mirror of
https://github.com/zeldaret/oot.git
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7ccb0a641e
* [headers] Create z64shrink_window.h, move more protos from functions.h * format * include * bss * letterbox.h
958 lines
56 KiB
C
958 lines
56 KiB
C
#ifndef FUNCTIONS_H
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#define FUNCTIONS_H
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#include "z64.h"
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#include "macros.h"
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void bootproc(void);
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void Main_ThreadEntry(void* arg);
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void Idle_ThreadEntry(void* arg);
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void ViConfig_UpdateVi(u32 black);
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void ViConfig_UpdateBlack(void);
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void* Yaz0_FirstDMA(void);
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void* Yaz0_NextDMA(u8* curSrcPos);
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void Yaz0_DecompressImpl(u8* src, u8* dst);
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void Yaz0_Decompress(uintptr_t romStart, u8* dst, size_t size);
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void Locale_Init(void);
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void Locale_ResetRegion(void);
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#if OOT_DEBUG
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void isPrintfInit(void);
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#endif
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void rmonPrintf(const char* fmt, ...);
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#if OOT_DEBUG
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void* is_proutSyncPrintf(void* arg, const char* str, size_t count);
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NORETURN void func_80002384(const char* exp, const char* file, int line);
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#endif
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OSPiHandle* osDriveRomInit(void);
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void Mio0_Decompress(u8* src, u8* dst);
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#if OOT_DEBUG
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void LogUtils_LogHexDump(void* ptr, s32 size0);
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void LogUtils_CheckNullPointer(const char* exp, void* ptr, const char* file, int line);
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void LogUtils_CheckValidPointer(const char* exp, void* ptr, const char* file, int line);
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void LogUtils_LogThreadId(const char* name, int line);
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#endif
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void LogUtils_HungupThread(const char* name, int line);
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void LogUtils_ResetHungup(void);
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void __osPiCreateAccessQueue(void);
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void __osPiGetAccess(void);
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void __osPiRelAccess(void);
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s32 osSendMesg(OSMesgQueue* mq, OSMesg msg, s32 flag);
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void osStopThread(OSThread* thread);
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void osViExtendVStart(u32 value);
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s32 osRecvMesg(OSMesgQueue* mq, OSMesg* msg, s32 flag);
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#if PLATFORM_N64
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void osInitialize(void);
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#else
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#define osInitialize() \
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{ \
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__osInitialize_common(); \
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__osInitialize_autodetect(); \
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}
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#endif
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void __osInitialize_common(void);
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void __osInitialize_autodetect(void);
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void __osEnqueueAndYield(OSThread**);
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void __osEnqueueThread(OSThread**, OSThread*);
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OSThread* __osPopThread(OSThread**);
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void __osDispatchThread(void);
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void __osCleanupThread(void);
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void __osDequeueThread(OSThread** queue, OSThread* thread);
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void osDestroyThread(OSThread* thread);
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void osCreateThread(OSThread* thread, OSId id, void (*entry)(void*), void* arg, void* sp, OSPri pri);
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void __osSetSR(u32);
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u32 __osGetSR(void);
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void osWritebackDCache(void* vaddr, s32 nbytes);
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void* osViGetNextFramebuffer(void);
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void osCreatePiManager(OSPri pri, OSMesgQueue* cmdQueue, OSMesg* cmdBuf, s32 cmdMsgCnt);
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void __osDevMgrMain(void* arg);
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s32 __osPiRawStartDma(s32 dir, u32 cartAddr, void* dramAddr, size_t size);
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u32 osVirtualToPhysical(void* vaddr);
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void osViBlack(u8 active);
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s32 __osSiRawReadIo(void* devAddr, u32* dst);
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OSId osGetThreadId(OSThread* thread);
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void osViSetMode(OSViMode* mode);
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u32 __osProbeTLB(void*);
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u32 osGetMemSize(void);
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void osSetEventMesg(OSEvent e, OSMesgQueue* mq, OSMesg msg);
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void osUnmapTLBAll(void);
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s32 osEPiStartDma(OSPiHandle* handle, OSIoMesg* mb, s32 direction);
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void osInvalICache(void* vaddr, s32 nbytes);
