sotn-decomp/include/game.h
bismurphy 2467f973d6
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Various cleanup on a few things (#1858)
1. Give a name to the variable `g_PauseAllowed` - this is a bool which
gets tested when we're also testing for pressing START or SELECT to open
the menu or map, so to me it seems like it's flagging whether or not you
are allowed to pause. It is normally 1, but gets set to 0 at the start
of cutscenes, and then restored to 1 at the end of them.

2. Name LAYOUT_RECT_PARAMS_HIDEONMAP, which is relevant for item 3 on
this list. I already used the HideOnMap name when setting up this flag
in the assets handler in my previous PR.

3. Name `g_canRevealMap` - this is a variable that is normally set to
true, but for some particular rooms in the game, it's set to 0. Those
rooms will not appear on your map. Good examples include the forest area
left of the castle gate (the first moment we see Alucard), and the DRE
stage. This variable gets set to 0 if the LayerDef has the
LAYOUT_RECT_PARAMS_HIDEONMAP flag set.

4. Deduplicate a common structure in the code where entities have a
debug routine that lets the Player 2 controller control the behavior of
the entity. By pulling this out, the code can be more concise. Most
importantly, when searching the codebase for g_Pads[1] (which is an
interesting thing to do, since we're looking at uses of the Player 2
controller in a single-player game), you can focus on the interesting,
unique examples, rather than having a ton of copies of the same exact
code.

5. Change all instances of `g_Pads->` to `g_Pads[0].` A minor change,
but good to use a formatting which makes it clear that g_Pads is the
array of both pads, and not a pointer to one.

6. A couple functions I noticed with obvious fake stuff (including a
do{}while(0)) have been adjusted so that they will match on PSP.
Naturally, this also meant removing those fake things, which is always
nice.

Overall, this is several small changes combined into one PR; honestly I
just scrolled through the codebase for a while, finding things that made
me think "I know a way this could be better". Others may disagree with
some of these though, happy to take input, especially on the new names!
2024-10-31 23:44:05 +00:00

2014 lines
61 KiB
C

// SPDX-License-Identifier: AGPL-3.0-or-later
#ifndef GAME_H
#define GAME_H
#include "common.h"
#include "log.h"
#include <psxsdk/kernel.h>
// lseek etc. conflicts
#ifndef VERSION_PC
#include <psxsdk/libapi.h>
#include <psxsdk/libc.h>
#endif
#include <psxsdk/libcd.h>
#include <psxsdk/libetc.h>
#include <psxsdk/libgpu.h>
#include <psxsdk/libgs.h>
#include <psxsdk/libgte.h>
#include <psxsdk/libspu.h>
#include <psxsdk/libsnd.h>
#include <psxsdk/romio.h>
#define SPAD(x) ((s32*)SP(x * sizeof(s32)))
typedef long Event;
typedef struct Vertex {
/* 0x0 */ u8 r;
/* 0x1 */ u8 g;
/* 0x2 */ u8 b;
/* 0x3 */ u8 p;
/* 0x4 */ s16 x;
/* 0x6 */ s16 y;
/* 0x8 */ u8 u;
/* 0x9 */ u8 v;
/* 0xA */ u16 param;
} Vertex; // size = 0xC
typedef struct {
/* 0x00 */ SVECTOR* v0;
/* 0x04 */ SVECTOR* v1;
/* 0x08 */ SVECTOR* v2;
/* 0x0C */ SVECTOR* v3;
} SVEC4; // size = 0x10
// This structure is identical to Vertex but it is used for a FAKE! match.
// The fields are shifted compared to Vertex but they are not supposed to.
typedef struct {
s16 x;
s16 y;
u8 u;
u8 v;
u16 param;
u8 r;
u8 g;
u8 b;
u8 p;
} VertexFake; // size = 0xC
typedef struct Prim {
struct Prim* next;
struct Vertex v[4];
} Prim;
#include "primitive.h"
typedef enum {
DRAW_DEFAULT = 0x00,
DRAW_TRANSP = 0x01, // make it semi transparent
DRAW_UNK02 = 0x02, // unknown
DRAW_COLORS = 0x04, // use color blending
DRAW_HIDE = 0x08, // do not render the primitive
DRAW_TPAGE = 0x10, // use custom tpage
DRAW_TPAGE2 = 0x20, // use custom tpage
DRAW_UNK_40 = 0x40,
DRAW_MENU = 0x80, // render only if D_800973EC is set
DRAW_UNK_100 = 0x100, // unknown
DRAW_UNK_200 = 0x200, // unknown
DRAW_UNK_400 = 0x400, // unknown
DRAW_UNK_800 = 0x800, // unknown
DRAW_UNK_1000 = 0x1000, // unknown
DRAW_ABSPOS = 0x2000, // use absolute coordinates with DRAW_MENU
} DrawMode;
#include "entity.h"
#define COLORS_PER_PAL (16)
#define COLOR_BPP (16)
#define COLOR_LEN ((COLOR_BPP) / 8)
#define PALETTE_LEN ((COLORS_PER_PAL) * ((COLOR_BPP) / 8))
#define COLOR16(r, g, b, a) (r) + ((g) << 5) + ((b) << 10) + ((a) << 15)
// PS1 and PSP use different values for these two
#ifndef VERSION_PSP
#define OTSIZE 0x200
#define MAXSPRT16 0x280
#endif
#ifdef VERSION_PSP
#define OTSIZE 0x600
#define MAXSPRT16 0x320
#endif
#define MAX_DRAW_MODES 0x400
#define MAX_TILE_COUNT 0x100
#define MAX_LINE_G2_COUNT 0x100
#define MAX_POLY_GT3_COUNT 0x30
#define MAX_POLY_GT4_COUNT 0x300
#define MAX_POLY_G4_COUNT 0x100
#define MAX_SPRT_COUNT 0x200
#define MAX_ENV_COUNT 0x10
#define DISP_ALL_H 240
#define DISP_STAGE_W 256
#define DISP_STAGE_H DISP_ALL_H
#define DISP_MENU_W 384
#define DISP_MENU_H DISP_ALL_H
#define DISP_TITLE_W 512
#define DISP_TITLE_H DISP_ALL_H
// Width in pixel of how wide is the horizontal camera during normal game play
#define STAGE_WIDTH 256
#define BUTTON_COUNT 8
#define PAD_COUNT 2
#if !defined(VERSION_PSP)
#define PAD_L2 0x0001
#define PAD_R2 0x0002
#define PAD_L1 0x0004
#define PAD_R1 0x0008
#define PAD_TRIANGLE 0x0010
#define PAD_CIRCLE 0x0020
#define PAD_CROSS 0x0040
#define PAD_SQUARE 0x0080
#define PAD_SELECT 0x0100
#define PAD_L3 0x0200
#define PAD_R3 0x0400
#define PAD_START 0x0800
#define PAD_UP 0x1000
#define PAD_RIGHT 0x2000
#define PAD_DOWN 0x4000
#define PAD_LEFT 0x8000
#else
#define PAD_L1 0x0100
#define PAD_R1 0x0200
#define PAD_TRIANGLE 0x1000
#define PAD_CIRCLE 0x2000
#define PAD_CROSS 0x4000
#define PAD_SQUARE 0x8000
#define PAD_SELECT 0x0001
#define PAD_START 0x0008
#define PAD_UP 0x0010
#define PAD_RIGHT 0x0020
#define PAD_DOWN 0x0040
#define PAD_LEFT 0x0080
#endif
// Game Buttons unofficially refers to buttons used in playing the game.
