#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 { Gfx* opaqueDList; Gfx* translucentDList; } MeshEntry0; typedef struct { MeshHeaderBase base; u8 format; u32 entryRecord; } MeshHeader1Base; typedef struct { MeshHeader1Base base; void* 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; void* bgRecordPtr; } MeshHeader1Multi; typedef struct { u16 unknown; // 0x00 s8 bgID; // 0x02 void* 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; Gfx* opaqueDList; Gfx* 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 #define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum, typedef enum { #include "tables/scene_table.h" /* 0x6E */ SCENE_ID_MAX } SceneID; // this define exists to preserve shiftability for an unused scene that is // listed in the entrance table #define SCENE_UNUSED_6E SCENE_ID_MAX #undef DEFINE_SCENE // Entrance Index Enum #define DEFINE_ENTRANCE(enum, _1, _2, _3, _4, _5, _6) enum, typedef enum { #include "tables/entrance_table.h" /* 0x614 */ ENTR_MAX } EntranceIndex; #define ENTR_LOAD_OPENING -1 typedef enum { /* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells) /* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery /* 0x7FFB */ ENTR_RETURN_2, // unused /* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar /* 0x7FFD */ ENTR_RETURN_4, // unused /* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense) /* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain } ReturnEntranceIndex; #undef DEFINE_ENTRANCE // 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, /* 0x20 */ SCENE_CMD_ID_MAX } 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