#ifndef Z64SCENE_H #define Z64SCENE_H #include "command_macros_base.h" typedef struct { /* 0x00 */ u32 vromStart; /* 0x04 */ u32 vromEnd; } RomFile; // size = 0x8 typedef struct { /* 0x00 */ RomFile sceneFile; /* 0x08 */ RomFile titleFile; /* 0x10 */ u8 unk_10; /* 0x11 */ u8 config; /* 0x12 */ u8 unk_12; /* 0x13 */ u8 unk_13; } SceneTableEntry; // size = 0x14 typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ u32 data2; } SCmdBase; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdSpawnList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdActorList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdUnused02; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdColHeader; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdRoomList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x02 */ char pad[2]; /* 0x04 */ u8 x; /* 0x05 */ u8 y; /* 0x06 */ u8 z; /* 0x07 */ u8 unk_07; } SCmdWindSettings; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdEntranceList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 cUpElfMsgNum; /* 0x04 */ u32 keepObjectId; } SCmdSpecialFiles; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 gpFlag1; /* 0x04 */ u32 gpFlag2; } SCmdRoomBehavior; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdMesh; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdObjectList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdLightList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdPathList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdTransiActorList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 num; /* 0x04 */ void* segment; } SCmdLightSettingList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x02 */ char pad[2]; /* 0x04 */ u8 hour; /* 0x05 */ u8 min; /* 0x06 */ u8 unk_06; } SCmdTimeSettings; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x02 */ char pad[2]; /* 0x04 */ u8 skyboxId; /* 0x05 */ u8 unk_05; /* 0x06 */ u8 unk_06; } SCmdSkyboxSettings; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x02 */ char pad[2]; /* 0x04 */ u8 unk_04; /* 0x05 */ u8 unk_05; } SCmdSkyboxDisables; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ u32 data2; } SCmdEndMarker; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdExitList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 specId; /* 0x02 */ char pad[4]; /* 0x06 */ u8 natureAmbienceId; /* 0x07 */ u8 seqId; } SCmdSoundSettings; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x02 */ char pad[5]; /* 0x07 */ u8 echo; } SCmdEchoSettings; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdCutsceneData; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; /* 0x04 */ void* segment; } SCmdAltHeaders; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 cameraMovement; /* 0x04 */ u32 area; } SCmdMiscSettings; typedef struct { u8 headerType; } MeshHeaderBase; typedef struct { MeshHeaderBase base; u8 numEntries; Gfx* dListStart; Gfx* dListEnd; } MeshHeader0; typedef struct { u32 opaqueDList; u32 translucentDList; } MeshEntry0; typedef struct { MeshHeaderBase base; u8 format; u32 entryRecord; } MeshHeader1Base; typedef