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oot/include/z64scene.h
Dragorn421 ccae1f7387
Split z64.h: move various things, state, sram, gfx, jpeg, prerender, speedmeter (#1487)
* Split z64.h more

* fix speedmeter.h (expect this kind of issue resolution to pop up eventually)

* fix z64object.h

* fix z64state.h

* fix (probably only partially) z64play.h

* fix fix speedmeter.h :)

* revert making a play header (sadge), add/split transition & transition_instances

* move stuff to cutscene, interface

* Move `TransitionCircle%` enums to `z64transition_instances.h`

* z64state.h -> z64game.h with a "this is not final" comment

* forward declare GraphicsContext in z64game.h instead of including the header file for it

* don't comment on where the forward declarations are from

reasoning:
1) it's easy to go out of sync (like this comment, it was outdated anyway)
2) any IDE can easily find the struct anyway
2023-08-15 12:21:19 -04:00

582 lines
17 KiB
C

#ifndef Z64SCENE_H
#define Z64SCENE_H
#include "z64.h"
#include "z64dma.h" // for RomFile
#include "command_macros_base.h"
typedef struct {
/* 0x00 */ RomFile sceneFile;
/* 0x08 */ RomFile titleFile;
/* 0x10 */ u8 unk_10;
/* 0x11 */ u8 drawConfig;
/* 0x12 */ u8 unk_12;
/* 0x13 */ u8 unk_13;
} SceneTableEntry; // size = 0x14
typedef struct {
/* 0x00 */ s16 id;
/* 0x02 */ Vec3s pos;
/* 0x08 */ Vec3s rot;
/* 0x0E */ s16 params;
} ActorEntry; // size = 0x10
typedef struct {
struct {
s8 room; // Room to switch to
s8 bgCamIndex; // How the camera reacts during the transition. See `Camera_ChangeDoorCam`
} /* 0x00 */ sides[2]; // 0 = front, 1 = back
/* 0x04 */ s16 id;
/* 0x06 */ Vec3s pos;
/* 0x0C */ s16 rotY;
/* 0x0E */ s16 params;
} TransitionActorEntry; // size = 0x10
typedef struct {
/* 0x00 */ u8 playerEntryIndex;
/* 0x01 */ u8 room;
} Spawn;
// TODO: ZAPD Compatibility
typedef Spawn EntranceEntry;
typedef struct {
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ Vec3s* points; // Segment Address to the array of points
} Path; // size = 0x8
// Room shapes
typedef enum {
/* 0 */ ROOM_SHAPE_TYPE_NORMAL,
/* 1 */ ROOM_SHAPE_TYPE_IMAGE,
/* 2 */ ROOM_SHAPE_TYPE_CULLABLE,
/* 3 */ ROOM_SHAPE_TYPE_MAX
} RoomShapeType;
typedef struct {
/* 0x00 */ u8 type;
} RoomShapeBase; // size = 0x01
typedef struct {
/* 0x00 */ Gfx* opa;
/* 0x04 */ Gfx* xlu;
} RoomShapeDListsEntry; // size = 0x08
typedef struct {
/* 0x00 */ RoomShapeBase base;
/* 0x01 */ u8 numEntries;
/* 0x04 */ RoomShapeDListsEntry* entries;
/* 0x08 */ RoomShapeDListsEntry* entriesEnd;
} RoomShapeNormal; // size = 0x0C
typedef enum {
/* 1 */ ROOM_SHAPE_IMAGE_AMOUNT_SINGLE = 1,
/* 2 */ ROOM_SHAPE_IMAGE_AMOUNT_MULTI
} RoomShapeImageAmountType;
typedef struct {
/* 0x00 */ RoomShapeBase base;
/* 0x01 */ u8 amountType; // RoomShapeImageAmountType
/* 0x04 */ RoomShapeDListsEntry* entry;
} RoomShapeImageBase; // size = 0x08
typedef struct {
/* 0x00 */ RoomShapeImageBase base;
/* 0x08 */ void* source;
/* 0x0C */ u32 unk_0C;
/* 0x10 */ void* tlut;
/* 0x14 */ u16 width;
/* 0x16 */ u16 height;