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void osCreateMesgQueue(OSMesgQueue* mq, OSMesg* msg, s32 count);
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void osInvalDCache(void* vaddr, s32 nbytes);
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s32 __osSiDeviceBusy(void);
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s32 osJamMesg(OSMesgQueue* mq, OSMesg msg, s32 flag);
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void osSetThreadPri(OSThread* thread, OSPri pri);
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OSPri osGetThreadPri(OSThread* thread);
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s32 __osEPiRawReadIo(OSPiHandle* handle, u32 devAddr, u32* data);
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void osViSwapBuffer(void* frameBufPtr);
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s32 __osEPiRawStartDma(OSPiHandle* handle, s32 direction, u32 cartAddr, void* dramAddr, size_t size);
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OSTime osGetTime(void);
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void osSetTime(OSTime time);
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void __osTimerServicesInit(void);
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void __osTimerInterrupt(void);
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void __osSetTimerIntr(OSTime time);
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OSTime __osInsertTimer(OSTimer* timer);
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u32 osGetCount(void);
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void __osSetCompare(u32);
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s32 __osDisableInt(void);
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void __osRestoreInt(s32);
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void __osViInit(void);
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void __osViSwapContext(void);
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OSMesgQueue* osPiGetCmdQueue(void);
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s32 osEPiReadIo(OSPiHandle* handle, u32 devAddr, u32* data);
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void osViSetSpecialFeatures(u32 func);
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OSPiHandle* osCartRomInit(void);
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void __osSetFpcCsr(u32);
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u32 __osGetFpcCsr(void);
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s32 osEPiWriteIo(OSPiHandle* handle, u32 devAddr, u32 data);
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void osMapTLBRdb(void);
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void osYieldThread(void);
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u32 __osGetCause(void);
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s32 __osEPiRawWriteIo(OSPiHandle* handle, u32 devAddr, u32 data);
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s32 __osSiRawWriteIo(void* devAddr, u32 val);
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void osCreateViManager(OSPri pri);
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OSViContext* __osViGetCurrentContext(void);
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void osStartThread(OSThread* thread);
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void osViSetYScale(f32 scale);
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void osViSetXScale(f32 value);
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void __osSetWatchLo(u32);
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EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
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void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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void EffectBlure_Init2(void* thisx, void* initParamsx);
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void EffectBlure_Destroy(void* thisx);
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s32 EffectBlure_Update(void* thisx);
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void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectShieldParticle_Init(void* thisx, void* initParamsx);
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void EffectShieldParticle_Destroy(void* thisx);
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s32 EffectShieldParticle_Update(void* thisx);
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void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectSpark_Init(void* thisx, void* initParamsx);
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void EffectSpark_Destroy(void* thisx);
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s32 EffectSpark_Update(void* thisx);
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void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx);
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void func_80026230(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026400(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026608(PlayState* play);
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void func_80026690(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026860(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026A6C(PlayState* play);
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PlayState* Effect_GetPlayState(void);
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void* Effect_GetByIndex(s32 index);
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void Effect_InitContext(PlayState* play);
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void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
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void Effect_DrawAll(GraphicsContext* gfxCtx);
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void Effect_UpdateAll(PlayState* play);
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void Effect_Delete(PlayState* play, s32 index);
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void Effect_DeleteAll(PlayState* play);
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void EffectSs_InitInfo(PlayState* play, s32 tableSize);
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void EffectSs_ClearAll(PlayState* play);
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void EffectSs_Delete(EffectSs* effectSs);
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void EffectSs_Reset(EffectSs* effectSs);
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void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
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void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
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void EffectSs_UpdateAll(PlayState* play);
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void EffectSs_DrawAll(PlayState* play);
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
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void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