// Direction, action and shoulder buttons. Any button except start or select.
#define GAMEBUTTONS (~(PAD_START | PAD_SELECT))
#define MAX_PRIM_COUNT 0x500
#define MAX_PRIM_ALLOC_COUNT 0x400
#define MAX_BG_LAYER_COUNT 16
#define RENDERFLAGS_NOSHADOW 2
#define PLAYER_ALUCARD 0
#define PLAYER_RICHTER 1
#define PLAYER_MARIA 2
#define MAX_GOLD 999999
#define HEART_VESSEL_INCREASE 5
#define HEART_VESSEL_RICHTER 30
#define LIFE_VESSEL_INCREASE 5
#define FALL_GRAVITY 0x4000
#define FALL_TERMINAL_VELOCITY 0x60000
#define WEAPON_0_START 0xE0
#define WEAPON_0_END (WEAPON_1_START - 1)
#define WEAPON_1_START 0xF0
#ifndef VERSION_PC
#define DRA_PRG_PTR 0x800A0000
#define RIC_PRG_PTR 0x8013C000
#define SPRITESHEET_PTR 0x8013C020 // g_PlOvlSpritesheet
#define FAMILIAR_PTR 0x80170000
#define WEAPON0_PTR 0x8017A000
#define WEAPON1_PTR 0x8017D000
#define STAGE_PRG_PTR 0x80180000
#define CASTLE_MAP_PTR 0x801E0000
#ifndef DEMO_KEY_PTR
#define DEMO_KEY_PTR 0x801E8000
#endif
#define SIM_CHR0 0x80280000
#define SIM_CHR1 0x80284000
#define SIM_PTR 0x80280000
#else
#define DRA_PRG_PTR 0x800A0000
#define RIC_PRG_PTR 0x8013C000
#define SPRITESHEET_PTR g_PlOvlSpritesheet
#define FAMILIAR_PTR 0x80170000
#define WEAPON0_PTR 0x8017A000
#define WEAPON1_PTR 0x8017D000
#define STAGE_PRG_PTR 0x80180000
#define CASTLE_MAP_PTR g_BmpCastleMap
#ifndef DEMO_KEY_PTR
#define DEMO_KEY_PTR 0x801E8000
#endif
#define SIM_CHR0 0x80280000
#define SIM_CHR1 0x80284000
#define SIM_PTR 0x80280000
extern u8 g_BmpCastleMap[0x20000];
#endif
// used with various equipment, enemy resistances, etc
#define ELEMENT_HIT 0x20
#define ELEMENT_CUT 0x40
#define ELEMENT_POISON 0x80
#define ELEMENT_CURSE 0x100
#define ELEMENT_STONE 0x200
#define ELEMENT_WATER 0x400
#define ELEMENT_DARK 0x800
#define ELEMENT_HOLY 0x1000
#define ELEMENT_ICE 0x2000
#define ELEMENT_THUNDER 0x4000
#define ELEMENT_FIRE 0x8000
// Flags for entity->drawFlags
typedef enum {
FLAG_DRAW_DEFAULT = 0x00,
FLAG_DRAW_ROTX = 0x01,
FLAG_DRAW_ROTY = 0x02,
FLAG_DRAW_ROTZ = 0x04,
FLAG_DRAW_UNK8 = 0x08,
FLAG_DRAW_UNK10 = 0x10,
FLAG_DRAW_UNK20 = 0x20,
FLAG_DRAW_UNK40 = 0x40,
// renderEntities uses this to disable rendering on even/odd g_Timer
FLAG_BLINK = 0x80,
FLAG_DRAW_UNK100 = 0x100,
FLAG_DRAW_UNK400 = 0x400
} DrawFlag;
// Flags for entity->flags
typedef enum {
FLAG_UNK_10 = 0x10,
FLAG_UNK_20 = 0x20,
FLAG_UNK_40 = 0x40,
FLAG_UNK_80 = 0x80,
// Signals that the entity should run its death routine
FLAG_DEAD = 0x100,
FLAG_UNK_200 = 0x200,
FLAG_UNK_400 = 0x400,
FLAG_UNK_800 = 0x800,
FLAG_UNK_1000 = 0x1000,
FLAG_UNK_2000 = 0x2000,
FLAG_UNK_4000 = 0x4000,
FLAG_UNK_8000 = 0x8000,
FLAG_UNK_10000 = 0x10000,
FLAG_UNK_20000 = 0x20000, // func_8011A9D8 will destroy if not set
FLAG_POS_PLAYER_LOCKED = 0x40000,
FLAG_UNK_80000 = 0x80000,
FLAG_UNK_100000 = 0x100000,
FLAG_UNK_00200000 = 0x00200000,
FLAG_UNK_400000 = 0x400000,
// When an entity used AllocPrimitives and their primIndex set.
// At their destruction they need to free the prims with FreePrimitives.
FLAG_HAS_PRIMS = 0x800000,
FLAG_NOT_AN_ENEMY = 0x01000000,
FLAG_UNK_02000000 = 0x02000000,
FLAG_KEEP_ALIVE_OFFCAMERA = 0x04000000,
FLAG_POS_CAMERA_LOCKED = 0x08000000,
FLAG_UNK_10000000 = 0x10000000,
FLAG_UNK_20000000 = 0x20000000,
FLAG_DESTROY_IF_BARELY_OUT_OF_CAMERA = 0x40000000,
FLAG_DESTROY_IF_OUT_OF_CAMERA = 0x80000000,
} EntityFlag;
// document g_Player.status
typedef enum {
PLAYER_STATUS_BAT_FORM = 0x1,
PLAYER_STATUS_MIST_FORM = 0x2,
PLAYER_STATUS_WOLF_FORM = 0x4,
PLAYER_STATUS_TRANSFORM =
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM |
PLAYER_STATUS_WOLF_FORM),
PLAYER_STATUS_UNK8 = 0x8,
PLAYER_STATUS_UNK10 = 0x10,
PLAYER_STATUS_UNK_20 = 0x20,
PLAYER_STATUS_UNK40 = 0x40,
PLAYER_STATUS_STONE = 0x80,
PLAYER_STATUS_UNK100 = 0x100,
PLAYER_STATUS_UNK200 = 0x200,
PLAYER_STATUS_UNK400 = 0x400,
PLAYER_STATUS_UNK800 = 0x800,
PLAYER_STATUS_UNK1000 = 0x1000,
PLAYER_STATUS_UNK2000 = 0x2000,
PLAYER_STATUS_POISON = 0x4000,
PLAYER_STATUS_CURSE = 0x8000,
PLAYER_STATUS_UNK10000 = 0x10000, // possibly freezing?