/* 0x18 */ u8 fmt;
/* 0x19 */ u8 siz;
/* 0x1A */ u16 tlutMode;
/* 0x1C */ u16 tlutCount;
} RoomShapeImageSingle; // size = 0x20
typedef struct {
/* 0x00 */ u16 unk_00;
/* 0x02 */ u8 bgCamIndex; // for which bg cam index is this entry for
/* 0x04 */ void* source;
/* 0x08 */ u32 unk_0C;
/* 0x0C */ void* tlut;
/* 0x10 */ u16 width;
/* 0x12 */ u16 height;
/* 0x14 */ u8 fmt;
/* 0x15 */ u8 siz;
/* 0x16 */ u16 tlutMode;
/* 0x18 */ u16 tlutCount;
} RoomShapeImageMultiBgEntry; // size = 0x1C
typedef struct {
/* 0x00 */ RoomShapeImageBase base;
/* 0x08 */ u8 numBackgrounds;
/* 0x0C */ RoomShapeImageMultiBgEntry* backgrounds;
} RoomShapeImageMulti; // size = 0x10
typedef struct {
/* 0x00 */ Vec3s boundsSphereCenter;
/* 0x06 */ s16 boundsSphereRadius;
/* 0x08 */ Gfx* opa;
/* 0x0C */ Gfx* xlu;
} RoomShapeCullableEntry; // size = 0x10
#define ROOM_SHAPE_CULLABLE_MAX_ENTRIES 64
typedef struct {
/* 0x00 */ RoomShapeBase base;
/* 0x01 */ u8 numEntries;
/* 0x04 */ RoomShapeCullableEntry* entries;
/* 0x08 */ RoomShapeCullableEntry* entriesEnd;
} RoomShapeCullable; // size = 0x0C
typedef union {
RoomShapeBase base;
RoomShapeNormal normal;
union {
RoomShapeImageBase base;
RoomShapeImageSingle single;
RoomShapeImageMulti multi;
} image;
RoomShapeCullable cullable;
} RoomShape; // "Ground Shape"
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef RoomShapeDListsEntry PolygonDlist;
typedef RoomShapeNormal PolygonType0;
typedef RoomShapeImageSingle MeshHeader1Single;
typedef RoomShapeImageMultiBgEntry BgImage;
typedef RoomShapeImageMulti MeshHeader1Multi;
typedef RoomShapeCullableEntry PolygonDlist2;
typedef RoomShapeCullable PolygonType2;
#define SCENE_CMD_MESH SCENE_CMD_ROOM_SHAPE
#define ROOM_DRAW_OPA (1 << 0)
#define ROOM_DRAW_XLU (1 << 1)
// Scene commands
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ u32 data2;
} SCmdBase;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ ActorEntry* data;
} SCmdPlayerEntryList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ ActorEntry* data;
} SCmdActorEntryList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* segment;
} SCmdUnused02;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ CollisionHeader* data;
} SCmdColHeader;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ RomFile* data;
} 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 */ Spawn* data;
} SCmdSpawnList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 naviQuestHintFileId;
/* 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 */ RoomShapeBase* data;
} SCmdMesh;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ s16* data;
} SCmdObjectList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ LightInfo* data;
} SCmdLightList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ Path* data;
} SCmdPathList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ TransitionActorEntry* data;
} SCmdTransiActorList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 length;
/* 0x04 */ EnvLightSettings* data;
} SCmdLightSettingList;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 hour;