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u8 updateMode);
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void func_8002829C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028304(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002836C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800283D4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_8002843C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800284A4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028510(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002857C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800285EC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_8002865C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800286CC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_8002873C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_800287AC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_8002881C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028858(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028990(PlayState* play, f32 randScale, Vec3f* srcPos);
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void func_80028A54(PlayState* play, f32 randScale, Vec3f* srcPos);
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void EffectSsKiraKira_SpawnSmallYellow(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsKiraKira_SpawnSmall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsKiraKira_SpawnDispersed(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsKiraKira_SpawnFocused(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep);
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void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
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Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteShockwaveSetScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnRandColor(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnSmall(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s16 fadeDelay, s32 life);
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void EffectSsDFire_SpawnFixedScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
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s16 fadeDelay);
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void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
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f32 scale);
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void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 type, s16 scale);
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void EffectSsGMagma_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsGFire_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsLightning_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 scale, s16 yaw, s16 life, s16 numBolts);
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void EffectSsDtBubble_SpawnColorProfile(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 life, s16 colorProfile, s16 randXZ);
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void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
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void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
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s16 objId, s16 life, Gfx* dList);
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void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
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s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
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void EffectSsStick_Spawn(PlayState* play, Vec3f* pos, s16 yaw);
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void EffectSsSibuki_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
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s16 direction, s16 scale);
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void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos);
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void EffectSsSibuki2_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void EffectSsGMagma2_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 updateRate, s16 drawMode, s16 scale);
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void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 arg2);
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void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsHitMark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitMark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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u8 param);
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param);
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
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s16* linkDetected);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
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s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
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s16 objId, Gfx* dList);
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void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
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void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
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void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
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f32 colorIntensity);
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void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
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void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
|
s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
|
|
s32 arg14, s16 playSfx);
|
|
void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
|
s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
|
|
s32 life);
|
|
void EffectSsDeadDd_SpawnRandYellow(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
|
|
s32 randIter, s32 life);
|
|
void EffectSsDeadDs_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
|
s16 alpha, s32 life);
|
|
void EffectSsDeadDs_SpawnStationary(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha,
|
|
s32 life);
|
|
void EffectSsDeadSound_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
|
|
s16 lowerPriority, s16 repeatMode, s32 life);
|
|
void EffectSsDeadSound_SpawnStationary(PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority,
|
|
s16 repeatMode, s32 life);
|
|
void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
|
|
void FlagSet_Update(PlayState* play);
|
|
void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
|
|
void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
|
|
|
|
void ActorOverlayTable_LogPrint(void);
|
|
void ActorOverlayTable_Init(void);
|
|
void ActorOverlayTable_Cleanup(void);
|
|
void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
|
|
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
|
|
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
|
|