struct { MeshHeader1Base base; u32 imagePtr; // 0x08 u32 unknown; // 0x0C u32 unknown2; // 0x10 u16 bgWidth; // 0x14 u16 bgHeight; // 0x16 u8 imageFormat; // 0x18 u8 imageSize; // 0x19 u16 imagePal; // 0x1A u16 imageFlip; // 0x1C } MeshHeader1Single; typedef struct { MeshHeader1Base base; u8 bgCnt; u32 bgRecordPtr; } MeshHeader1Multi; typedef struct { u16 unknown; // 0x00 s8 bgID; // 0x02 u32 imagePtr; // 0x04 u32 unknown2; // 0x08 u32 unknown3; // 0x0C u16 bgWidth; // 0x10 u16 bgHeight; // 0x12 u8 imageFmt; // 0x14 u8 imageSize; // 0x15 u16 imagePal; // 0x16 u16 imageFlip; // 0x18 } BackgroundRecord; typedef struct { s16 playerXMax, playerZMax; s16 playerXMin, playerZMin; u32 opaqueDList; u32 translucentDList; } MeshEntry2; typedef struct { MeshHeaderBase base; u8 numEntries; Gfx* dListStart; Gfx* dListEnd; } MeshHeader2; typedef struct { /* 0x00 */ u8 ambientColor[3]; /* 0x03 */ s8 diffuseDir1[3]; /* 0x06 */ u8 diffuseColor1[3]; /* 0x09 */ s8 diffuseDir2[3]; /* 0x0C */ u8 diffuseColor2[3]; /* 0x0F */ u8 fogColor[3]; /* 0x12 */ u16 fogNear; /* 0x14 */ u16 fogFar; } LightSettings; // size = 0x16 typedef struct { /* 0x00 */ u8 count; // number of points in the path /* 0x04 */ Vec3s* points; // Segment Address to the array of points } Path; // size = 0x8 typedef union { SCmdBase base; SCmdSpawnList spawnList; SCmdActorList actorList; SCmdUnused02 unused02; SCmdRoomList roomList; SCmdEntranceList entranceList; SCmdObjectList objectList; SCmdLightList lightList; SCmdPathList pathList; SCmdTransiActorList transiActorList; SCmdLightSettingList lightSettingList; SCmdExitList exitList; SCmdColHeader colHeader; SCmdMesh mesh; SCmdSpecialFiles specialFiles; SCmdCutsceneData cutsceneData; SCmdRoomBehavior roomBehavior; SCmdWindSettings windSettings; SCmdTimeSettings timeSettings; SCmdSkyboxSettings skyboxSettings; SCmdSkyboxDisables skyboxDisables; SCmdEndMarker endMarker; SCmdSoundSettings soundSettings; SCmdEchoSettings echoSettings; SCmdMiscSettings miscSettings; SCmdAltHeaders altHeaders; } SceneCmd; // size = 0x8 typedef enum { /* 0x00 */ SCENE_YDAN, /* 0x01 */ SCENE_DDAN, /* 0x02 */ SCENE_BDAN, /* 0x03 */ SCENE_BMORI1, /* 0x04 */ SCENE_HIDAN, /* 0x05 */ SCENE_MIZUSIN, /* 0x06 */ SCENE_JYASINZOU, /* 0x07 */ SCENE_HAKADAN, /* 0x08 */ SCENE_HAKADANCH, /* 0x09 */ SCENE_ICE_DOUKUTO, /* 0x0A */ SCENE_GANON, /* 0x0B */ SCENE_MEN, /* 0x0C */ SCENE_GERUDOWAY, /* 0x0D */ SCENE_GANONTIKA, /* 0x0E */ SCENE_GANON_SONOGO, /* 0x0F */ SCENE_GANONTIKA_SONOGO, /* 0x10 */ SCENE_TAKARAYA, /* 0x11 */ SCENE_YDAN_BOSS, /* 0x12 */ SCENE_DDAN_BOSS, /* 0x13 */ SCENE_BDAN_BOSS, /* 0x14 */ SCENE_MORIBOSSROOM, /* 0x15 */ SCENE_FIRE_BS, /* 0x16 */ SCENE_MIZUSIN_BS, /* 0x17 */ SCENE_JYASINBOSS, /* 0x18 */ SCENE_HAKADAN_BS, /* 0x19 */ SCENE_GANON_BOSS, /* 0x1A */ SCENE_GANON_FINAL, /* 0x1B */ SCENE_ENTRA, /* 0x1C */ SCENE_ENTRA_N, /* 0x1D */ SCENE_ENRUI, /* 0x1E */ SCENE_MARKET_ALLEY, /* 0x1F */ SCENE_MARKET_ALLEY_N, /* 0x20 */ SCENE_MARKET_DAY, /* 0x21 */ SCENE_MARKET_NIGHT, /* 0x22 */ SCENE_MARKET_RUINS, /* 0x23 */ SCENE_SHRINE, /* 0x24 */ SCENE_SHRINE_N, /* 0x25 */ SCENE_SHRINE_R, /* 0x26 */ SCENE_KOKIRI_HOME, /* 0x27 */ SCENE_KOKIRI_HOME3, /* 0x28 */ SCENE_KOKIRI_HOME4, /* 0x29 */ SCENE_KOKIRI_HOME5, /* 0x2A */ SCENE_KAKARIKO, /* 0x2B */ SCENE_KAKARIKO3, /* 0x2C */ SCENE_SHOP1, /* 0x2D */ SCENE_KOKIRI_SHOP, /* 0x2E */ SCENE_GOLON, /* 0x2F */ SCENE_ZOORA, /* 0x30 */ SCENE_DRAG, /* 0x31 */ SCENE_ALLEY_SHOP, /* 0x32 */ SCENE_NIGHT_SHOP, /* 0x33 */ SCENE_FACE_SHOP, /* 0x34 */ SCENE_LINK_HOME, /* 0x35 */ SCENE_IMPA, /* 0x36 */ SCENE_MALON_STABLE, /* 0x37 */ SCENE_LABO, /* 0x38 */ SCENE_HYLIA_LABO, /* 0x39 */ SCENE_TENT, /* 0x3A */ SCENE_HUT, /* 0x3B */ SCENE_DAIYOUSEI_IZUMI, /* 0x3C */ SCENE_YOUSEI_IZUMI_TATE, /* 0x3D */ SCENE_YOUSEI_IZUMI_YOKO, /* 0x3E */ SCENE_KAKUSIANA, /* 0x3F */ SCENE_HAKAANA, /* 0x40 */ SCENE_HAKAANA2, /* 0x41 */ SCENE_HAKAANA_OUKE, /* 0x42 */ SCENE_SYATEKIJYOU, /* 0x43 */ SCENE_TOKINOMA, /* 0x44 */ SCENE_KENJYANOMA, /* 0x45 */ SCENE_HAIRAL_NIWA, /* 0x46 */ SCENE_HAIRAL_NIWA_N, /* 0x47 */ SCENE_HIRAL_DEMO, /* 0x48 */ SCENE_HAKASITARELAY, /* 0x49 */ SCENE_TURIBORI, /* 0x4A */ SCENE_NAKANIWA, /* 0x4B */ SCENE_BOWLING, /* 0x4C */ SCENE_SOUKO, /* 0x4D */ SCENE_MIHARIGOYA, /* 0x4E */ SCENE_MAHOUYA, /* 0x4F */ SCENE_GANON_DEMO, /* 0x50 */ SCENE_KINSUTA, /* 0x51 */ SCENE_SPOT00, /* 0x52 */ SCENE_SPOT01, /* 0x53 */ SCENE_SPOT02, /* 0x54 */ SCENE_SPOT03, /* 0x55 */ SCENE_SPOT04, /* 0x56 */ SCENE_SPOT05, /* 0x57 */ SCENE_SPOT06, /* 0x58 */ SCENE_SPOT07, /* 0x59 */ SCENE_SPOT08, /* 0x5A */ SCENE_SPOT09, /* 0x5B */ SCENE_SPOT10, /* 0x5C */ SCENE_SPOT11, /* 0x5D */ SCENE_SPOT12, /* 0x5E */ SCENE_SPOT13, /* 0x5F */ SCENE_SPOT15, /* 0x60 */ SCENE_SPOT16, /* 0x61 */ SCENE_SPOT17, /* 0x62 */ SCENE_SPOT18, /* 0x63 */ SCENE_SPOT20, /* 0x64 */ SCENE_GANON_TOU, // Debug only scenes /* 0x65 */ SCENE_TEST01, /* 0x66 */ SCENE_BESITU, /* 0x67 */ SCENE_DEPTH_TEST, /* 0x68 */ SCENE_SYOTES, /* 0x69 */ SCENE_SYOTES2, /* 0x6A */ SCENE_SUTARU, /* 0x6B */ SCENE_HAIRAL_NIWA2, /* 0x6C */ SCENE_SASATEST, /* 0x6D */ SCENE_TESTROOM, /* 0x6E */ SCENE_ID_MAX } SceneID; // Scene commands typedef enum { /* 0x00 */ SCENE_CMD_ID_SPAWN_LIST, /* 0x01 */ SCENE_CMD_ID_ACTOR_LIST, /* 0x02 */ SCENE_CMD_ID_UNUSED_02, /* 0x03 */ SCENE_CMD_ID_COL_HEADER, /* 0x04 */ SCENE_CMD_ID_ROOM_LIST, /* 0x05 */ SCENE_CMD_ID_WIND_SETTINGS, /* 0x06 */ SCENE_CMD_ID_ENTRANCE_LIST, /* 0x07 */ SCENE_CMD_ID_SPECIAL_FILES, /* 0x08 */ SCENE_CMD_ID_ROOM_BEHAVIOR, /* 0x09 */ SCENE_CMD_ID_UNK_09, /* 0x0A */ SCENE_CMD_ID_MESH, /* 0x0B */ SCENE_CMD_ID_OBJECT_LIST, /* 0x0C */ SCENE_CMD_ID_LIGHT_LIST, /* 0x0D */ SCENE_CMD_ID_PATH_LIST, /* 0x0E */ SCENE_CMD_ID_TRANSI_ACTOR_LIST, /* 0x0F */ SCENE_CMD_ID_ENV_LIGHT_SETTINGS, /* 0x10 */ SCENE_CMD_ID_TIME_SETTINGS, /* 0x11 */ SCENE_CMD_ID_SKYBOX_SETTINGS, /* 0x12 */ SCENE_CMD_ID_SKYBOX_DISABLES, /* 0x13 */ SCENE_CMD_ID_EXIT_LIST, /* 0x14 */ SCENE_CMD_ID_END, /* 0x15 */ SCENE_CMD_ID_SOUND_SETTINGS, /* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS, /* 0x17 */ SCENE_CMD_ID_CUTSCENE_DATA, /* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, /* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS } SceneCommandTypeID; #define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \ { SCENE_CMD_ID_SPAWN_LIST, numSpawns, CMD_PTR(spawnList) } #define SCENE_CMD_ACTOR_LIST(numActors, actorList) \ { SCENE_CMD_ID_ACTOR_LIST, numActors, CMD_PTR(actorList) } #define SCENE_CMD_UNUSED_02(unk, data) \ { SCENE_CMD_ID_UNUSED_02, unk, CMD_PTR(data) } #define SCENE_CMD_COL_HEADER(colHeader) \ { SCENE_CMD_ID_COL_HEADER, 0, CMD_PTR(colHeader) } #define SCENE_CMD_ROOM_LIST(numRooms, roomList) \ { SCENE_CMD_ID_ROOM_LIST, numRooms, CMD_PTR(roomList) } #define SCENE_CMD_WIND_SETTINGS(xDir, yDir, zDir, strength) \ { SCENE_CMD_ID_WIND_SETTINGS, 0, CMD_BBBB(xDir, yDir, zDir, strength) } #define SCENE_CMD_ENTRANCE_LIST(entranceList) \ { SCENE_CMD_ID_ENTRANCE_LIST, 0, CMD_PTR(entranceList) } #define SCENE_CMD_SPECIAL_FILES(elfMessageFile, keepObjectId) \ { SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, CMD_W(keepObjectId) } #define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, showInvisActors, disableWarpSongs) \ { SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \ curRoomUnk2 | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) } #define SCENE_CMD_UNK_09() \ { SCENE_CMD_ID_UNK_09, 0, CMD_W(0) } #define SCENE_CMD_MESH(meshHeader) \ { SCENE_CMD_ID_MESH, 0, CMD_PTR(meshHeader) } #define SCENE_CMD_OBJECT_LIST(numObjects, objectList) \ { SCENE_CMD_ID_OBJECT_LIST, numObjects, CMD_PTR(objectList) } #define SCENE_CMD_LIGHT_LIST(numLights, lightList) \ { SCENE_CMD_ID_POS_LIGHT_LIST, numLights, CMD_PTR(lightList) } #define SCENE_CMD_PATH_LIST(pathList) \ { SCENE_CMD_ID_PATH_LIST, 0, CMD_PTR(pathList) } #define SCENE_CMD_TRANSITION_ACTOR_LIST(numActors, list) \ { SCENE_CMD_ID_TRANSI_ACTOR_LIST, numActors, CMD_PTR(list) } #define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \ { SCENE_CMD_ID_ENV_LIGHT_SETTINGS, numLightSettings, CMD_PTR(lightSettingsList) } #define SCENE_CMD_TIME_SETTINGS(hour, min, speed) \ { SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) } #define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, weather, isIndoors) \ { SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, weather, isIndoors, 0) } #define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \ { SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) } #define SCENE_CMD_EXIT_LIST(exitList) \ { SCENE_CMD_ID_EXIT_LIST, 0, CMD_PTR(exitList) } #define SCENE_CMD_END() \ { SCENE_CMD_ID_END, 0, CMD_W(0) } #define SCENE_CMD_SOUND_SETTINGS(specId, natureAmbienceId, seqId) \ { SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, natureAmbienceId, seqId) } #define SCENE_CMD_ECHO_SETTINGS(echo) \ { SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) } #define SCENE_CMD_CUTSCENE_DATA(cutsceneData) \ { SCENE_CMD_ID_CUTSCENE_DATA, 0, CMD_PTR(cutsceneData) } #define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \ { SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) } #define SCENE_CMD_MISC_SETTINGS(camMode, worldMapLocation) \ { SCENE_CMD_ID_MISC_SETTINGS, camMode, CMD_W(worldMapLocation) } #endif