/* 0x05 */ u8 min;
/* 0x06 */ u8 timeSpeed;
} SCmdTimeSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 skyboxId;
/* 0x05 */ u8 skyboxConfig;
/* 0x06 */ u8 envLightMode;
} SCmdSkyboxSettings;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x02 */ char pad[2];
/* 0x04 */ u8 skyboxDisabled;
/* 0x05 */ u8 sunMoonDisabled;
} SCmdSkyboxDisables;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ u32 data2;
} SCmdEndMarker;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ s16* data;
} 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* data;
} SCmdCutsceneData;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 data1;
/* 0x04 */ void* data;
} SCmdAltHeaders;
typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 sceneCamType;
/* 0x04 */ u32 area;
} SCmdMiscSettings;
typedef union {
SCmdBase base;
SCmdPlayerEntryList playerEntryList;
SCmdActorEntryList actorEntryList;
SCmdUnused02 unused02;
SCmdRoomList roomList;
SCmdSpawnList spawnList;
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;
#undef DEFINE_SCENE
// this define exists to preserve shiftability for an unused scene that is
// listed in the entrance table
#define SCENE_UNUSED_6E SCENE_ID_MAX
// 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;
#undef DEFINE_ENTRANCE
#define ENTR_LOAD_OPENING -1
typedef enum {
/* 0x7FF9 */ ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_SPELLS = 0x7FF9,
/* 0x7FFA */ ENTR_RETURN_SHOOTING_GALLERY,
/* 0x7FFB */ ENTR_RETURN_2, // unused
/* 0x7FFC */ ENTR_RETURN_BAZAAR,
/* 0x7FFD */ ENTR_RETURN_4, // unused
/* 0x7FFE */ ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC,
/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
} ReturnEntranceIndex;
typedef enum {
/* 0 */ SDC_DEFAULT,
/* 1 */ SDC_HYRULE_FIELD,
/* 2 */ SDC_KAKARIKO_VILLAGE,
/* 3 */ SDC_ZORAS_RIVER,
/* 4 */ SDC_KOKIRI_FOREST,
/* 5 */ SDC_LAKE_HYLIA,
/* 6 */ SDC_ZORAS_DOMAIN,
/* 7 */ SDC_ZORAS_FOUNTAIN,
/* 8 */ SDC_GERUDO_VALLEY,
/* 9 */ SDC_LOST_WOODS,
/* 10 */ SDC_DESERT_COLOSSUS,
/* 11 */ SDC_GERUDOS_FORTRESS,
/* 12 */ SDC_HAUNTED_WASTELAND,
/* 13 */ SDC_HYRULE_CASTLE,
/* 14 */ SDC_DEATH_MOUNTAIN_TRAIL,
/* 15 */ SDC_DEATH_MOUNTAIN_CRATER,
/* 16 */ SDC_GORON_CITY,
/* 17 */ SDC_LON_LON_RANCH,
/* 18 */ SDC_FIRE_TEMPLE,
/* 19 */ SDC_DEKU_TREE,
/* 20 */ SDC_DODONGOS_CAVERN,
/* 21 */ SDC_JABU_JABU,
/* 22 */ SDC_FOREST_TEMPLE,
/* 23 */ SDC_WATER_TEMPLE,
/* 24 */ SDC_SHADOW_TEMPLE_AND_WELL,
/* 25 */ SDC_SPIRIT_TEMPLE,
/* 26 */ SDC_INSIDE_GANONS_CASTLE,
/* 27 */ SDC_GERUDO_TRAINING_GROUND,
/* 28 */ SDC_DEKU_TREE_BOSS,
/* 29 */ SDC_WATER_TEMPLE_BOSS,
/* 30 */ SDC_TEMPLE_OF_TIME,
/* 31 */ SDC_GROTTOS,
/* 32 */ SDC_CHAMBER_OF_THE_SAGES,
/* 33 */ SDC_GREAT_FAIRYS_FOUNTAIN,
/* 34 */ SDC_SHOOTING_GALLERY,
/* 35 */ SDC_CASTLE_COURTYARD_GUARDS,
/* 36 */ SDC_OUTSIDE_GANONS_CASTLE,
/* 37 */ SDC_ICE_CAVERN,
/* 38 */ SDC_GANONS_TOWER_COLLAPSE_EXTERIOR,
/* 39 */ SDC_FAIRYS_FOUNTAIN,
/* 40 */ SDC_THIEVES_HIDEOUT,
/* 41 */ SDC_BOMBCHU_BOWLING_ALLEY,
/* 42 */ SDC_ROYAL_FAMILYS_TOMB,