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
|
|
f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
|
|
Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
|
|
Actor* actor, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
|
|
Vec3f* pos, f32 chkDist);
|
|
f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
|
|
f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
|
|
f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
|
|
f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
|
|
f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
|
|
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, f32 checkHeight);
|
|
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
|
|
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
|
|
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
|
|
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
|
|
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
|
|
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
|
|
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
|
|
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
|
|
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
|
|
Actor* actor);
|
|
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
|
|
Actor* actor, f32 chkDist);
|
|
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
|
s32* bgId);
|
|
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 chkOneFace);
|
|
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
|
|
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
|
|
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
|
|
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
|
|
void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
|
void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
|
void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
|
s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
|
|
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
|
|
void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
|
void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
|
|
void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
|
|
void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
|
|
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
|
|
void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
|
|
void func_800418D0(CollisionContext* colCtx, PlayState* play);
|
|
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
|
|
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
|
|
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
|
s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
|
WaterBox** outWaterBox);
|
|
s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist,
|
|
WaterBox** outWaterBox);
|
|
s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
|
WaterBox** outWaterBox);
|
|
u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
|
|
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
|
|
u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
|
|
s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
|
|
s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
|
|
#if OOT_DEBUG
|
|
void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
|
|
void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
|
|
#endif
|
|
void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
|
|
s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
|
|
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
|
|
void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
|
|
void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
|
|
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
|
|
void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
|
|
void func_80043538(DynaPolyActor* dynaActor);
|
|
s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor);
|
|
s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
|
|
s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
|
|
s32 func_800435B4(DynaPolyActor* dynaActor);
|
|
s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
|
|
|
|
void SaveContext_Init(void);
|
|
s32 func_800635D0(s32);
|
|
void Regs_Init(void);
|
|
void DebugCamera_ScreenText(u8 x, u8 y, const char* text);
|
|
void DebugCamera_ScreenTextColored(u8 x, u8 y, u8 colorIndex, const char* text);
|
|
#if OOT_DEBUG
|
|
void Regs_UpdateEditor(Input* input);
|
|
#endif
|
|
void Debug_DrawText(GraphicsContext* gfxCtx);
|
|
void DebugDisplay_Init(void);
|
|
DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX,
|
|
f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type,
|
|
GraphicsContext* gfxCtx);
|
|
void DebugDisplay_DrawObjects(PlayState* play);
|
|
|
|
void* MemCpy(void* dest, const void* src, s32 len);
|
|
void GetItem_Draw(PlayState* play, s16 drawId);
|
|
|
|
u16 QuestHint_GetSariaTextId(PlayState* play);
|
|
u16 QuestHint_GetNaviTextId(PlayState* play);
|
|
u16 MaskReaction_GetTextId(PlayState* play, u32 maskReactionSet);
|
|
void CutsceneFlags_UnsetAll(PlayState* play);
|
|
void CutsceneFlags_Set(PlayState* play, s16 flag);
|
|
void CutsceneFlags_Unset(PlayState* play, s16 flag);
|
|
s32 CutsceneFlags_Get(PlayState* play, s16 flag);
|
|
s32 func_8006CFC0(s32 sceneId);
|
|
void func_8006D074(PlayState* play);
|
|
void func_8006D0AC(PlayState* play);
|
|
void func_8006D0EC(PlayState* play, Player* player);
|
|
void func_8006D684(PlayState* play, Player* player);
|
|
void func_8006DC68(PlayState* play, Player* player);
|
|
void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
|
|
|
|
s32 Kanji_OffsetFromShiftJIS(s32 character);
|
|
void Font_LoadCharWide(Font* font, u16 character, u16 codePointIndex);
|
|
void Font_LoadChar(Font* font, u8 character, u16 codePointIndex);
|
|
void Font_LoadMessageBoxIcon(Font* font, u16 icon);
|
|
void Font_LoadOrderedFont(Font* font);
|
|
|
|
void Health_InitMeter(PlayState* play);
|
|
void Health_UpdateMeter(PlayState* play);
|
|
void Health_DrawMeter(PlayState* play);
|
|
void Health_UpdateBeatingHeart(PlayState* play);
|
|
u32 Health_IsCritical(void);
|
|
|
|
void* ZeldaArena_Malloc(u32 size);
|
|
void* ZeldaArena_MallocR(u32 size);
|
|
void* ZeldaArena_Realloc(void* ptr, u32 newSize);
|
|
void ZeldaArena_Free(void* ptr);
|
|
void* ZeldaArena_Calloc(u32 num, u32 size);
|
|
void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
|
|
void ZeldaArena_Check(void);
|
|
void ZeldaArena_Init(void* start, u32 size);
|
|
void ZeldaArena_Cleanup(void);
|
|
s32 ZeldaArena_IsInitialized(void);
|
|
#if OOT_DEBUG
|
|
void ZeldaArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
|
|
void* ZeldaArena_MallocDebug(u32 size, const char* file, int line);
|
|
void* ZeldaArena_MallocRDebug(u32 size, const char* file, int line);
|
|
void* ZeldaArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
|
|
void ZeldaArena_FreeDebug(void* ptr, const char* file, int line);
|
|
void ZeldaArena_Display(void);
|
|
#endif
|
|
void MapMark_Init(PlayState* play);
|
|
void MapMark_ClearPointers(PlayState* play);
|
|
void MapMark_Draw(PlayState* play);
|
|
void PreNmiBuff_Init(PreNmiBuff* this);
|
|
void PreNmiBuff_SetReset(PreNmiBuff* this);
