
ACTOR_FLAG_USING_IDLE_ANIM
ACTOR_FLAG_SHOW_STATUS_ICONS
ACTOR_FLAG_BLUR_ENABLED
ACTOR_FLAG_NO_INACTIVE_ANIM
ActorPartFlags
enum ActorPartFlags source
ACTOR_PART_FLAG_INVISIBLE
ACTOR_PART_FLAG_NO_DECORATIONS
ACTOR_PART_FLAG_NO_SHADOW
ACTOR_PART_FLAG_DEFAULT_TARGET
ACTOR_PART_FLAG_IGNORE_BELOW_CHECK
ACTOR_PART_FLAG_MINOR_TARGET
ACTOR_PART_FLAG_NO_TATTLE
ACTOR_PART_FLAG_TRANSPARENT
ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
ACTOR_PART_FLAG_TARGET_ONLY
ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
ACTOR_PART_FLAG_PRIMARY_TARGET
ACTOR_PART_FLAG_HAS_PAL_EFFECT
ACTOR_PART_FLAG_NO_STATUS_ANIMS
ACTOR_PART_FLAG_SKIP_SHOCK_EFFECT
ACTOR_PART_FLAG_SKIP_MOVEMENT_ALLOC
ActorEventFlags
enum ActorEventFlags source
ACTOR_EVENT_FLAGS_NONE
ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
ACTOR_EVENT_FLAG_ICY
No known effect, but is used.
ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
ACTOR_EVENT_FLAG_ILLUSORY
Player attacks pass through and miss.
ACTOR_EVENT_FLAG_ELECTRIFIED
Player takes shock damage upon contact.
ACTOR_EVENT_FLAG_MONSTAR
Set by Monstar, but has no effect
ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
ACTOR_EVENT_FLAG_FIRE_EXPLODE
Fire attacks trigger an explosion, used only by bullet/bombshell bills.
ACTOR_EVENT_FLAG_BURIED
Actor can only by hit by quake-element attacks.
ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
ACTOR_EVENT_FLAG_EXTREME_DEFENSE
Actor has 127 extra defense during damage calculation, unaffected by IGNORE_DEFENSE.
ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
Attacks that contact will trigger an explosion.
ACTOR_EVENT_FLAG_SPIKY_FRONT
Player takes spike damage from hammer attacks.
ACTOR_EVENT_FLAG_ENCHANTED
Actor glows and listens for the Star Beam event.
ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED
Actor glows and listens for Star Beam and Peach Beam events.
ACTOR_EVENT_FLAG_POWER_BOUNCE
Actor listens for Power Bounce events.
ACTOR_EVENT_FLAG_ALT_SPIKY
Additional spiky quality associated with Pokeys and Spinies
ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
SurfaceType
enum SurfaceType source
SURFACE_TYPE_DEFAULT
SURFACE_TYPE_WATER
SURFACE_TYPE_SPIKES
SURFACE_TYPE_LAVA
SURFACE_TYPE_DOCK_WALL
SURFACE_TYPE_SLIDE
SURFACE_TYPE_FLOWERS
SURFACE_TYPE_CLOUD
used with clouds in flo_19 and flo_21
SURFACE_TYPE_SNOW
SURFACE_TYPE_HEDGES
used within hedge maze in flo_11
SURFACE_TYPE_INVALID
EncounterFlags
enum EncounterFlags source
ENCOUNTER_FLAG_NONE
ENCOUNTER_FLAG_THUMBS_UP
Mario will do a 'thumbs up' animation after winning
ENCOUNTER_FLAG_CANT_SKIP_WIN_DELAY
ENCOUNTER_FLAG_SKIP_FLEE_DROPS
WindowFlags
enum WindowFlags source
WINDOW_FLAG_INITIALIZED
WINDOW_FLAG_FPUPDATE_CHANGED
WINDOW_FLAG_HIDDEN
Updated but not rendered
WINDOW_FLAG_INITIAL_ANIMATION
WINDOW_FLAG_HAS_CHILDREN
WINDOW_FLAG_DISABLED
Not updated or rendered