PLAYER_STATUS_UNK20000 = 0x20000,
PLAYER_STATUS_UNK40000 = 0x40000,
PLAYER_STATUS_UNK80000 = 0x80000,
PLAYER_STATUS_UNK100000 = 0x100000,
PLAYER_STATUS_UNK200000 = 0x200000,
PLAYER_STATUS_UNK400000 = 0x400000,
PLAYER_STATUS_UNK800000 = 0x800000,
PLAYER_STATUS_AXEARMOR = 0x1000000,
PLAYER_STATUS_ABSORB_BLOOD = 0x2000000,
PLAYER_STATUS_UNK4000000 = 0x4000000,
NO_AFTERIMAGE = 0x8000000,
PLAYER_STATUS_UNK10000000 = 0x10000000,
PLAYER_STATUS_UNK40000000 = 0x40000000,
PLAYER_STATUS_UNK80000000 = 0x80000000,
} PlayerStateStatus;
#define ANIMSET_OVL_FLAG 0x8000
#define ANIMSET_DRA(x) (x)
#define ANIMSET_OVL(x) ((x) | ANIMSET_OVL_FLAG)
#define PAL_OVL_FLAG 0x8000
#define PAL_DRA(x) (x)
#define PAL_OVL(x) ((x) | ANIMSET_OVL_FLAG)
#ifndef SOTN_STR
// Decorator to re-encode strings with tools/sotn_str/sotn_str.py when building
// the game. Certain strings in SOTN do not follow the ASCII encoding and each
// character is offseted by 0x20. This is only for strings that use the 8x8
// font. e.g. _S("I am a Symphony of the Night encoded string")
#define _S(x) (x)
#endif
#define DEMO_KEY_LEN 3
#define DEMO_MAX_LEN 0x2000
#define FONT_W 8 // small font size used for dialogues and menu
#define FONT_H 8 // small font size used for dialogues and menu
#define FONT_GAP FONT_W // gap between the beginning of two letters
#define FONT_SPACE 4 // gap for the space character
#define MENUCHAR(x) ((x) - 0x20) // 8x8 characters are ASCII offset by 0x20
#define DIAG_EOL 0xFF // end of line
#define DIAG_EOS 0x00 // end of string
// entityId: what entity to spawn based on the Entity Set
// amount: How many entities to spawn in total
// nPerCycle: how many entities to spawn at once without waiting for tCycle
// isNonCritical: 'true' for particles, 'false' for gameplay related entities
// false: keep searching for a free entity slot every frame to make the entity
// true: when there are no entities available then just forgets about it
// incParamsKind: the technique used to set the self->params to the new entity
// false: it is set from 0 to 'nPerCycle'
// true: it is set from 0 to 'amount'
// tCycle: wait 'tCycle' frames per cycle until 'amount' of entities are made
// kind: refer to `BlueprintKind` for a list of options
// f: ???
// tDelay: how many frames to wait before starting to make the first entity
#define B_MAKE(entityId, amount, nPerCycle, isNonCritical, incParamsKind, \
tCycle, kind, f, tDelay) \
{entityId, \
(amount), \
((nPerCycle) & 0x3F) | ((!!(incParamsKind)) << 6) | \
((!!(isNonCritical)) << 7), \
(tCycle), \
((kind) & 15) | ((f) << 4), \
tDelay}
enum BlueprintKind {
B_DECOR, // cannot collide with any other entity, used for decoration
B_WPN, // can collide to stage items, like candles or enemies
B_WPN_UNIQUE, // same as above, but new entity replaces the prev. one
B_KIND_3,
B_KIND_4,
B_KIND_5,
B_KIND_6,
B_KIND_7,
B_KIND_8,
B_KIND_9,
B_KIND_10,
B_KIND_11,
B_KIND_12,
B_KIND_13,
B_KIND_14,
B_KIND_15,
};
#define SAVE_FLAG_NORMAL (0)
#define SAVE_FLAG_CLEAR (1)
#define SAVE_FLAG_REPLAY (2)
#define PORT_COUNT (2)
#define BLOCK_PER_CARD (15)
#define CARD_BLOCK_SIZE (8192)
typedef struct {
/* 0x000 */ struct DIRENTRY entries[BLOCK_PER_CARD];
/* 0x258 */ u32 unk258;
/* 0x25C */ u32 unk25C;
/* 0x260 */ u32 nBlockUsed;
/* 0x264 */ s32 nFreeBlock;
/* 0x268 */ u8 blocks[BLOCK_PER_CARD];
} MemcardInfo; /* size=0x278 */
#if defined(VERSION_US)
#define MEMCARD_ID "BASLUS-00067DRAX00"
#elif defined(VERSION_HD)
#define MEMCARD_ID "BISLPM-86023DRAX00"
#endif
#define ICON_SLOT_NUM 32
#define SPU_VOICE_NUM 24
typedef enum {
Game_Init,
Game_Title,
Game_Play,
Game_GameOver,
Game_NowLoading,
Game_VideoPlayback,
Game_Unk6,
Game_PrologueEnd,
Game_MainMenu,
Game_Ending,
Game_Boot,
Game_99 = 99,
} GameState;
typedef enum {
Engine_Init,
Engine_Normal,
Engine_Menu,
Engine_3,
Engine_5 = 5,
Engine_10 = 10,
Engine_Map = 20,
Engine_0x70 = 0x70
} GameEngineStep;
#define STAGE_INVERTEDCASTLE_MASK 0x1F
#define STAGE_INVERTEDCASTLE_FLAG 0x20
typedef enum {
STAGE_NO0 = 0x00,
STAGE_NO1 = 0x01,
STAGE_LIB = 0x02,
STAGE_CAT = 0x03,
STAGE_NO2 = 0x04,
STAGE_CHI = 0x05,
STAGE_DAI = 0x06,
STAGE_NP3 = 0x07,
STAGE_CEN = 0x08,
STAGE_NO4 = 0x09,
STAGE_ARE = 0x0A,
STAGE_TOP = 0x0B,
STAGE_NZ0 = 0x0C,
STAGE_NZ1 = 0x0D,
STAGE_WRP = 0x0E,
STAGE_NO1_ALT = 0x0F,
STAGE_NO0_ALT = 0x10,
STAGE_DRE = 0x12,
STAGE_NZ0_DEMO = 0x13,
STAGE_NZ1_DEMO = 0x14,
STAGE_LIB_DEMO = 0x15,
STAGE_BO7 = 0x16,
STAGE_MAR = 0x17,
STAGE_BO6 = 0x18,
STAGE_BO5 = 0x19,
STAGE_BO4 = 0x1A,
STAGE_BO3 = 0x1B,
STAGE_BO2 = 0x1C,
STAGE_BO1 = 0x1D,
STAGE_BO0 = 0x1E,
STAGE_ST0 = 0x1F,
STAGE_RNO0 = STAGE_NO0 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNO1 = STAGE_NO1 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RLIB = STAGE_LIB | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RCAT = STAGE_CAT | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNO2 = STAGE_NO2 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RCHI = STAGE_CHI | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RDAI = STAGE_DAI | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNO3 = STAGE_NP3 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RCEN = STAGE_CEN | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNO4 = STAGE_NO4 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RARE = STAGE_ARE | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RTOP = STAGE_TOP | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNZ0 = STAGE_NZ0 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNZ1 = STAGE_NZ1 | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RWRP = STAGE_WRP | STAGE_INVERTEDCASTLE_FLAG,
STAGE_RNZ1_DEMO = 0x35,
STAGE_RBO8 = 0x36,
STAGE_RBO7 = 0x37,
STAGE_RBO6 = 0x38,
STAGE_RBO5 = 0x39,
STAGE_RBO4 = 0x3A,
STAGE_RBO3 = 0x3B,
STAGE_RBO2 = 0x3C,
STAGE_RBO1 = 0x3D,
STAGE_RBO0 = 0x3E,
STAGE_MAD = 0x40,
STAGE_NO3 = 0x41,
STAGE_IWA_LOAD = 0x42,
STAGE_IGA_LOAD = 0x43,
STAGE_HAGI_LOAD = 0x44,
STAGE_SEL = 0x45,
STAGE_TE1 = 0x46,
STAGE_TE2 = 0x47,
STAGE_TE3 = 0x48,
STAGE_TE4 = 0x49,
STAGE_TE5 = 0x4A,
STAGE_TOP_ALT = 0x4B,
STAGE_EU_WARNING = 0x70, // EU piracy legal message screen,
STAGE_ENDING = 0xFE,
STAGE_MEMORYCARD = 0xFF,
} Stages;
typedef enum {
// Clean-up and reset all the gameplay related memory
Play_Reset = 0,
// Re-initialize stage-specific resources
Play_Init,
// Set random seed if playing a demo
Play_PrepareDemo,
// Normal gameplay
Play_Default,
// Releases all the resources from the unloading stage
Play_PrepareNextStage,
// Load graphics for those stages without a CD room transition
Play_LoadStageChr,
// Wait until the previous operation is complete
Play_WaitStageChr,
// Load the sound effects specific for the selected stage
Play_LoadStageSfx,
// Wait until the previous operation is complete
Play_WaitStageSfx,
// Load the overlay program from the disk
Play_LoadStagePrg,
// Wait until the previous operation is complete
Play_WaitStagePrg,
// Used by the ST0 prologue scroll and now loading screen
Play_16 = 16,
// Deallocate stage resources
Gameover_Init = 0,
// Make screenshot and allocate 3D model for the melting foreground
Gameover_AllocResources,
// Wait for something...?
