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6eeb217225
* Name most scene draw configs * 0 -> None, 36 -> GanonCastleExterior * 48 -> GraveExitLightShining * 47 -> CalmWater * (0) none -> default * `SCENE_DRAW_CONFIG_` -> `SDC_`
510 lines
14 KiB
C
510 lines
14 KiB
C
#ifndef Z64SCENE_H
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#define Z64SCENE_H
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#include "command_macros_base.h"
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typedef struct {
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/* 0x00 */ u32 vromStart;
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/* 0x04 */ u32 vromEnd;
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} RomFile; // size = 0x8
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typedef struct {
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/* 0x00 */ RomFile sceneFile;
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/* 0x08 */ RomFile titleFile;
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/* 0x10 */ u8 unk_10;
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/* 0x11 */ u8 drawConfig;
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/* 0x12 */ u8 unk_12;
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/* 0x13 */ u8 unk_13;
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} SceneTableEntry; // size = 0x14
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ u32 data2;
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} SCmdBase;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdSpawnList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdActorList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdUnused02;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdColHeader;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdRoomList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 x;
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/* 0x05 */ u8 y;
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/* 0x06 */ u8 z;
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/* 0x07 */ u8 unk_07;
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} SCmdWindSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdEntranceList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 cUpElfMsgNum;
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/* 0x04 */ u32 keepObjectId;
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} SCmdSpecialFiles;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 gpFlag1;
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/* 0x04 */ u32 gpFlag2;
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} SCmdRoomBehavior;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdMesh;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdObjectList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdLightList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdPathList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdTransiActorList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdLightSettingList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 hour;
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/* 0x05 */ u8 min;
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/* 0x06 */ u8 unk_06;
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} SCmdTimeSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 skyboxId;
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/* 0x05 */ u8 unk_05;
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/* 0x06 */ u8 unk_06;
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} SCmdSkyboxSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 unk_04;
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/* 0x05 */ u8 unk_05;
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} SCmdSkyboxDisables;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ u32 data2;
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} SCmdEndMarker;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdExitList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 specId;
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/* 0x02 */ char pad[4];
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/* 0x06 */ u8 natureAmbienceId;
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/* 0x07 */ u8 seqId;
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} SCmdSoundSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[5];
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/* 0x07 */ u8 echo;
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} SCmdEchoSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdCutsceneData;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdAltHeaders;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 cameraMovement;
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/* 0x04 */ u32 area;
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} SCmdMiscSettings;
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typedef struct {
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u8 headerType;
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} MeshHeaderBase;
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typedef struct {
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MeshHeaderBase base;
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u8 numEntries;
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Gfx* dListStart;
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Gfx* dListEnd;
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} MeshHeader0;
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typedef struct {
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Gfx* opaqueDList;
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Gfx* translucentDList;
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} MeshEntry0;
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typedef struct {
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MeshHeaderBase base;
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u8 format;
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u32 entryRecord;
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} MeshHeader1Base;
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typedef struct {
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MeshHeader1Base base;
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void* imagePtr; // 0x08
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u32 unknown; // 0x0C
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u32 unknown2; // 0x10
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u16 bgWidth; // 0x14
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u16 bgHeight; // 0x16
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u8 imageFormat; // 0x18
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u8 imageSize; // 0x19
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u16 imagePal; // 0x1A
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u16 imageFlip; // 0x1C
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} MeshHeader1Single;
