fabsf
fabs
cosine
nuBoot
boot_idle
boot_main
is_debug_init
void is_debug_init() source
is_debug_panic
void is_debug_panic(const char* message) source
outfun
signF
func_8002ACDC
s32 func_8002ACDC() source
load_obfuscation_shims
void load_obfuscation_shims() source
heap_malloc
void* heap_malloc(s32 size) source
dma_copy
rand_float
f32 rand_float() source
copy_matrix
void copy_matrix(Matrix4f src, Matrix4f dest) source
get_shadow_by_index
Shadow* get_shadow_by_index(s32 index) source
get_time_freeze_mode
s32 get_time_freeze_mode() source
render_player_model
void render_player_model() source
is_picking_up_item
s32 is_picking_up_item() source
integrate_gravity
f32 integrate_gravity() source
gravity_use_fall_parms
void gravity_use_fall_parms() source
get_clamped_angle_diff
f32 get_clamped_angle_diff(f32 , f32 ) source
startup_fade_screen_in
s32 startup_fade_screen_in(s16 subtractAlpha) source
startup_fade_screen_out
s32 startup_fade_screen_out(s16 addAlpha) source
startup_fade_screen_update
void startup_fade_screen_update() source
get_entity_type
u32 get_entity_type(s32 arg0) source
get_entity_by_index
Entity* get_entity_by_index(s32 index) source
create_entity
s32 create_entity(EntityBlueprint* bp) source
entity_shattering_idle
void entity_shattering_idle(Entity* entity) source
show_damage_fx
void show_damage_fx( Actor* actor, f32 x, f32 y, f32 z, s32 damage ) source
entity_raycast_down
s32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*) source
Mostly used for shadows
step_game_loop
void step_game_loop() source
resume_all_group
void resume_all_group(s32 groupFlags) source
length2D
player_input_to_move_vector
void player_input_to_move_vector(f32* angle, f32* magnitude) source
game_input_to_move_vector
void game_input_to_move_vector(f32* x, f32* y) source
exec_ShakeCamX
void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3) source
exec_ShakeCam1
void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2) source
player_get_side_angle
f32 player_get_side_angle() source
draw_number
void draw_number( s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style ) source
set_entity_model_flags
void set_entity_model_flags(s32 idx, s32 newFlags) source
clear_entity_model_flags
void clear_entity_model_flags(s32 idx, s32 newFlags) source
exec_entity_model_commandlist
void exec_entity_model_commandlist(s32 idx) source
queue_render_task
RenderTask* queue_render_task(RenderTask* task) source
create_mesh_animator
s32 create_mesh_animator(s16* animPos, s16* animBuffer) source
load_mesh_animator_tree
void load_mesh_animator_tree( s32 index, StaticAnimatorNode** tree ) source
setup_pause_menu_tab
void setup_pause_menu_tab( MenuWindowBP* bpArray, s32 arraySize ) source
draw_ci_image_with_clipping
s32 draw_ci_image_with_clipping( u8* raster, s32 width, s32 height, s32 fmt, s32 bitDepth, u16* palette, s16 posX, s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity ) source
render_frame
void render_frame(s32 flag) source
clear_windows
void clear_windows() source
update_window_hierarchy
void update_window_hierarchy(s32 windowIndex, u8 arg1) source
get_msg_properties
void get_msg_properties( s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset ) source
replace_window_update
void replace_window_update( s32 idx, s8 arg1, WindowUpdateFunc pendingFunc ) source
decode_yay0
void decode_yay0(void* src, void* dst) source
ai_check_player_dist
s32 ai_check_player_dist( struct Enemy* enemy, s32 arg1, f32 arg2, f32 arg3 ) source
pause_init
void pause_init() source
pause_handle_input
void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld) source
pause_cleanup
void pause_cleanup() source
filemenu_init
void filemenu_init(s32 mode) source
filemenu_cleanup
void filemenu_cleanup() source
filemenu_update
void filemenu_update() source
filemenu_get_exit_mode
s32 filemenu_get_exit_mode() source
filemenu_set_selected
void filemenu_set_selected( MenuPanel* menu, s32 col, s32 row ) source
filemenu_set_cursor_alpha
void filemenu_set_cursor_alpha(s32 arg0) source
filemenu_set_cursor_goal_pos
void filemenu_set_cursor_goal_pos( s32 windowIndex, s32 posX, s32 posY ) source
filemenu_get_menu_message
u8* filemenu_get_menu_message(s32 idx) source
gfx_task_background
void gfx_task_background() source
update_enemy_shadows
void update_enemy_shadows() source
update_hero_shadows
void update_hero_shadows() source
appendGfx_background_texture
appendGfx_enemy_actor
void appendGfx_enemy_actor(void*) source
appendGfx_enemy_actor_blur
void appendGfx_enemy_actor_blur(void*) source
appendGfx_enemy_actor_reflection
void appendGfx_enemy_actor_reflection(void*) source
appendGfx_partner_actor
void appendGfx_partner_actor(void*) source
appendGfx_partner_actor_blur
void appendGfx_partner_actor_blur(void*) source
appendGfx_partner_actor_reflection
void appendGfx_partner_actor_reflection(void*) source
appendGfx_player_actor
void appendGfx_player_actor(void*) source
appendGfx_player_actor_blur
appendGfx_player_actor_reflection
void appendGfx_player_actor_reflection(void*) source
force_disable_actor_blur
void force_disable_actor_blur(Actor*) source
player_handle_floor_collider_type
void player_handle_floor_collider_type(s32 colliderID) source
player_fall_distance
f32 player_fall_distance() source
func_800E4AD8