Gameover_2,
// Start loading game over graphics from the disk
Gameover_3,
// When the file is loaded, move it into the VRAM
Gameover_4,
// foreground melting
Gameover_5,
// Game over text starts brightening
Gameover_6,
// Start using Game Over textures that looks brighter
Gameover_7,
// Revert back to the slightly less bright Game Over text
Gameover_8,
// Game over screen fade out
Gameover_9,
// unknown
Gameover_10,
// Return to the title screen (if you are not in ST0)
Gameover_11,
Gameover_Alt = 99,
Gameover_Init_Alt,
Gameover_AllocResources_Alt,
Gameover_2_Alt,
Gameover_3_Alt,
Gameover_11_Alt = 111,
NowLoading_2 = 2,
} GameSteps;
typedef enum {
Demo_None,
Demo_PlaybackInit,
Demo_Recording,
Demo_End,
Demo_Playback,
} DemoMode;
typedef enum {
TIMEATTACK_INVALID = -1,
TIMEATTACK_GET_RECORD,
TIMEATTACK_SET_RECORD,
TIMEATTACK_SET_VISITED,
} TimeAttackActions;
typedef enum {
TIMEATTACK_EVENT_DRACULA_DEFEAT,
TIMEATTACK_EVENT_ORLOX_DEFEAT,
TIMEATTACK_EVENT_DOPPLEGANGER_10_DEFEAT,
TIMEATTACK_EVENT_GRANFALOON_DEFEAT,
TIMEATTACK_EVENT_MINOTAUR_WEREWOLF_DEFEAT,
TIMEATTACK_EVENT_SCYLLA_DEFEAT,
TIMEATTACK_EVENT_SLOGRA_GAIBON_DEFEAT,
TIMEATTACK_EVENT_HYPPOGRYPH_DEFEAT,
TIMEATTACK_EVENT_BEELZEBUB_DEFEAT,
TIMEATTACK_EVENT_SUCCUBUS_DEFEAT,
TIMEATTACK_EVENT_KARASUMAN_DEFEAT,
TIMEATTACK_EVENT_RALPH_GRANT_SYPHA_DEFEAT,
TIMEATTACK_EVENT_DEATH_DEFEAT,
TIMEATTACK_EVENT_CERBERUS_DEFEAT,
TIMEATTACK_EVENT_SAVE_RICHTER,
TIMEATTACK_EVENT_MEDUSA_DEFEAT,
TIMEATTACK_EVENT_THE_CREATURE_DEFEAT,
TIMEATTACK_EVENT_LESSER_DEMON_DEFEAT,
TIMEATTACK_EVENT_DOPPLEGANGER_40_DEFEAT,
TIMEATTACK_EVENT_AKMODAN_II_DEFEAT,
TIMEATTACK_EVENT_DARKWING_BAT_DEFEAT,
TIMEATTACK_EVENT_GALAMOTH_DEFEAT,
TIMEATTACK_EVENT_FINAL_SAVEPOINT,
TIMEATTACK_EVENT_MEET_DEATH,
TIMEATTACK_EVENT_GET_HOLYGLASSES,
TIMEATTACK_EVENT_MEET_MASTER_LIBRARIAN,
TIMEATTACK_EVENT_FIRST_MARIA_MEET,
NUM_TIMEATTACK_EVENTS,
TIMEATTACK_EVENT_UNUSED_28,
TIMEATTACK_EVENT_UNUSED_29,
TIMEATTACK_EVENT_UNUSED_30,
TIMEATTACK_EVENT_UNUSED_31,
TIMEATTACK_EVENT_END,
TIMEATTACK_EVENT_INVALID = 0xFF,
} TimeAttackEvents;
struct Entity;
#include "unkstruct.h"
typedef struct {
f32 x;
f32 y;
} Pos;
typedef struct {
f32 posX;
f32 posY;
} Camera;
typedef struct {
unsigned char width;
unsigned char height;
unsigned short unk2;
#ifdef _MSC_VER
unsigned char* data;
#else
unsigned char data[0];
#endif
} ImgSrc;
typedef struct {
/* 00 */ u32 gfxOff;
/* 04 */ u32 ovlOff;
/* 08 */ u32 ovlLen;
/* 0C */ u32 vhOff;
/* 10 */ u32 vhLen;
/* 14 */ u32 vbLen;
/* 18 */ u32 unk18;
/* 1C */ const char* gfxName;
/* 20 */ const char* ovlName;
/* 24 */ const char* name;
/* 28 */ u8 unk28;
/* 29 */ s8 seqIdx; // index of D_800ACCF8
/* 2A */ u16 unk2A;
} Lba; /* size=0x2C */
typedef struct {
/* 0x00 */ s16 cursorX;
/* 0x02 */ s16 cursorY;
/* 0x04 */ s16 cursorW;
/* 0x06 */ s16 cursorH;
/* 0x08 */ RECT unk1;
/* 0x10 */ s16 w;
/* 0x12 */ s16 h;
/* 0x14 */ s16 unk14;
/* 0x16 */ s16 unk16;
/* 0x18 */ s16 otIdx;
/* 0x1A */ s16 unk1A;
/* 0x1C */ u8 unk1C;
/* 0x1D */ u8 unk1D;
} MenuContext; // size = 0x1E
#define SIZEOF_MENUCONTEXT (0x1E)
typedef struct {
/* 0x0 */ u8 tileLayoutId;
/* 0x1 */ u8 tilesetId;
/* 0x2 */ u8 objGfxId;
/* 0x3 */ u8 objLayoutId;
} RoomLoadDef; // size = 0x4
// fake struct for D_801375BC
typedef struct {
RoomLoadDef* def;
} RoomLoadDefHolder;
typedef struct {
/* 0x0 */ u8 left;
/* 0x1 */ u8 top;
/* 0x2 */ u8 right;
/* 0x3 */ u8 bottom;
/* 0x4 */ RoomLoadDef load;
} RoomHeader; // size = 0x8
typedef struct {
/* 0x0 */ u16 x;
/* 0x2 */ u16 y;
/* 0x4 */ u16 roomId;
/* 0x6 */ u16 unk6; // Current Stage ID to reload Tile GFX if you move
// through CD Room but change your mind and go back out.