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typedef struct {
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MeshHeader1Base base;
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u8 bgCnt;
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void* bgRecordPtr;
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} MeshHeader1Multi;
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typedef struct {
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u16 unknown; // 0x00
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s8 bgID; // 0x02
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void* imagePtr; // 0x04
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u32 unknown2; // 0x08
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u32 unknown3; // 0x0C
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u16 bgWidth; // 0x10
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u16 bgHeight; // 0x12
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u8 imageFmt; // 0x14
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u8 imageSize; // 0x15
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u16 imagePal; // 0x16
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u16 imageFlip; // 0x18
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} BackgroundRecord;
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typedef struct {
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s16 playerXMax, playerZMax;
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s16 playerXMin, playerZMin;
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Gfx* opaqueDList;
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Gfx* translucentDList;
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} MeshEntry2;
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typedef struct {
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MeshHeaderBase base;
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u8 numEntries;
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Gfx* dListStart;
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Gfx* dListEnd;
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} MeshHeader2;
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typedef struct {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 diffuseDir1[3];
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/* 0x06 */ u8 diffuseColor1[3];
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/* 0x09 */ s8 diffuseDir2[3];
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/* 0x0C */ u8 diffuseColor2[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ u16 fogNear;
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/* 0x14 */ u16 fogFar;
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} LightSettings; // size = 0x16
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typedef struct {
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/* 0x00 */ u8 count; // number of points in the path
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/* 0x04 */ Vec3s* points; // Segment Address to the array of points
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} Path; // size = 0x8
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typedef union {
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SCmdBase base;
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SCmdSpawnList spawnList;
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SCmdActorList actorList;
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SCmdUnused02 unused02;
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SCmdRoomList roomList;
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SCmdEntranceList entranceList;
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SCmdObjectList objectList;
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SCmdLightList lightList;
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SCmdPathList pathList;
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SCmdTransiActorList transiActorList;
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SCmdLightSettingList lightSettingList;
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SCmdExitList exitList;
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SCmdColHeader colHeader;
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SCmdMesh mesh;
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SCmdSpecialFiles specialFiles;
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SCmdCutsceneData cutsceneData;
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SCmdRoomBehavior roomBehavior;
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SCmdWindSettings windSettings;
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SCmdTimeSettings timeSettings;
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SCmdSkyboxSettings skyboxSettings;
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SCmdSkyboxDisables skyboxDisables;
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SCmdEndMarker endMarker;
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SCmdSoundSettings soundSettings;
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SCmdEchoSettings echoSettings;
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SCmdMiscSettings miscSettings;
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SCmdAltHeaders altHeaders;
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} SceneCmd; // size = 0x8
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#define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum,
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typedef enum {
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#include "tables/scene_table.h"
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/* 0x6E */ SCENE_ID_MAX
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} SceneID;
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// this define exists to preserve shiftability for an unused scene that is
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// listed in the entrance table
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#define SCENE_UNUSED_6E SCENE_ID_MAX
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#undef DEFINE_SCENE
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// Entrance Index Enum
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#define DEFINE_ENTRANCE(enum, _1, _2, _3, _4, _5, _6) enum,
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typedef enum {
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#include "tables/entrance_table.h"
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/* 0x614 */ ENTR_MAX
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} EntranceIndex;
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#define ENTR_LOAD_OPENING -1
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typedef enum {
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/* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells)
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/* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery
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/* 0x7FFB */ ENTR_RETURN_2, // unused
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/* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar
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/* 0x7FFD */ ENTR_RETURN_4, // unused
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/* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense)
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/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
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} ReturnEntranceIndex;
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#undef DEFINE_ENTRANCE
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typedef enum {
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/* 0 */ SDC_DEFAULT,
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/* 1 */ SDC_SPOT00,
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/* 2 */ SDC_SPOT01,
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/* 3 */ SDC_SPOT03,
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/* 4 */ SDC_SPOT04,
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/* 5 */ SDC_SPOT06,
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/* 6 */ SDC_SPOT07,
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/* 7 */ SDC_SPOT08,
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/* 8 */ SDC_SPOT09,
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/* 9 */ SDC_SPOT10,
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/* 10 */ SDC_SPOT11,
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/* 11 */ SDC_SPOT12,
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/* 12 */ SDC_SPOT13,
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/* 13 */ SDC_SPOT15,
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/* 14 */ SDC_SPOT16,
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/* 15 */ SDC_SPOT17,
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/* 16 */ SDC_SPOT18,
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/* 17 */ SDC_SPOT20,
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/* 18 */ SDC_HIDAN, // used for Fire Temple and its boss scene
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/* 19 */ SDC_YDAN,
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/* 20 */ SDC_DDAN,
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/* 21 */ SDC_BDAN, // used for Jabu-Jabu and its boss scene
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/* 22 */ SDC_BMORI1,
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/* 23 */ SDC_MIZUSIN,
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/* 24 */ SDC_HAKADAN, // used for Bottom Of The Well, Shadow Temple and its boss scene
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/* 25 */ SDC_JYASINZOU,
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/* 26 */ SDC_GANONTIKA,
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/* 27 */ SDC_MEN,
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/* 28 */ SDC_YDAN_BOSS,
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/* 29 */ SDC_MIZUSIN_BS,
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/* 30 */ SDC_TOKINOMA,
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/* 31 */ SDC_KAKUSIANA,
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/* 32 */ SDC_KENJYANOMA,
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/* 33 */ SDC_GREAT_FAIRY_FOUNTAIN, // used for both Great Fairy Fountains scenes
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/* 34 */ SDC_SYATEKIJYOU,
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/* 35 */ SDC_HAIRAL_NIWA, // used for Castle Courtyard (with the hedges) (day, night and debug scenes)
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/* 36 */ SDC_GANON_CASTLE_EXTERIOR, // used for two scenes
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/* 37 */ SDC_ICE_DOUKUTO,
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/* 38 */ SDC_GANON_FINAL,
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/* 39 */ SDC_FAIRY_FOUNTAIN, // used for both Fairy Fountains scenes
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/* 40 */ SDC_GERUDOWAY,
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/* 41 */ SDC_BOWLING,
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/* 42 */ SDC_HAKAANA_OUKE,
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/* 43 */ SDC_HYLIA_LABO,
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/* 44 */ SDC_SOUKO,
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/* 45 */ SDC_MIHARIGOYA,
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/* 46 */ SDC_MAHOUYA,
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/* 47 */ SDC_CALM_WATER, // used for Castle Courtyard (with Zelda), Sacred Forest Meadow, and debug Jungle Gym
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/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING, // used for one grave scene and the Dampé race scene
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/* 49 */ SDC_BESITU,
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/* 50 */ SDC_TURIBORI,
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/* 51 */ SDC_GANON_SONOGO,
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/* 52 */ SDC_GANONTIKA_SONOGO,
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/* 53 */ SDC_MAX
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} SceneDrawConfig;
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// Scene commands
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typedef enum {
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/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
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/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
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/* 0x02 */ SCENE_CMD_ID_UNUSED_2,
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/* 0x03 */ SCENE_CMD_ID_COLLISION_HEADER,
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/* 0x04 */ SCENE_CMD_ID_ROOM_LIST,
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/* 0x05 */ SCENE_CMD_ID_WIND_SETTINGS,
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/* 0x06 */ SCENE_CMD_ID_ENTRANCE_LIST,
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/* 0x07 */ SCENE_CMD_ID_SPECIAL_FILES,
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/* 0x08 */ SCENE_CMD_ID_ROOM_BEHAVIOR,
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/* 0x09 */ SCENE_CMD_ID_UNDEFINED_9,
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/* 0x0A */ SCENE_CMD_ID_MESH_HEADER,
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/* 0x0B */ SCENE_CMD_ID_OBJECT_LIST,
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/* 0x0C */ SCENE_CMD_ID_LIGHT_LIST,
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/* 0x0D */ SCENE_CMD_ID_PATH_LIST,
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/* 0x0E */ SCENE_CMD_ID_TRANSITION_ACTOR_LIST,
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/* 0x0F */ SCENE_CMD_ID_LIGHT_SETTINGS_LIST,