/* 43 */ SDC_LAKESIDE_LABORATORY,
/* 44 */ SDC_LON_LON_BUILDINGS,
/* 45 */ SDC_MARKET_GUARD_HOUSE,
/* 46 */ SDC_POTION_SHOP_GRANNY,
/* 47 */ SDC_CALM_WATER,
/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING,
/* 49 */ SDC_BESITU,
/* 50 */ SDC_FISHING_POND,
/* 51 */ SDC_GANONS_TOWER_COLLAPSE_INTERIOR,
/* 52 */ SDC_INSIDE_GANONS_CASTLE_COLLAPSE,
/* 53 */ SDC_MAX
} SceneDrawConfig;
// R_SCENE_CAM_TYPE values
#define SCENE_CAM_TYPE_DEFAULT 0
#define SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT 0x10 // Camera exhibits fixed behaviors and viewpoint changing is handled by shops
#define SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT 0x20 // Camera exhibits fixed behaviors and viewpoint can be toggled with c-up
#define SCENE_CAM_TYPE_FIXED 0x30 // Camera exhibits fixed behaviors (see `Play_CamIsNotFixed` usages for examples)
#define SCENE_CAM_TYPE_FIXED_MARKET 0x40 // Camera exhibits fixed behaviors and delays textboxes by a small amount before they start to appear
#define SCENE_CAM_TYPE_SHOOTING_GALLERY 0x50 // Unreferenced in code, and used only by the main layer of the shooting gallery scene
// navi hints
// TODO: make ZAPD use this enum for `SCENE_CMD_SPECIAL_FILES`
typedef enum {
NAVI_QUEST_HINTS_NONE,
NAVI_QUEST_HINTS_OVERWORLD,
NAVI_QUEST_HINTS_DUNGEON
} NaviQuestHintFileId;
// Scene commands
typedef enum {
/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
/* 0x02 */ SCENE_CMD_ID_UNUSED_2,
/* 0x03 */ SCENE_CMD_ID_COLLISION_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_UNDEFINED_9,
/* 0x0A */ SCENE_CMD_ID_ROOM_SHAPE,
/* 0x0B */ SCENE_CMD_ID_OBJECT_LIST,
/* 0x0C */ SCENE_CMD_ID_LIGHT_LIST,
/* 0x0D */ SCENE_CMD_ID_PATH_LIST,
/* 0x0E */ SCENE_CMD_ID_TRANSITION_ACTOR_LIST,
/* 0x0F */ SCENE_CMD_ID_LIGHT_SETTINGS_LIST,
/* 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,
/* 0x1A */ 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_2, unk, CMD_PTR(data) }
#define SCENE_CMD_COL_HEADER(colHeader) \
{ SCENE_CMD_ID_COLLISION_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(naviQuestHintFileId, keepObjectId) \
{ SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, 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_UNDEFINED_9, 0, CMD_W(0) }
#define SCENE_CMD_ROOM_SHAPE(roomShape) \
{ SCENE_CMD_ID_ROOM_SHAPE, 0, CMD_PTR(roomShape) }
#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_TRANSITION_ACTOR_LIST, numActors, CMD_PTR(list) }
#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
{ SCENE_CMD_ID_LIGHT_SETTINGS_LIST, numLightSettings, CMD_PTR(lightSettingsList) }
#define SCENE_CMD_TIME_SETTINGS(hour, min, timeSpeed) \
{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, timeSpeed, 0) }
#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, skyboxConfig, envLightMode) \
{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, skyboxConfig, envLightMode, 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(sceneCamType, worldMapLocation) \
{ SCENE_CMD_ID_MISC_SETTINGS, sceneCamType, CMD_W(worldMapLocation) }
#endif