|
|
u32 PreNmiBuff_IsResetting(PreNmiBuff* this);
|
|
void Sched_FlushTaskQueue(void);
|
|
f32 OLib_Vec3fDist(Vec3f* a, Vec3f* b);
|
|
f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b);
|
|
f32 OLib_ClampMinDist(f32 val, f32 min);
|
|
f32 OLib_ClampMaxDist(f32 val, f32 max);
|
|
Vec3f OLib_Vec3fDistNormalize(Vec3f* a, Vec3f* b);
|
|
Vec3f OLib_VecGeoToVec3f(VecGeo* geo);
|
|
VecSph OLib_Vec3fToVecSph(Vec3f* vec);
|
|
VecGeo OLib_Vec3fToVecGeo(Vec3f* vec);
|
|
VecGeo OLib_Vec3fDiffToVecGeo(Vec3f* a, Vec3f* b);
|
|
Vec3f OLib_Vec3fDiffRad(Vec3f* a, Vec3f* b);
|
|
s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
|
|
s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
|
|
s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
|
|
s32 OnePointCutscene_AttentionSetSfx(PlayState* play, Actor* actor, s32 sfxId);
|
|
void OnePointCutscene_EnableAttention(void);
|
|
void OnePointCutscene_DisableAttention(void);
|
|
s32 OnePointCutscene_CheckForCategory(PlayState* play, s32 actorCategory);
|
|
void OnePointCutscene_Noop(PlayState* play, s32 arg1);
|
|
void Map_SavePlayerInitialInfo(PlayState* play);
|
|
void Map_SetFloorPalettesData(PlayState* play, s16 floor);
|
|
void Map_InitData(PlayState* play, s16 room);
|
|
void Map_InitRoomData(PlayState* play, s16 room);
|
|
void Map_Destroy(PlayState* play);
|
|
void Map_Init(PlayState* play);
|
|
void Minimap_Draw(PlayState* play);
|
|
void Map_Update(PlayState* play);
|
|
|
|
Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
|
|
f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
|
|
void Path_CopyLastPoint(Path* path, Vec3f* dest);
|
|
|
|
void Player_SetBootData(PlayState* play, Player* this);
|
|
int Player_InBlockingCsMode(PlayState* play, Player* this);
|
|
int Player_InCsMode(PlayState* play);
|
|
s32 Player_CheckHostileLockOn(Player* this);
|
|
int Player_IsChildWithHylianShield(Player* this);
|
|
s32 Player_ActionToModelGroup(Player* this, s32 itemAction);
|
|
void Player_SetModelsForHoldingShield(Player* this);
|
|
void Player_SetModels(Player* this, s32 modelGroup);
|
|
void Player_SetModelGroup(Player* this, s32 modelGroup);
|
|
void func_8008EC70(Player* this);
|
|
void Player_SetEquipmentData(PlayState* play, Player* this);
|
|
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction);
|
|
void Player_ReleaseLockOn(Player* this);
|
|
void Player_ClearZTargeting(Player* this);
|
|
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor);
|
|
s32 func_8008EF44(PlayState* play, s32 ammo);
|
|
int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
|
|
s32 Player_GetStrength(void);
|
|
u8 Player_GetMask(PlayState* play);
|
|
Player* Player_UnsetMask(PlayState* play);
|
|
s32 Player_HasMirrorShieldEquipped(PlayState* play);
|
|
int Player_HasMirrorShieldSetToDraw(PlayState* play);
|
|
s32 Player_ActionToMagicSpell(Player* this, s32 itemAction);
|
|
int Player_HoldsHookshot(Player* this);
|
|
int func_8008F128(Player* this);
|
|
s32 Player_ActionToMeleeWeapon(s32 itemAction);
|
|
s32 Player_GetMeleeWeaponHeld(Player* this);
|
|
s32 Player_HoldsTwoHandedWeapon(Player* this);
|
|
int Player_HoldsBrokenKnife(Player* this);
|
|
s32 Player_ActionToBottle(Player* this, s32 itemAction);
|
|
s32 Player_GetBottleHeld(Player* this);
|
|
s32 Player_ActionToExplosive(Player* this, s32 itemAction);
|
|
s32 Player_GetExplosiveHeld(Player* this);
|
|
s32 func_8008F2BC(Player* this, s32 itemAction);
|
|
s32 Player_GetEnvironmentalHazard(PlayState* play);
|
|
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
|
|
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
|
|
void* data);
|
|
s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
|
void* thisx);
|
|
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
|
void* thisx);
|
|
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
|
void* thisx);
|
|
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
|
void* thisx);
|
|
u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
|
|
void Player_DrawGetItem(PlayState* play, Player* this);
|
|
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx);
|
|
u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime);
|
|
void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
|
|
s32 sword, s32 tunic, s32 shield, s32 boots);
|
|
void PreNMI_Init(GameState* thisx);
|
|
Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
|
|
Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
|
|
Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
|
|
|
|
Gfx* Gfx_BranchTexScroll(Gfx** gfxP, u32 x, u32 y, s32 width, s32 height);
|
|
Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y);
|
|
Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height);
|
|
Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, u32 x2,
|
|
u32 y2, s32 width2, s32 height2);
|
|
Gfx* Gfx_TwoTexScrollEnvColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
|
|
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a);
|
|
Gfx* Gfx_EnvColor(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a);
|
|
void Gfx_SetupFrame(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b);
|
|
void func_80095974(GraphicsContext* gfxCtx);
|
|
void func_80095AA0(PlayState* play, Room* room, Input* input, s32 arg3);
|
|
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
|
|
u16 tlutCount, f32 offsetX, f32 offsetY);
|
|
void Room_Init(PlayState* play, Room* room);
|
|
u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
|
|
s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum);
|
|
s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx);
|
|
void Room_Draw(PlayState* play, Room* room, u32 flags);
|
|
void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx);
|
|
void Sample_Destroy(GameState* thisx);
|
|
void Sample_Init(GameState* thisx);
|
|
|
|
void Object_InitContext(PlayState* play, ObjectContext* objectCtx);
|
|
void Object_UpdateEntries(ObjectContext* objectCtx);
|
|
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
|
|
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
|
|
void func_800981B8(ObjectContext* objectCtx);
|
|
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
|
|
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors);
|
|
void Scene_SetTransitionForNextEntrance(PlayState* play);
|
|
void Scene_Draw(PlayState* play);
|
|
|
|
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
|
|
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
|
|
void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
|
|
void func_800A6330(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
|
|
void func_800A6360(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
|
|
void func_800A6394(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
|
|
void func_800A63CC(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
|
|
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
|
|
void Skin_Init(PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
|
|
void Skin_Free(PlayState* play, Skin* skin);
|
|
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation);
|
|
|
|
void Sram_InitNewSave(void);
|
|