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/* 0x10 */ SCENE_CMD_ID_TIME_SETTINGS,
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/* 0x11 */ SCENE_CMD_ID_SKYBOX_SETTINGS,
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/* 0x12 */ SCENE_CMD_ID_SKYBOX_DISABLES,
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/* 0x13 */ SCENE_CMD_ID_EXIT_LIST,
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/* 0x14 */ SCENE_CMD_ID_END,
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/* 0x15 */ SCENE_CMD_ID_SOUND_SETTINGS,
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/* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS,
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/* 0x17 */ SCENE_CMD_ID_CUTSCENE_DATA,
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/* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST,
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/* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS,
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/* 0x20 */ SCENE_CMD_ID_MAX
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} SceneCommandTypeID;
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#define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \
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{ SCENE_CMD_ID_SPAWN_LIST, numSpawns, CMD_PTR(spawnList) }
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#define SCENE_CMD_ACTOR_LIST(numActors, actorList) \
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{ SCENE_CMD_ID_ACTOR_LIST, numActors, CMD_PTR(actorList) }
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#define SCENE_CMD_UNUSED_02(unk, data) \
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{ SCENE_CMD_ID_UNUSED_2, unk, CMD_PTR(data) }
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#define SCENE_CMD_COL_HEADER(colHeader) \
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{ SCENE_CMD_ID_COLLISION_HEADER, 0, CMD_PTR(colHeader) }
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#define SCENE_CMD_ROOM_LIST(numRooms, roomList) \
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{ SCENE_CMD_ID_ROOM_LIST, numRooms, CMD_PTR(roomList) }
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#define SCENE_CMD_WIND_SETTINGS(xDir, yDir, zDir, strength) \
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{ SCENE_CMD_ID_WIND_SETTINGS, 0, CMD_BBBB(xDir, yDir, zDir, strength) }
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#define SCENE_CMD_ENTRANCE_LIST(entranceList) \
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{ SCENE_CMD_ID_ENTRANCE_LIST, 0, CMD_PTR(entranceList) }
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#define SCENE_CMD_SPECIAL_FILES(elfMessageFile, keepObjectId) \
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{ SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, CMD_W(keepObjectId) }
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#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, showInvisActors, disableWarpSongs) \
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{ SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
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curRoomUnk2 | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) }
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#define SCENE_CMD_UNK_09() \
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{ SCENE_CMD_ID_UNDEFINED_9, 0, CMD_W(0) }
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#define SCENE_CMD_MESH(meshHeader) \
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{ SCENE_CMD_ID_MESH_HEADER, 0, CMD_PTR(meshHeader) }
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#define SCENE_CMD_OBJECT_LIST(numObjects, objectList) \
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{ SCENE_CMD_ID_OBJECT_LIST, numObjects, CMD_PTR(objectList) }
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#define SCENE_CMD_LIGHT_LIST(numLights, lightList) \
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{ SCENE_CMD_ID_POS_LIGHT_LIST, numLights, CMD_PTR(lightList) }
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#define SCENE_CMD_PATH_LIST(pathList) \
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{ SCENE_CMD_ID_PATH_LIST, 0, CMD_PTR(pathList) }
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#define SCENE_CMD_TRANSITION_ACTOR_LIST(numActors, list) \
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{ SCENE_CMD_ID_TRANSITION_ACTOR_LIST, numActors, CMD_PTR(list) }
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#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
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{ SCENE_CMD_ID_LIGHT_SETTINGS_LIST, numLightSettings, CMD_PTR(lightSettingsList) }
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#define SCENE_CMD_TIME_SETTINGS(hour, min, speed) \
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{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) }
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#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, weather, isIndoors) \
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{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, weather, isIndoors, 0) }
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#define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \
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{ SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) }
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#define SCENE_CMD_EXIT_LIST(exitList) \
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{ SCENE_CMD_ID_EXIT_LIST, 0, CMD_PTR(exitList) }
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#define SCENE_CMD_END() \
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{ SCENE_CMD_ID_END, 0, CMD_W(0) }
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#define SCENE_CMD_SOUND_SETTINGS(specId, natureAmbienceId, seqId) \
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{ SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, natureAmbienceId, seqId) }
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#define SCENE_CMD_ECHO_SETTINGS(echo) \
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{ SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) }
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#define SCENE_CMD_CUTSCENE_DATA(cutsceneData) \
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{ SCENE_CMD_ID_CUTSCENE_DATA, 0, CMD_PTR(cutsceneData) }
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#define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \
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{ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) }
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#define SCENE_CMD_MISC_SETTINGS(camMode, worldMapLocation) \
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{ SCENE_CMD_ID_MISC_SETTINGS, camMode, CMD_W(worldMapLocation) }
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#endif
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