#ifndef Z64INTERFACE_H #define Z64INTERFACE_H #include "z64view.h" extern u8 _icon_item_staticSegmentRomStart[]; extern u8 _icon_item_24_staticSegmentRomStart[]; // An "item icon" (gItemIcon*Tex) is 32x32 rgba32 #define ITEM_ICON_WIDTH 32 #define ITEM_ICON_HEIGHT 32 #define ITEM_ICON_SIZE (ITEM_ICON_WIDTH * ITEM_ICON_HEIGHT * 4) // The size in bytes of an item icon /** * Get the VROM address of the item icon for the specified item. * * @param itemId An ItemId value in the range `ITEM_DEKU_STICK`..`ITEM_FISHING_POLE` */ #define GET_ITEM_ICON_VROM(itemId) ((uintptr_t)_icon_item_staticSegmentRomStart + ((itemId)*ITEM_ICON_SIZE)) // A "quest icon" (gQuestIcon*Tex) is 24x24 rgba32 #define QUEST_ICON_WIDTH 24 #define QUEST_ICON_HEIGHT 24 #define QUEST_ICON_SIZE (QUEST_ICON_WIDTH * QUEST_ICON_HEIGHT * 4) // The size in bytes of a quest icon /** * Get the VROM address of the quest icon for the specified item. * * @param itemId An ItemId value in the range `ITEM_MEDALLION_FOREST`..`ITEM_MAGIC_JAR_BIG` */ #define GET_QUEST_ICON_VROM(itemId) \ ((uintptr_t)_icon_item_24_staticSegmentRomStart + (((itemId)-ITEM_MEDALLION_FOREST) * QUEST_ICON_SIZE)) typedef enum DoAction { /* 0x00 */ DO_ACTION_ATTACK, /* 0x01 */ DO_ACTION_CHECK, /* 0x02 */ DO_ACTION_ENTER, /* 0x03 */ DO_ACTION_RETURN, /* 0x04 */ DO_ACTION_OPEN, /* 0x05 */ DO_ACTION_JUMP, /* 0x06 */ DO_ACTION_DECIDE, /* 0x07 */ DO_ACTION_DIVE, /* 0x08 */ DO_ACTION_FASTER, /* 0x09 */ DO_ACTION_THROW, /* 0x0A */ DO_ACTION_NONE, // in do_action_static, the texture at this position is NAVI, however this value is in practice the "No Action" value /* 0x0B */ DO_ACTION_CLIMB, /* 0x0C */ DO_ACTION_DROP, /* 0x0D */ DO_ACTION_DOWN, /* 0x0E */ DO_ACTION_SAVE, /* 0x0F */ DO_ACTION_SPEAK, /* 0x10 */ DO_ACTION_NEXT, /* 0x11 */ DO_ACTION_GRAB, /* 0x12 */ DO_ACTION_STOP, /* 0x13 */ DO_ACTION_PUTAWAY, /* 0x14 */ DO_ACTION_REEL, /* 0x15 */ DO_ACTION_1, /* 0x16 */ DO_ACTION_2, /* 0x17 */ DO_ACTION_3, /* 0x18 */ DO_ACTION_4, /* 0x19 */ DO_ACTION_5, /* 0x1A */ DO_ACTION_6, /* 0x1B */ DO_ACTION_7, /* 0x1C */ DO_ACTION_8, /* 0x1D */ DO_ACTION_MAX } DoAction; // TODO extract this information from the texture definitions themselves #define DO_ACTION_TEX_WIDTH 48 #define DO_ACTION_TEX_HEIGHT 16 #define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex)) typedef struct InterfaceContext { /* 0x0000 */ View view; /* 0x0128 */ Vtx* actionVtx; /* 0x012C */ Vtx* beatingHeartVtx; /* 0x0130 */ u8* parameterSegment; /* 0x0134 */ u8* doActionSegment; /* 0x0138 */ u8* iconItemSegment; /* 0x013C */ u8* mapSegment; /* 0x0140 */ u8 mapPalette[32]; /* 0x0160 */ DmaRequest dmaRequest_160; /* 0x0180 */ DmaRequest dmaRequest_180; /* 0x01A0 */ char unk_1A0[0x20]; /* 0x01C0 */ OSMesgQueue loadQueue; /* 0x01D8 */ OSMesg loadMsg; /* 0x01DC */ Viewport viewport; /* 0x01EC */ s16 unk_1EC; /* 0x01EE */ u16 unk_1EE; /* 0x01F0 */ u16 unk_1F0; /* 0x01F4 */ f32 unk_1F4; /* 0x01F8 */ s16 naviCalling; /* 0x01FA */ s16 unk_1FA; /* 0x01FC */ s16 unk_1FC; /* 0x01FE */ s16 heartColorOscillator; /* 0x0200 */ s16 heartColorOscillatorDirection; /* 0x0202 */ s16 beatingHeartPrim[3]; /* 0x0208 */ s16 beatingHeartEnv[3]; /* 0x020E */ s16 heartsPrimR[2]; /* 0x0212 */ s16 heartsPrimG[2]; /* 0x0216 */ s16 heartsPrimB[2]; /* 0x021A */ s16 heartsEnvR[2]; /* 0x021E */ s16 heartsEnvG[2]; /* 0x0222 */ s16 heartsEnvB[2]; /* 0x0226 */ s16 unk_226; // Used only in unused functions /* 0x0228 */ s16 unk_228; // Used only in unused functions /* 0x022A */ s16 beatingHeartOscillator; /* 0x022C */ s16 beatingHeartOscillatorDirection; /* 0x022E */ s16 unk_22E; /* 0x0230 */ s16 lensMagicConsumptionTimer; // When lens is active, 1 unit of magic is consumed every time the timer