void func_800E4AD8(s32 arg0) source
player_check_collision_below
f32 player_check_collision_below(f32 , s32* colliderID) source
can_trigger_loading_zone
update_damage_popups
void update_damage_popups() source
show_action_rating
void show_action_rating(s32 , Actor*, f32 , f32 , f32 ) source
render_with_adjusted_palettes
s32 render_with_adjusted_palettes( s32 , ActorPart*, s32 , Matrix4f , s32 ) source
general_heap_create
general_heap_malloc
void* general_heap_malloc(s32 size) source
general_heap_free
s32 general_heap_free(void* data) source
integer_log
s32 integer_log(s32 number, u32 base) source
set_battle_stage
void set_battle_stage(s32 ) source
load_battle
void load_battle(s32 ) source
entity_Shadow_init
void entity_Shadow_init(Shadow* entity) source
entity_SaveBlock_idle
void entity_SaveBlock_idle(Entity* entity) source
entity_SaveBlock_pause_game
entity_SaveBlock_resume_game
entity_SaveBlock_save_data
void entity_SaveBlock_save_data() source
entity_SaveBlock_show_tutorial_message
void entity_SaveBlock_show_tutorial_message(Entity* entity) source
entity_SaveBlock_wait_for_close_tutorial
void entity_SaveBlock_wait_for_close_tutorial( Entity* entity ) source
entity_SaveBlock_show_choice_message
entity_SaveBlock_show_result_message
entity_SaveBlock_wait_for_close_result
void entity_SaveBlock_wait_for_close_result(Entity* entity) source
entity_SaveBlock_wait_for_close_choice
void entity_SaveBlock_wait_for_close_choice(Entity* entity) source
entity_SaveBlock_init
void entity_SaveBlock_init(Entity* entity) source
entity_GreenStompSwitch_idle
void entity_GreenStompSwitch_idle(Entity* entity) source
entity_GreenStompSwitch_retract
void entity_GreenStompSwitch_retract(Entity* entity) source
entity_GreenStompSwitch_extend
void entity_GreenStompSwitch_extend(Entity* entity) source
entity_HugeBlueSwitch_idle
void entity_HugeBlueSwitch_idle(Entity* entity) source
entity_small_switch_idle
void entity_small_switch_idle(Entity* entity) source
entity_RedSwitch_wait_and_reset
void entity_RedSwitch_wait_and_reset(Entity* entity) source
entity_base_switch_anim_init
void entity_base_switch_anim_init(Entity* entity) source
entity_RedSwitch_animate_scale
s32 entity_RedSwitch_animate_scale(Entity* entity) source
entity_base_switch_start_bound_script
void entity_base_switch_start_bound_script(Entity* entity) source
entity_base_switch_animate_scale
void entity_base_switch_animate_scale(Entity* entity) source
entity_base_switch_init
void entity_base_switch_init(Entity* entity) source
entity_block_hit_init_scale
void entity_block_hit_init_scale(Entity* entity) source
entity_block_hit_animate_scale
void entity_block_hit_animate_scale(Entity* entity) source
entity_block_handle_collision
s32 entity_block_handle_collision(Entity* entity) source
entity_BlueSwitch_init
void entity_BlueSwitch_init(Entity* entity) source
entity_HugeBlueSwitch_init
void entity_HugeBlueSwitch_init(Entity* entity) source
dispatch_damage_event_actor_0
s32 dispatch_damage_event_actor_0( Actor* actor, s32 damageAmount, s32 event ) source
msg_get_printer_for_msg
MessagePrintState* msg_get_printer_for_msg( s32 msgID, s32* a1 ) source
msg_printer_load_msg
s32 msg_printer_load_msg( s32 msgID, MessagePrintState* printer ) source
msg_printer_set_origin_pos
void msg_printer_set_origin_pos( MessagePrintState* msgPrintState, s32 x, s32 y ) source
get_screen_coords
void get_screen_coords( s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ ) source
parent_collider_to_model
void parent_collider_to_model( s16 colliderID, s16 modelIndex ) source
clone_model
void clone_model(u16 srcModelID, u16 newModelID) source
get_model_from_list_index
struct Model* get_model_from_list_index(s32 listIndex) source
create_model_animator
s32 create_model_animator(s16* animPos) source
get_model_list_index_from_tree_index
s32 get_model_list_index_from_tree_index(s32 treeIndex) source
get_transform_group_index
s32 get_transform_group_index(s32 ) source
get_model_center_and_size
void get_model_center_and_size( u16 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY, f32* sizeZ ) source
collision_main_above
s32 collision_main_above() source
collision_lava_reset_check_additional_overlaps
player_test_lateral_overlap
s32 player_test_lateral_overlap( s32 , PlayerStatus*, f32*, f32*, f32*, f32 , f32 ) source
peach_make_disguise_npc
Npc* peach_make_disguise_npc(s32 peachDisguise) source
peach_set_disguise_anim
void peach_set_disguise_anim(u32 ) source
draw_box
s32 draw_box( s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity, u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*)(int, int, int, int, int, int, int)fpDrawContents, void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx ) source
get_msg_width
s32 get_msg_width(s32 msgID, u16 charset) source
partner_can_open_world_menus
disable_player_static_collisions
disable_player_input
s32 disable_player_input() source
func_80027088
void func_80027088(s32 ) source
set_time_freeze_mode
void set_time_freeze_mode(s32 ) source
get_map_IDs_by_name
s32 get_map_IDs_by_name( const char* mapName, s16* areaID, s16* mapID ) source
get_map_IDs_by_name_checked
void get_map_IDs_by_name_checked( const char* mapName, s16* areaID, s16* mapID ) source
Same as get_map_IDs_by_name, but will panic if the map doesn't exist.