void Sram_InitDebugSave(void);
|
|
void Sram_OpenSave(SramContext* sramCtx);
|
|
void Sram_WriteSave(SramContext* sramCtx);
|
|
void Sram_VerifyAndLoadAllSaves(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_EraseSave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_CopySave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_WriteSramHeader(SramContext* sramCtx);
|
|
void Sram_InitSram(GameState* gameState, SramContext* sramCtx);
|
|
void Sram_Alloc(GameState* gameState, SramContext* sramCtx);
|
|
void Sram_Init(PlayState* play, SramContext* sramCtx);
|
|
void SsSram_Init(s32 addr, u8 handleType, u8 handleDomain, u8 handleLatency, u8 handlePageSize, u8 handleRelDuration,
|
|
u8 handlePulse, u32 handleSpeed);
|
|
void SsSram_Dma(void* dramAddr, size_t size, s32 direction);
|
|
void SsSram_ReadWrite(s32 addr, void* dramAddr, size_t size, s32 direction);
|
|
View* View_New(GraphicsContext* gfxCtx);
|
|
void View_Free(View* view);
|
|
void View_Init(View*, GraphicsContext*);
|
|
void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
|
|
void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
|
|
void View_SetScale(View* view, f32 scale);
|
|
void View_GetScale(View* view, f32* scale);
|
|
void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar);
|
|
void View_GetPerspective(View* view, f32* fovy, f32* zNear, f32* zFar);
|
|
void View_SetOrtho(View* view, f32 fovy, f32 zNear, f32 zFar);
|
|
void View_GetOrtho(View* view, f32* fovy, f32* zNear, f32* zFar);
|
|
void View_SetViewport(View* view, Viewport* viewport);
|
|
void View_GetViewport(View* view, Viewport* viewport);
|
|
void View_SetDistortionOrientation(View* view, f32 rotX, f32 rotY, f32 rotZ);
|
|
void View_SetDistortionScale(View* view, f32 scaleX, f32 scaleY, f32 scaleZ);
|
|
s32 View_SetDistortionSpeed(View* view, f32 speed);
|
|
void View_InitDistortion(View* view);
|
|
void View_ClearDistortion(View* view);
|
|
void View_SetDistortion(View* view, Vec3f orientation, Vec3f scale, f32 speed);
|
|
s32 View_StepDistortion(View* view, Mtx* projectionMtx);
|
|
s32 View_Apply(View* view, s32 mask);
|
|
s32 View_ApplyOrthoToOverlay(View* view);
|
|
s32 View_ApplyPerspectiveToOverlay(View* view);
|
|
s32 View_UpdateViewingMatrix(View* view);
|
|
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP);
|
|
#if OOT_DEBUG
|
|
s32 View_ErrorCheckEyePosition(f32 eyeX, f32 eyeY, f32 eyeZ);
|
|
#endif
|
|
void ViMode_LogPrint(OSViMode* osViMode);
|
|
void ViMode_Configure(ViMode* viMode, s32 type, s32 tvType, s32 loRes, s32 antialiasOff, s32 modeN, s32 fb16Bit,
|
|
s32 width, s32 height, s32 leftAdjust, s32 rightAdjust, s32 upperAdjust, s32 lowerAdjust);
|
|
void ViMode_Save(ViMode* viMode);
|
|
void ViMode_Load(ViMode* viMode);
|
|
void ViMode_Init(ViMode* viMode);
|
|
void ViMode_Destroy(ViMode* viMode);
|
|
void ViMode_ConfigureFeatures(ViMode* viMode, s32 viFeatures);
|
|
void ViMode_Update(ViMode* viMode, Input* input);
|
|
void PlayerCall_InitFuncPtrs(void);
|
|
void TransitionTile_Destroy(TransitionTile* this);
|
|
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
|
|
void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
|
|
void TransitionTile_Update(TransitionTile* this);
|
|
void TransitionTriforce_Start(void* thisx);
|
|
void* TransitionTriforce_Init(void* thisx);
|
|
void TransitionTriforce_Destroy(void* thisx);
|
|
void TransitionTriforce_Update(void* thisx, s32 updateRate);
|
|
void TransitionTriforce_SetColor(void* thisx, u32 color);
|
|
void TransitionTriforce_SetType(void* thisx, s32 type);
|
|
void TransitionTriforce_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionTriforce_IsDone(void* thisx);
|
|
void TransitionWipe_Start(void* thisx);
|
|
void* TransitionWipe_Init(void* thisx);
|
|
void TransitionWipe_Destroy(void* thisx);
|
|
void TransitionWipe_Update(void* thisx, s32 updateRate);
|
|
void TransitionWipe_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionWipe_IsDone(void* thisx);
|
|
void TransitionWipe_SetType(void* thisx, s32 type);
|
|
void TransitionWipe_SetColor(void* thisx, u32 color);
|
|
void TransitionCircle_Start(void* thisx);
|
|
void* TransitionCircle_Init(void* thisx);
|
|
void TransitionCircle_Destroy(void* thisx);
|
|
void TransitionCircle_Update(void* thisx, s32 updateRate);
|
|
void TransitionCircle_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionCircle_IsDone(void* thisx);
|
|
void TransitionCircle_SetType(void* thisx, s32 type);
|
|
void TransitionCircle_SetColor(void* thisx, u32 color);
|
|
void TransitionCircle_SetUnkColor(void* thisx, u32 color);
|
|
void TransitionFade_Start(void* thisx);
|
|
void* TransitionFade_Init(void* thisx);
|
|
void TransitionFade_Destroy(void* thisx);
|
|
void TransitionFade_Update(void* thisx, s32 updateRate);
|
|
void TransitionFade_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionFade_IsDone(void* thisx);
|
|
void TransitionFade_SetColor(void* thisx, u32 color);
|
|
void TransitionFade_SetType(void* thisx, s32 type);
|
|
|
|
void DebugCamera_Init(DebugCam* debugCam, Camera* cameraPtr);
|
|
void DebugCamera_Enable(DebugCam* debugCam, Camera* cam);
|
|
void DebugCamera_Update(DebugCam* debugCam, Camera* cam);
|
|
void DebugCamera_Reset(Camera* cam, DebugCam* debugCam);
|
|
void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3);
|
|
s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame);
|
|
|
|
s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
|
|
s32 func_800C0DB4(PlayState* this, Vec3f* pos);
|
|
void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
|
|
void PreRender_Init(PreRender* this);
|
|
void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
|
|
void PreRender_Destroy(PreRender* this);
|
|
void func_800C170C(PreRender* this, Gfx** gfxP, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a);
|
|
void func_800C1AE8(PreRender* this, Gfx** gfxP, void* fbuf, void* fbufSave);
|
|
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxP);
|
|
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxP);
|
|
void func_800C213C(PreRender* this, Gfx** gfxP);
|
|
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
|
|
void PreRender_ApplyFilters(PreRender* this);
|
|
void GameState_SetFBFilter(Gfx** gfxP);
|
|
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx);
|
|
void GameState_SetFrameBuffer(GraphicsContext* gfxCtx);
|
|
void GameState_ReqPadData(GameState* gameState);
|
|
void GameState_Update(GameState* gameState);
|
|
void GameState_InitArena(GameState* gameState, size_t size);
|
|
void GameState_Realloc(GameState* gameState, size_t size);
|
|
void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx);
|
|
void GameState_Destroy(GameState* gameState);
|
|
GameStateFunc GameState_GetInit(GameState* gameState);
|
|
u32 GameState_IsRunning(GameState* gameState);
|
|
#if OOT_DEBUG
|
|
void* GameState_Alloc(GameState* gameState, size_t size, const char* file, int line);
|
|
void* GameAlloc_MallocDebug(GameAlloc* this, u32 size, const char* file, int line);
|
|
#endif
|
|
void* GameAlloc_Malloc(GameAlloc* this, u32 size);
|
|
void GameAlloc_Free(GameAlloc* this, void* data);