/* 0x8 */ u16 stageId;
} RoomTeleport; // size = 0xA
typedef struct {
/* 0x00 */ s32 x;
/* 0x04 */ s32 y;
/* 0x08 */ Stages stageId;
/* 0x0C */ TimeAttackEvents eventId;
/* 0x10 */ s32 unk10;
} RoomBossTeleport; /* size=0x14 */
typedef struct {
/* 0x0 */ u16 pressed;
/* 0x2 */ s16 previous;
/* 0x4 */ u16 tapped;
/* 0x6 */ u16 repeat;
} Pad; // size = 0x8
#define FRAME(x, y) ((x) | ((y) << 8))
#define A_LOOP_AT(frame) {0, frame}
#define A_END {-1, 0}
#define A_JUMP_AT(anim) {-2, anim}
typedef struct {
u16 duration;
u16 unk2;
} AnimationFrame;
typedef struct {
s8 unk0; // Entity::unk10
s8 unk2; // Entity::unk12
s8 hitboxWidth;
s8 hitboxHeight;
} FrameProperty;
typedef enum {
Player_Stand,
Player_Walk,
Player_Crouch,
Player_Fall,
Player_Jump,
Player_MorphBat,
Player_AlucardStuck,
Player_MorphMist,
Player_HighJump,
Player_UnmorphBat,
Player_Hit,
Player_StatusStone,
Player_BossGrab, // Darkwing Bat and Akmodan II
Player_KillWater,
Player_UnmorphMist,
Player_SwordWarp, // Alucard Sword and Osafune Katana
Player_Kill,
Player_Unk17,
Player_Teleport, // also Grand Cross and Spiral Axe
Player_FlameWhip,
Player_Hydrostorm,
Player_ThousandBlades,
Player_RichterFourHolyBeasts,
Player_Slide,
Player_MorphWolf,
Player_UnmorphWolf,
Player_SlideKick,
Player_Unk27, // other item crashes
Player_SpellDarkMetamorphosis = 32,
Player_SpellSummonSpirit,
Player_SpellHellfire,
Player_SpellTetraSpirit,
Player_Spell36,
Player_SpellSoulSteal,
Player_Unk38,
Player_SpellSwordBrothers,
Player_AxearmorStand,
Player_AxearmorWalk,
Player_AxearmorJump,
Player_AxearmorHit,
Player_Unk48 = 48,
Player_Unk49,
Player_Unk50
} PlayerSteps;
#define ANIM_FRAME_LOAD 0x8000
typedef struct Entity {
/* 0x00 */ f32 posX;
/* 0x04 */ f32 posY;
/* 0x08 */ s32 velocityX;
/* 0x0C */ s32 velocityY;
#if defined(STAGE) || defined(WEAPON)
/* 0x10 */ s16 hitboxOffX;
#else // hack to match in DRA and RIC
/* 0x10 */ u16 hitboxOffX;
#endif
/* 0x12 */ s16 hitboxOffY;
/* 0x14 */ u16 facingLeft;
/* 0x16 */ u16 palette;
/* 0x18 */ u8 drawMode;
/* 0x19 */ u8 drawFlags;
/* 0x1A */ s16 rotX;
/* 0x1C */ s16 rotY;
/* 0x1E */ s16 rotZ;
/* 0x20 */ s16 rotPivotX;
/* 0x22 */ s16 rotPivotY;
/* 0x24 */ u16 zPriority;
/* 0x26 */ u16 entityId;
/* 0x28 */ PfnEntityUpdate pfnUpdate;
/* 0x2C */ u16 step;
/* 0x2E */ u16 step_s;
/* 0x30 */ u16 params;
/* 0x32 */ u16 entityRoomIndex;
/* 0x34 */ s32 flags;
/* 0x38 */ s16 unk38;
/* 0x3A */ u16 enemyId;
/* 0x3C */ u16 hitboxState; // hitbox state
/* 0x3E */ s16 hitPoints;
/* 0x40 */ s16 attack;
/* 0x42 */ s16 attackElement;
/* 0x44 */ u16 hitParams;
/* 0x46 */ u8 hitboxWidth;
/* 0x47 */ u8 hitboxHeight;
/* 0x48 */ u8 hitFlags; // 1 = took hit
/* 0x49 */ u8 nFramesInvincibility;
/* 0x4A */ s16 unk4A;
/* 0x4C */ AnimationFrame* anim;
/* 0x50 */ u16 animFrameIdx;
/* 0x52 */ s16 animFrameDuration;
/* 0x54 */ s16 animSet;
/* 0x56 */ s16 animCurFrame;
/* 0x58 */ s16 stunFrames;
/* 0x5A */ u16 unk5A;
/* 0x5C */ struct Entity* unk5C;
/* 0x60 */ struct Entity* unk60;
/* 0x64 */ s32 primIndex;
/* 0x68 */ u16 unk68; // Appears to be set for entities with parallax
/* 0x6A */ u16 hitEffect;
/* 0x6C */ u8 unk6C;
/* 0x6D */ u8 unk6D[11];
/* 0x78 */ s32 unk78;
/* 0x7C */ Ext ext;
/* 0xB8 */ struct Entity* unkB8;
} Entity; // size = 0xBC
typedef struct {
/* 0x00 */ u16 animSet;
/* 0x02 */ u16 zPriority;
/* 0x04 */ u16 unk5A; // not 5A in this struct, but goes to 5A in entity
/* 0x06 */ u16 palette;
/* 0x08 */ u16 drawFlags;
/* 0x0A */ u16 drawMode;
/* 0x0C */ u32 unkC;
/* 0x10 */ u8* animFrames;
} ObjInit; // size = 0x14
typedef struct { // only difference from above is this one uses a facingLeft
/* 0x00 */ u16 animSet;
/* 0x02 */ u16 zPriority;
/* 0x04 */ u8 facingLeft;
/* 0x05 */ u8 unk5A;
/* 0x06 */ u16 palette;
/* 0x08 */ u16 drawFlags;
/* 0x0A */ u16 drawMode;
/* 0x0C */ u32 unkC;
/* 0x10 */ u8* animFrames;