reaches 0 /* 0x0232 */ s16 counterDigits[4]; // used for key and rupee counters /* 0x023A */ u8 numHorseBoosts; /* 0x023C */ u16 unk_23C; /* 0x023E */ u16 hbaAmmo; // ammo while playing the horseback archery minigame /* 0x0240 */ u16 unk_240; /* 0x0242 */ u16 unk_242; /* 0x0224 */ u16 unk_244; // screen fill alpha? /* 0x0246 */ u16 aAlpha; // also carrots alpha /* 0x0248 */ u16 bAlpha; // also HBA score alpha /* 0x024A */ u16 cLeftAlpha; /* 0x024C */ u16 cDownAlpha; /* 0x024E */ u16 cRightAlpha; /* 0x0250 */ u16 healthAlpha; // also max C-Up alpha /* 0x0252 */ u16 magicAlpha; // also Rupee and Key counters alpha /* 0x0254 */ u16 minimapAlpha; /* 0x0256 */ s16 startAlpha; /* 0x0258 */ s16 unk_258; /* 0x025A */ s16 unk_25A; /* 0x025C */ s16 mapRoomNum; /* 0x025E */ s16 mapPaletteIndex; // "map_palete_no" /* 0x0260 */ u8 unk_260; /* 0x0261 */ u8 unk_261; struct { /* 0x0262 */ u8 hGauge; // "h_gage"; unknown? /* 0x0263 */ u8 bButton; // "b_button" /* 0x0264 */ u8 aButton; // "a_button" /* 0x0265 */ u8 bottles; // "c_bottle" /* 0x0266 */ u8 tradeItems; // "c_warasibe" /* 0x0267 */ u8 hookshot; // "c_hook" /* 0x0268 */ u8 ocarina; // "c_ocarina" /* 0x0269 */ u8 warpSongs; // "c_warp" /* 0x026A */ u8 sunsSong; // "m_sunmoon" /* 0x026B */ u8 farores; // "m_wind" /* 0x026C */ u8 dinsNayrus; // "m_magic"; din's fire and nayru's love /* 0x026D */ u8 all; // "another"; enables all item restrictions } restrictions; } InterfaceContext; // size = 0x270 /** * Button HUD positions and colors */ #define A_BUTTON_X 186 #define A_BUTTON_Y 9 #if PLATFORM_N64 #define A_BUTTON_R 90 #define A_BUTTON_G 90 #define A_BUTTON_B 255 #else #define A_BUTTON_R 0 #define A_BUTTON_G 200 #define A_BUTTON_B 50 #endif #define B_BUTTON_X 160 #define B_BUTTON_Y 17 #if PLATFORM_N64 #define B_BUTTON_R 0 #define B_BUTTON_G 150 #define B_BUTTON_B 0 #else #define B_BUTTON_R 255 #define B_BUTTON_G 30 #define B_BUTTON_B 30 #endif #define C_LEFT_BUTTON_X 227 #define C_LEFT_BUTTON_Y 18 #define C_DOWN_BUTTON_X 249 #define C_DOWN_BUTTON_Y 34 #define C_RIGHT_BUTTON_X 271 #define C_RIGHT_BUTTON_Y 18 #define C_UP_BUTTON_X 254 #define C_UP_BUTTON_Y 16 #if PLATFORM_N64 #define START_BUTTON_R 200 #define START_BUTTON_G 0 #define START_BUTTON_B 0 #else #define START_BUTTON_R 120 #define START_BUTTON_G 120 #define START_BUTTON_B 120 #endif /** * These are the colors for the hearts in the interface. The prim color is the red color of the heart * for the base hearts, while the prim color for the double defense hearts is the white outline. The * env color for the base hearts is the purple-ish outline, while the env color for the double defense * hearts is the red color of the hearts. */ #define HEARTS_PRIM_R 255 #define HEARTS_PRIM_G 70 #define HEARTS_PRIM_B 50 #define HEARTS_ENV_R 50 #define HEARTS_ENV_G 40 #define HEARTS_ENV_B 60 #define HEARTS_DD_PRIM_R 255 #define HEARTS_DD_PRIM_G 255 #define HEARTS_DD_PRIM_B 255 #define HEARTS_DD_ENV_R 200 #define HEARTS_DD_ENV_G 0 #define HEARTS_DD_ENV_B 0 /** * The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one * point in development the orange color was to be used while taking damage from hot environments. * Based on this, we can assume that the blue heart color was to be used while drowning. * In the final game these environments only have a timer and do not damage you continuously. */ #define HEARTS_BURN_PRIM_R 255 #define HEARTS_BURN_PRIM_G 190 #define HEARTS_BURN_PRIM_B 0 #define HEARTS_BURN_ENV_R 255 #define HEARTS_BURN_ENV_G 0 #define HEARTS_BURN_ENV_B 0 #define HEARTS_DROWN_PRIM_R 100 #define HEARTS_DROWN_PRIM_G 100 #define HEARTS_DROWN_PRIM_B 255 #define HEARTS_DROWN_ENV_R 0 #define HEARTS_DROWN_ENV_G 0 #define HEARTS_DROWN_ENV_B 255 #endif