|
|
void GameAlloc_Cleanup(GameAlloc* this);
|
|
void GameAlloc_Init(GameAlloc* this);
|
|
void Graph_InitTHGA(GraphicsContext* gfxCtx);
|
|
GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
|
|
void Graph_Init(GraphicsContext* gfxCtx);
|
|
void Graph_Destroy(GraphicsContext* gfxCtx);
|
|
void Graph_TaskSet00(GraphicsContext* gfxCtx);
|
|
void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState);
|
|
void Graph_ThreadEntry(void*);
|
|
|
|
Gfx* Gfx_Open(Gfx* gfx);
|
|
Gfx* Gfx_Close(Gfx* gfx, Gfx* dst);
|
|
void* Gfx_Alloc(Gfx** gfxP, u32 size);
|
|
ListAlloc* ListAlloc_Init(ListAlloc* this);
|
|
void* ListAlloc_Alloc(ListAlloc* this, u32 size);
|
|
void ListAlloc_Free(ListAlloc* this, void* data);
|
|
void ListAlloc_FreeAll(ListAlloc* this);
|
|
void Main(void* arg);
|
|
void SysCfb_Init(s32 n64dd);
|
|
void* SysCfb_GetFbPtr(s32 idx);
|
|
void* SysCfb_GetFbEnd(void);
|
|
|
|
void Math3D_DrawSphere(PlayState* play, Sphere16* sph);
|
|
void Math3D_DrawCylinder(PlayState* play, Cylinder16* cyl);
|
|
u64* SysUcode_GetUCodeBoot(void);
|
|
size_t SysUcode_GetUCodeBootSize(void);
|
|
u64* SysUcode_GetUCode(void);
|
|
u64* SysUcode_GetUCodeData(void);
|
|
NORETURN void func_800D31A0(void);
|
|
void func_800D31F0(void);
|
|
void func_800D3210(void);
|
|
void* DebugArena_Malloc(u32 size);
|
|
void* DebugArena_MallocR(u32 size);
|
|
void* DebugArena_Realloc(void* ptr, u32 newSize);
|
|
void DebugArena_Free(void* ptr);
|
|
void* DebugArena_Calloc(u32 num, u32 size);
|
|
void DebugArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
|
|
void DebugArena_Check(void);
|
|
void DebugArena_Init(void* start, u32 size);
|
|
void DebugArena_Cleanup(void);
|
|
s32 DebugArena_IsInitialized(void);
|
|
#if OOT_DEBUG
|
|
void DebugArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
|
|
void* DebugArena_MallocDebug(u32 size, const char* file, int line);
|
|
void* DebugArena_MallocRDebug(u32 size, const char* file, int line);
|
|
void* DebugArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
|
|
void DebugArena_FreeDebug(void* ptr, const char* file, int line);
|
|
void DebugArena_Display(void);
|
|
#endif
|
|
|
|
void RcpUtils_PrintRegisterStatus(void);
|
|
void RcpUtils_Reset(void);
|
|
void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd);
|
|
void MtxConv_F2L(Mtx* m1, MtxF* m2);
|
|
void MtxConv_L2F(MtxF* m1, Mtx* m2);
|
|
void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, void* vramStart);
|
|
size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr);
|
|
// ? func_800FC800(?);
|
|
// ? func_800FC83C(?);
|
|
// ? func_800FCAB4(?);
|
|
void SystemHeap_Init(void* start, u32 size);
|
|
void PadUtils_Init(Input* input);
|
|
void func_800FCB70(void);
|
|
void PadUtils_ResetPressRel(Input* input);
|
|
u32 PadUtils_CheckCurExact(Input* input, u16 value);
|
|
u32 PadUtils_CheckCur(Input* input, u16 key);
|
|
u32 PadUtils_CheckPressed(Input* input, u16 key);
|
|
u32 PadUtils_CheckReleased(Input* input, u16 key);
|
|
u16 PadUtils_GetCurButton(Input* input);
|
|
u16 PadUtils_GetPressButton(Input* input);
|
|
s8 PadUtils_GetCurX(Input* input);
|
|
s8 PadUtils_GetCurY(Input* input);
|
|
void PadUtils_SetRelXY(Input* input, s32 x, s32 y);
|
|
s8 PadUtils_GetRelXImpl(Input* input);
|
|
s8 PadUtils_GetRelYImpl(Input* input);
|
|
s8 PadUtils_GetRelX(Input* input);
|
|
s8 PadUtils_GetRelY(Input* input);
|
|
void PadUtils_UpdateRelXY(Input* input);
|
|
s32 PadSetup_Init(OSMesgQueue* mq, u8* outMask, OSContStatus* status);
|
|
|
|
s32 osPfsFreeBlocks(OSPfs* pfs, s32* leftoverBytes);
|
|
void guScale(Mtx* m, f32 x, f32 y, f32 z);
|
|
OSTask* _VirtualToPhysicalTask(OSTask* intp);
|
|
void osSpTaskLoad(OSTask* intp);
|
|
void osSpTaskStartGo(OSTask* tp);
|
|
void __osSiCreateAccessQueue(void);
|
|
void __osSiGetAccess(void);
|
|
void __osSiRelAccess(void);
|
|
s32 osContInit(OSMesgQueue* mq, u8* ctlBitfield, OSContStatus* status);
|
|
void __osContGetInitData(u8* ctlBitfield, OSContStatus* data);
|
|
void __osPackRequestData(u8 poll);
|
|
s32 osContStartReadData(OSMesgQueue* mq);
|
|
void osContGetReadData(OSContPad* contData);
|
|
void __osPackReadData(void);
|
|
void guPerspectiveF(f32 mf[4][4], u16* perspNorm, f32 fovy, f32 aspect, f32 near, f32 far, f32 scale);
|
|
void guPerspective(Mtx* m, u16* perspNorm, f32 fovy, f32 aspect, f32 near, f32 far, f32 scale);
|
|
s32 __osSpRawStartDma(s32 direction, void* devAddr, void* dramAddr, u32 size);
|
|
s32 __osSiRawStartDma(s32 dir, void* addr);
|
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void osSpTaskYield(void);
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s32 __osPfsGetNextPage(OSPfs* pfs, u8* bank, __OSInode* inode, __OSInodeUnit* page);
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s32 osPfsReadWriteFile(OSPfs* pfs, s32 fileNo, u8 flag, s32 offset, s32 size, u8* data);
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s32 __osPfsGetStatus(OSMesgQueue* queue, s32 channel);
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void __osPfsRequestOneChannel(s32 channel, u8 cmd);
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void __osPfsGetOneChannelData(s32 channel, OSContStatus* contData);
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void guMtxIdentF(f32 mf[4][4]);
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void guLookAtF(f32 mf[4][4], f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp);
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void guLookAt(Mtx*, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp);
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s32 osPfsAllocateFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* extName, s32 fileSize, s32* fileNo);
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s32 __osPfsDeclearPage(OSPfs* pfs, __OSInode* inode, s32 fileSizeInPages, s32* startPage, u8 bank, s32* decleared,
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s32* finalPage);
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s32 osStopTimer(OSTimer* timer);
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u16 __osSumcalc(u8* ptr, s32 length);
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s32 __osIdCheckSum(u16* ptr, u16* checkSum, u16* idSum);
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s32 __osRepairPackId(OSPfs* pfs, __OSPackId* badid, __OSPackId* newid);
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s32 __osCheckPackId(OSPfs* pfs, __OSPackId* check);
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s32 __osGetId(OSPfs* pfs);
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s32 __osCheckId(OSPfs* pfs);
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s32 __osPfsRWInode(OSPfs* pfs, __OSInode* inode, u8 flag, u8 bank);
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void guMtxL2F(f32 mf[4][4], Mtx* m);
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s32 osPfsFindFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* extName, s32* fileNo);
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s32 osAfterPreNMI(void);