} ObjInit2; // size = 0x14
typedef struct GpuBuffer { // also called 'DB' in the PSY-Q samples
/* 0x00000 */ struct GpuBuffer* next; // next chained buffer
/* 0x00004 */ DRAWENV draw; // drawing environment
/* 0x0005C */ DISPENV disp; // display environment
/* 0x00074 */ DR_ENV env[MAX_ENV_COUNT]; // packed drawing environment
/* 0x00474 */ OT_TYPE ot[OTSIZE]; // ordering table
/* 0x00474 */ DR_MODE drawModes[MAX_DRAW_MODES]; // draw modes
/* 0x03C74 */ POLY_GT4 polyGT4[MAX_POLY_GT4_COUNT]; // textured quads
/* 0x0D874 */ POLY_G4 polyG4[MAX_POLY_G4_COUNT]; // untextured quads
/* 0x0FC74 */ POLY_GT3 polyGT3[MAX_POLY_GT3_COUNT]; // textured triangles
/* 0x103F4 */ LINE_G2 lineG2[MAX_LINE_G2_COUNT]; // lines
/* 0x117F4 */ SPRT_16 sprite16[MAXSPRT16]; // tile map sprites
/* 0x13FF4 */ TILE tiles[MAX_TILE_COUNT]; // squared sprites
/* 0x14FF4 */ SPRT sprite[MAX_SPRT_COUNT]; // dynamic-size sprites
} GpuBuffer; // size=0x177F4
typedef struct {
/* 0x00 */ u32 drawModes;
/* 0x04 */ u32 gt4;
/* 0x08 */ u32 g4;
/* 0x0C */ u32 gt3;
/* 0x10 */ u32 line;
/* 0x14 */ u32 sp16;
/* 0x18 */ u32 tile;
/* 0x1C */ u32 sp;
/* 0x20 */ u32 env;
} GpuUsage;
typedef enum {
GFX_BANK_NONE,
GFX_BANK_4BPP,
GFX_BANK_8BPP,
GFX_BANK_16BPP,
GFX_BANK_COMPRESSED,
} GfxBankKind;
#define GFX_TERMINATE() ((u_long*)-1) // can't be in GfxBankKind
#define GFX_ENTRY(x, y, w, h, data) \
(u_long*)((x) | ((y) << 16)), (u_long*)((w) | ((h) << 16)), (u_long*)data
typedef struct {
/* 0x00 */ u_long* xy;
/* 0x04 */ u_long* wh;
/* 0x08 */ u_long* data;
} GfxEntry; // size=0xC
typedef struct {
GfxBankKind kind;
GfxEntry entries[0];
} GfxBank;
typedef struct {
/* 0x0 */ GfxEntry* next;
/* 0x4 */ u16 kind;
/* 0x6 */ s16 unk6;
/* 0x8 */ s16 unk8;
/* 0xA */ s16 unkA;
} GfxLoad; // size=0xC
typedef enum EquipKind {
EQUIP_HAND,
EQUIP_HEAD,
EQUIP_ARMOR,
EQUIP_CAPE,
EQUIP_ACCESSORY,
NUM_EQUIP_KINDS,
} EquipKind;
typedef enum {
ITEM_S_SWORD,
ITEM_SWORD,
ITEM_THROW_1,
ITEM_FIST,
ITEM_CLUB,
ITEM_TWOHAND,
ITEM_FOOD,
ITEM_BOMB,
ITEM_THROW_2,
ITEM_SHIELD,
ITEM_MEDICINE,
ITEM_END,
} ItemCategory;
typedef enum {
SUBWPN_NONE,
SUBWPN_DAGGER,
SUBWPN_AXE,
SUBWPN_HOLYWATER,
SUBWPN_CROSS,
SUBWPN_BIBLE,
SUBWPN_STOPWATCH,
SUBWPN_REBNDSTONE,
SUBWPN_VIBHUTI,
SUBWPN_AGUNEA
} SubWpnID;
typedef enum { STAT_STR, STAT_CON, STAT_INT, STAT_LCK } Stats;
typedef struct {
s32 level;
s32 exp;
s32 unk8;
} FamiliarStats;
#define RELIC_FLAG_DISABLE 0
#define RELIC_FLAG_FOUND 1
#define RELIC_FLAG_ACTIVE 2
#if defined(VERSION_US)
#define NUM_AVAIL_RELICS (NUM_RELICS - 2)
#elif defined(VERSION_HD)
#define NUM_AVAIL_RELICS (NUM_RELICS)
#endif
typedef enum {
RELIC_SOUL_OF_BAT,
RELIC_FIRE_OF_BAT,
RELIC_ECHO_OF_BAT,
RELIC_FORCE_OF_ECHO,
RELIC_SOUL_OF_WOLF,
RELIC_POWER_OF_WOLF,
RELIC_SKILL_OF_WOLF,
RELIC_FORM_OF_MIST,
RELIC_POWER_OF_MIST,
RELIC_GAS_CLOUD,
RELIC_CUBE_OF_ZOE,
RELIC_SPIRIT_ORB,
RELIC_GRAVITY_BOOTS,
RELIC_LEAP_STONE,
RELIC_HOLY_SYMBOL,
RELIC_FAERIE_SCROLL,
RELIC_JEWEL_OF_OPEN,
RELIC_MERMAN_STATUE,
RELIC_BAT_CARD,
RELIC_GHOST_CARD,
RELIC_FAERIE_CARD,
RELIC_DEMON_CARD, // 0x097979
RELIC_SWORD_CARD, // 0x09797A
RELIC_JP_0, // 0x09797B (nose demon or half fairy)
RELIC_JP_1, // 0x09797C
RELIC_HEART_OF_VLAD, // 0x09797D
RELIC_TOOTH_OF_VLAD,
RELIC_RIB_OF_VLAD,
RELIC_RING_OF_VLAD,
RELIC_EYE_OF_VLAD,
NUM_RELICS,
} RelicIds;
#define SPELL_FLAG_KNOWN 0x80
typedef enum {
SPELL_DARK_METAMORPHOSIS,
SPELL_SUMMON_SPIRIT,
SPELL_HELLFIRE,
SPELL_TETRA_SPIRIT,
SPELL_WOLF_CHARGE,
SPELL_SOUL_STEAL,
SPELL_WING_SMASH,
SPELL_SWORD_BROTHERS,
NUM_SPELLS,
} SpellIds;
// This enum has the ids for familiar abilities which use the g_SpellDef
// table to fetch stats and modifiers for said abilities.
typedef enum {
FAM_ABILITY_BAT_ATTACK = 15,
FAM_ABILITY_GHOST_ATTACK = 17,
FAM_ABILITY_GHOST_ATTACK_SOULSTEAL = 18,
} FamiliarAbilityIds;
// Need two familiar enums. One has a zero entry, one does not.