transform_point
void transform_point( Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW ) source
try_player_footstep_sounds
void try_player_footstep_sounds(s32 arg0) source
phys_update_interact_collider
phys_reset_spin_history
void phys_reset_spin_history() source
phys_adjust_cam_on_landing
phys_should_player_be_sliding
phys_init_integrator_for_current_state
phys_player_land
void phys_player_land() source
phys_main_collision_below
void phys_main_collision_below() source
phys_peach_update
void phys_peach_update() source
check_input_spin
void check_input_spin() source
phys_set_player_sliding_check
void phys_set_player_sliding_check(int (*)(void)funcPtr) source
phys_set_landing_adjust_cam_check
void phys_set_landing_adjust_cam_check(int (*)(void)funcPtr) source
npc_test_move_simple_without_slipping
s32 npc_test_move_simple_without_slipping( s32 , f32*, f32*, f32*, f32 , f32 , f32 , f32 ) source
update_collider_transform
void update_collider_transform(s16 colliderID) source
get_collider_center
void get_collider_center( s32 colliderID, f32* x, f32* y, f32* z ) source
is_another_trigger_bound
s32 is_another_trigger_bound(Trigger*, EvtScript* script) source
create_trigger
evt_trigger_on_activate_exec_script
s32 evt_trigger_on_activate_exec_script(Trigger* trigger) source
get_trigger_by_id
Trigger* get_trigger_by_id(s32 triggerID) source
get_actor
get_actor_part
ActorPart* get_actor_part(Actor* actor, s32 partID) source
add_coins
is_partner_ability_active
s32 is_partner_ability_active(s32 ) source
count_power_plus
s32 count_power_plus(s32 ) source
phys_can_player_interact
ai_enemy_play_sound
void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2) source
player_test_move_without_slipping
s32 player_test_move_without_slipping( PlayerStatus*, f32*, f32*, f32*, f32 , f32 , s32* ) source
player_test_move_with_slipping
s32 player_test_move_with_slipping( PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading ) source
evt_get_variable
s32 evt_get_variable(Evt* script, Bytecode var) source
evt_set_variable
s32 evt_set_variable(Evt* script, Bytecode var, s32 value) source
evt_get_float_variable
f32 evt_get_float_variable(Evt* script, Bytecode var) source
evt_set_float_variable
f32 evt_set_float_variable( Evt* script, Bytecode var, f32 value ) source
evt_get_variable_index
s32 evt_get_variable_index(Evt* script, s32 var) source
set_script_timescale
void set_script_timescale(Evt* script, f32 timescale) source
sin_deg
cos_deg
sin_rad
cos_rad
round
atan2
clamp_angle
f32 clamp_angle(f32 theta) source
sign
check_player_action_debug
battle_heap_create
s32 battle_heap_create() source
test_ray_zones
s32 test_ray_zones( f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* nx, f32* ny, f32* nz ) source
test_ray_colliders
s32 test_ray_colliders( s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz ) source
test_ray_entities
s32 test_ray_entities( f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz ) source
Test a general ray from a given starting position and direction against all entities. If one is hit, returns the position and normal of the hit and the length along the ray via the output parameters. All output parameters are invalid when NO_COLLIDER is returned.
startX/startY/startZ are the ray origin. dirX/dirY/dirZ are the normalized ray direction. hitX/hitY/hitZ receive the hit position. hitNx/hitNy/hitNz receive the hit normal. hitDepth is both input (maximum ray length) and output (distance to the hit).
Returns entity index or NO_COLLIDER if none is hit.