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s32 osContStartQuery(OSMesgQueue* mq);
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void osContGetQuery(OSContStatus* data);
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void guLookAtHiliteF(f32 mf[4][4], LookAt* l, Hilite* h, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt,
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f32 xUp, f32 yUp, f32 zUp, f32 xl1, f32 yl1, f32 zl1, f32 xl2, f32 yl2, f32 zl2, s32 hiliteWidth,
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s32 hiliteHeight);
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void guLookAtHilite(Mtx* m, LookAt* l, Hilite* h, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp,
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f32 yUp, f32 zUp, f32 xl1, f32 yl1, f32 zl1, f32 xl2, f32 yl2, f32 zl2, s32 hiliteWidth,
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s32 hiliteHeight);
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u32 __osSpDeviceBusy(void);
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void guMtxIdent(Mtx*);
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void guPositionF(f32 mf[4][4], f32 rot, f32 pitch, f32 yaw, f32 scale, f32 x, f32 y, f32 z);
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void guPosition(Mtx*, f32, f32, f32, f32, f32, f32, f32);
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OSYieldResult osSpTaskYielded(OSTask* task);
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void guRotateF(f32 m[4][4], f32 a, f32 x, f32 y, f32 z);
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void guRotate(Mtx*, f32 a, f32 x, f32 y, f32 z);
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s32 osAiSetFrequency(u32 frequency);
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OSThread* __osGetActiveQueue(void);
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void guNormalize(f32* x, f32* y, f32* z);
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u32 osDpGetStatus(void);
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void osDpSetStatus(u32 status);
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s32 osPfsDeleteFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* extName);
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s32 __osPfsReleasePages(OSPfs* pfs, __OSInode* inode, u8 initialPage, u8 bank, __OSInodeUnit* finalPage);
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void guOrthoF(f32[4][4], f32, f32, f32, f32, f32, f32, f32);
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void guOrtho(Mtx*, f32, f32, f32, f32, f32, f32, f32);
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void osViSetEvent(OSMesgQueue* mq, OSMesg msg, u32 retraceCount);
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s32 osPfsIsPlug(OSMesgQueue* mq, u8* pattern);
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void __osPfsRequestData(u8 cmd);
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void __osPfsGetInitData(u8* pattern, OSContStatus* contData);
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void guS2DInitBg(uObjBg* bg);
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s32 __osPfsSelectBank(OSPfs* pfs, u8 bank);
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s32 osContSetCh(u8 ch);
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s32 osPfsFileState(OSPfs* pfs, s32 fileNo, OSPfsState* state);
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s32 osPfsInitPak(OSMesgQueue* queue, OSPfs* pfs, s32 channel);
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s32 __osPfsCheckRamArea(OSPfs* pfs);
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s32 osPfsChecker(OSPfs* pfs);
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s32 func_80105788(OSPfs* pfs, __OSInodeCache* cache);
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s32 func_80105A60(OSPfs* pfs, __OSInodeUnit fpage, __OSInodeCache* cache);
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u32 osAiGetLength(void);
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void guTranslate(Mtx* m, f32 x, f32 y, f32 z);
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s32 __osContRamWrite(OSMesgQueue* mq, s32 channel, u16 address, u8* buffer, s32 force);
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s32 __osContRamRead(OSMesgQueue* ctrlrqueue, s32 channel, u16 addr, u8* data);
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u8 __osContAddressCrc(u16 addr);
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u8 __osContDataCrc(u8* data);
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s32 osSetTimer(OSTimer* timer, OSTime countdown, OSTime interval, OSMesgQueue* mq, OSMesg msg);
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u32 __osSpGetStatus(void);
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void __osSpSetStatus(u32 status);
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void osWritebackDCacheAll(void);
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OSThread* __osGetCurrFaultedThread(void);
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void guMtxF2L(f32 mf[4][4], Mtx* m);
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// ? __d_to_ll(?);
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// ? __f_to_ll(?);
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// ? __d_to_ull(?);
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// ? __f_to_ull(?);
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// ? __ll_to_d(?);
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// ? __ll_to_f(?);
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// ? __ull_to_d(?);
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// ? __ull_to_f(?);
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void* osViGetCurrentFramebuffer(void);
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s32 __osSpSetPc(void* pc);
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f32 absf(f32);
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void Regs_InitData(PlayState* play);
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void Setup_Init(GameState* thisx);
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void Setup_Destroy(GameState* thisx);
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void ConsoleLogo_Init(GameState* thisx);
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void ConsoleLogo_Destroy(GameState* thisx);
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void MapSelect_Init(GameState* thisx);
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void MapSelect_Destroy(GameState* thisx);
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void TitleSetup_Init(GameState* thisx);
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void TitleSetup_Destroy(GameState* thisx);
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void FileSelect_Init(GameState* thisx);
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void FileSelect_Destroy(GameState* thisx);
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#endif
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