// This one is used in places that need to access the familiar
// stats array...
typedef enum {
FAM_STATS_BAT,
FAM_STATS_GHOST,
FAM_STATS_FAERIE,
FAM_STATS_DEMON,
FAM_STATS_SWORD,
FAM_STATS_YOUSEI, // JP only
FAM_STATS_NOSE_DEMON, // JP only
NUM_FAMILIARS
} FamiliarStatsIds;
// ...and this one is used to designate the active familiar, where
// 0 means no familiar is active, and the rest are off-by-one from
// the previous enum set. Hacky, but works.
typedef enum {
FAM_ACTIVE_NONE,
FAM_ACTIVE_BAT = FAM_STATS_BAT + 1,
FAM_ACTIVE_GHOST = FAM_STATS_GHOST + 1,
FAM_ACTIVE_FAERIE = FAM_STATS_FAERIE + 1,
FAM_ACTIVE_DEMON = FAM_STATS_DEMON + 1,
FAM_ACTIVE_SWORD = FAM_STATS_SWORD + 1,
FAM_ACTIVE_YOUSEI = FAM_STATS_YOUSEI + 1,
FAM_ACTIVE_NOSE_DEMON = FAM_STATS_NOSE_DEMON + 1,
} FamiliarActiveIds;
typedef struct {
/* 80097964 */ u8 relics[30];
/* 80097982 */ u8 spells[NUM_SPELLS];
/* 8009798A */ u8 equipHandCount[169];
/* 80097A33 */ u8 equipBodyCount[90];
/* 80097A8D */ u8 equipHandOrder[169];
/* 80097B36 */ u8 equipBodyOrder[90];
/* 80097B90 */ u8 saveName[12];
/* 80097B9C */ u32 spellsLearnt;
/* 80097BA0 */ s32 hp;
/* 80097BA4 */ s32 hpMax;
/* 80097BA8 */ s32 hearts;
/* 80097BAC */ s32 heartsMax;
/* 80097BB0 */ s32 mp;
/* 80097BB4 */ s32 mpMax;
/* 80097BB8 */ s32 statsBase[4];
/* 80097BC8 */ s32 statsEquip[4];
/* 80097BD8 */ s32 statsTotal[4];
/* 80097BE8 */ u32 level;
/* 80097BEC */ u32 exp;
/* 80097BF0 */ s32 gold;
/* 80097BF4 */ s32 killCount;
/* 80097BF8 */ u32 D_80097BF8;
/* 80097BFC */ u32 subWeapon;
/* 80097C00 */ u32 equipment[7];
/* 80097C1C */ u32 attackHands[2]; // right hand, left hand
/* 80097C24 */ s32 defenseEquip;
/* 80097C28 */ u16 defenseElement;
/* 80097C2A */ u16 D_80097C2A;
/* 80097C2C */ u16 D_80097C2C;
/* 80097C2E */ u16 D_80097C2E;
/* 80097C30 */ s32 timerHours;
/* 80097C34 */ s32 timerMinutes;
/* 80097C38 */ s32 timerSeconds;
/* 80097C3C */ s32 timerFrames;
#if defined(VERSION_PSP)
s32 mariaSubWeapon;
#endif
/* 80097C40 */ u32 D_80097C40;
/* 80097C44 */ FamiliarStats statsFamiliars[NUM_FAMILIARS];
} PlayerStatus; /* size=0x334 */
typedef struct {
/* 0x00, 8003C9A8 */ s32 cursorMain;
/* 0x04, 8003C9AC */ s32 cursorRelic;
/* 0x08, 8003C9B0 */ s32 cursorEquip;
/* 0x0C, 8003C9B4 */ s32 cursorEquipType[NUM_EQUIP_KINDS];
/* 0x20, 8003C9C8 */ s32 scrollEquipType[NUM_EQUIP_KINDS];
/* 0x34, 8003C9DC */ s32 cursorSpells;
/* 0x38, 8003C9E0 */ s32 cursorSettings;
/* 0x3C, 8003C9E4 */ s32 cursorCloak;
/* 0x40, 8003C9E8 */ s32 cursorButtons;
/* 0x44, 8003C9EC */ s32 cursorWindowColors;
/* 0x48, 8003C9F0 */ s32 cursorTimeAttack;
} MenuNavigation; /* size=0x4C */
typedef struct {
/* 0x000, 0x8003C9F8 */ u32 buttonConfig[BUTTON_COUNT];
/* 0x020, 0x8003CA18 */ u16 buttonMask[BUTTON_COUNT];
/* 0x030, 0x8003CA28 */ s32 timeAttackRecords[TIMEATTACK_EVENT_END];
/* 0x0B0, 0x8003CAA8 */ s32 cloakColors[6];
/* 0x0C8, 0x8003CAC0 */ s32 windowColors[3];
/* 0x0D4, 0x8003CACC */ s32 equipOrderTypes[ITEM_END];
/* 0x100, 0x8003CAF8 */ s32 isCloakLiningReversed;
/* 0x104, 0x8003CAFC */ s32 isSoundMono;
/* 0x108, 0x8003CB00 */ s32 D_8003CB00;
/* 0x10C, 0x8003CB04 */ s32 D_8003CB04;
} GameSettings; /* size=0x110 */
typedef struct {
/* 0x00 */ u8 Magic[2];
/* 0x02 */ u8 Type;
/* 0x03 */ u8 BlockEntry;
/* 0x04 */ u8 Title[64];
/* 0x44 */ u8 reserve[28];
/* 0x60 */ u8 Clut[32];
/* 0x80 */ u8 Icon[3][128];
} MemcardHeader; /* size=0x200 */
typedef struct {
/* 0x00 */ char name[12];
/* 0x0C */ s32 level;
/* 0x10 */ s32 gold;
/* 0x14 */ s32 playHours;
/* 0x18 */ s32 playMinutes;
/* 0x1C */ s32 playSeconds;
/* 0x20 */ s32 cardIcon;
/* 0x24 */ s32 endGameFlags;
/* 0x28 */ s16 stage;
/* 0x2A */ u16 nRoomsExplored;
/* 0x2C */ u16 roomX;
/* 0x2E */ u16 roomY;
/* 0x30 */ s32 character;
/* 0x34 */ s32 saveSize;
} SaveInfo; /* 0x38 */
typedef struct {
/* 0x000 */ MemcardHeader header;
/* 0x200 */ SaveInfo info;
/* 0x238 */ PlayerStatus status;
/* 0x56C */ MenuNavigation menuNavigation;
/* 0x5B8 */ GameSettings settings;
/* 0x6C8 */ u8 castleFlags[0x300];
/* 0x6C8 */ u8 castleMap[0x800];
/* 0x11C8 */ s32 rng;
} SaveData; /* size = 0x11CC */
typedef struct {
/* 0x00 */ u8* gfxPage;
/* 0x04 */ u8* gfxIndex;
/* 0x08 */ u8* clut;
/* 0x0C */ u8* collision;
} TileDefinition; // size = 0x10
#define LAYOUT_RECT_PARAMS_HIDEONMAP 0x10
#define LAYOUT_RECT_PARAMS_UNKNOWN_20 0x20
#define LAYOUT_RECT_PARAMS_UNKNOWN_40 0x40
typedef struct {
/* 0x00 */ u32 left : 6;
/* 0x04 */ u32 top : 6;
/* 0x08 */ u32 right : 6;
/* 0x0C */ u32 bottom : 6;
/* 0x10 */ u8 params : 8;
} LayoutRect; // size = 0x4
typedef struct {
/* 0x00 */ u16* layout;
/* 0x04 */ TileDefinition* tileDef;
/* 0x08 */ LayoutRect rect;
/* 0x0C */ u16 zPriority;
/* 0x0E */ u16 flags;
} LayerDef; // size = 0x10
typedef struct {
LayerDef* fg;
LayerDef* bg;
} RoomDef;
typedef struct {
/* 0x00 */ s16 x;
/* 0x02 */ s16 y;
/* 0x04 */ s16 width;
/* 0x06 */ s16 height;
/* 0x08 */ s16 clut;
/* 0x0A */ s16 tpage;
/* 0x0C */ s16 texLeft;
/* 0x0E */ s16 texTop;
/* 0x10 */ s16 texRight;
/* 0x12 */ s16 texBottom;
} Sprite; /* size=0x14 */
typedef struct {
/* 00 */ s16 flags;
/* 02 */ s16 offsetx;
/* 04 */ s16 offsety;
/* 06 */ s16 width;
/* 08 */ s16 height;
/* 0A */ s16 clut;
/* 0C */ s16 tileset;
/* 0E */ s16 left;
/* 10 */ s16 top;
/* 12 */ s16 right;
/* 14 */ s16 bottom;
} SpritePart; /* size=0x16 */
typedef struct {
/* 00 */ u16 count;
/* 02 */ SpritePart parts[0];
} SpriteParts; // size = 4 + count*sizeof(SpritePart)
/*
* In the PSX version of the game, stage objects begin with this
* header (or `AbbreviatedOverlay`) at 0x0. This describes the
* primary interface for the game engine to interact with stages.
*/
typedef struct {
/* 8003C774 */ void (*Update)(void);
/* 8003C778 */ void (*HitDetection)(void);
/* 8003C77C */ void (*UpdateRoomPosition)(void);
/* 8003C780 */ void (*InitRoomEntities)(s32 layoutId);
/* 8003C784 */ RoomHeader* rooms;
/* 8003C788 */ SpriteParts** spriteBanks;
/* 8003C78C */ u_long** cluts;
/* 8003C790 */ void* objLayoutHorizontal;
/* 8003C794 */ RoomDef* tileLayers;
/* 8003C798 */ GfxBank** gfxBanks;
/* 8003C79C */ void (*UpdateStageEntities)(void);
/* 8003C7A0 */ u8** unk2c; // sprite bank 1
/* 8003C7A4 */ u8** unk30; // sprite bank 2
/* 8003C7A8 */ s32* unk34;
/* 8003C7AC */ s32* unk38;
/* 8003C7B0 */ void (*StageEndCutScene)(void);
} Overlay;
/*
* Several stages start their sprite bank array immeidately
* after `UpdateStageEntities` instead of including the
* trailing 5 pointers found in `Overlay`. `DRA` seems to
* know which stages have valid data in those fields and
* which don't.
*/
typedef struct {
/* 8003C774 */ void (*Update)(void);
/* 8003C778 */ void (*HitDetection)(void);
/* 8003C77C */ void (*UpdateRoomPosition)(void);
/* 8003C780 */ void (*InitRoomEntities)(s32 layoutId);
/* 8003C784 */ RoomHeader* rooms;
/* 8003C788 */ SpriteParts** spriteBanks;
/* 8003C78C */ u_long** cluts;
/* 8003C790 */ void* objLayoutHorizontal;
/* 8003C794 */ RoomDef* tileLayers;
/* 8003C798 */ GfxBank** gfxBanks;
/* 8003C79C */ void (*UpdateStageEntities)(void);
} AbbreviatedOverlay;
typedef enum {
EFFECT_SOLID = 1 << 0,
EFFECT_UNK_0002 = 1 << 1,
EFFECT_QUICKSAND = 1 << 2,
EFFECT_WATER = 1 << 3,
EFFECT_MIST_ONLY = 1 << 4,
EFFECT_UNK_0020 = 1 << 5,
// Used when you jump from below to a platform. You can drop below.
EFFECT_SOLID_FROM_ABOVE = 1 << 6,
// Doesn't collide when falling on it but you cannot go back up.
EFFECT_SOLID_FROM_BELOW = 1 << 7,
EFFECT_UNK_0100 = 1 << 8,
EFFECT_UNK_0200 = 1 << 9,
EFFECT_UNK_0400 = 1 << 10,
EFFECT_UNK_0800 = 1 << 11,
EFFECT_UNK_1000 = 1 << 12,
EFFECT_UNK_2000 = 1 << 13,
EFFECT_UNK_4000 = 1 << 14,
EFFECT_UNK_8000 = 1 << 15,
// Aggregate helpers below:
EFFECT_NOTHROUGH = EFFECT_SOLID | EFFECT_QUICKSAND,
EFFECT_NOTHROUGH_PLUS = EFFECT_SOLID | EFFECT_UNK_0002 | EFFECT_QUICKSAND,
// Should be renamed once we know what 8000 and 4000 are
EFFECT_UNK_C000 = EFFECT_UNK_8000 | EFFECT_UNK_4000
} ColliderEffectFlags;
typedef struct Collider {
/* 0x00 */ u32 effects;
/* 0x04 */ s32 unk4;
/* 0x08 */ s32 unk8;
/* 0x0C */ s32 unkC;
/* 0x10 */ s32 unk10;
/* 0x14 */ s32 unk14;
/* 0x18 */ s32 unk18;
/* 0x1C */ s32 unk1C;
/* 0x20 */ s32 unk20;
} Collider; /* size=0x24 */
typedef struct XaMusicConfig {
u32 cd_addr;
s32 unk228;
u8 filter_file;
u8 filter_channel_id;
u8 volume;
u8 unk22f;
u8 unk230;
u8 pad[3];
} XaMusicConfig;
typedef struct {
/* 0x00 */ const char* name;
/* 0x04 */ s16 hitPoints;
/* 0x06 */ s16 attack;
/* 0x08 */ u16 attackElement;
/* 0x0A */ s16 defense;
/* 0x0C */ u16 hitboxState;
/* 0x0E */ u16 weaknesses;
/* 0x10 */ u16 strengths;
/* 0x12 */ u16 immunes;
/* 0x14 */ u16 absorbs;
/* 0x16 */ u16 level;
/* 0x18 */ u16 exp;
/* 0x1A */ u16 rareItemId;
/* 0x1C */ u16 uncommonItemId;
/* 0x1E */ u16 rareItemDropRate;
/* 0x20 */ u16 uncommonItemDropRate;
/* 0x22 */ u8 hitboxWidth;
/* 0x23 */ u8 hitboxHeight;
/* 0x24 */ s32 flags;
} EnemyDef; /* size=0x28 */
typedef struct {
/* 0x00 */ s16 attack;
/* 0x02 */ s16 heartCost;
/* 0x04 */ u16 attackElement;
/* 0x06 */ u8 chainLimit; // how many instances of subwpn can coexist
/* 0x07 */ u8 nFramesInvincibility;
/* 0x08 */ u16 stunFrames;
/* 0x0A */ u8 anim;
/* 0x0B */ u8 blueprintNum; // Blueprint for entity factory spawning subwpn
/* 0x0C */ u16 hitboxState;
/* 0x0E */ u16 hitEffect;
/* 0x10 */ u8 crashId; // the ID for the crash version of this subweapon
/* 0x11 */ u8 unk11;
/* 0x12 */ u16 entityRoomIndex;
} SubweaponDef; /* size=0x14 */
// Defines the equipment that can be set on left and right hand
// This includes weapons, throw weapons, consumable and restoration items.
// g_EquipDefs it is assumed the equip data starts from here
// https://github.com/3snowp7im/SotN-Randomizer/blob/master/src/stats.js
typedef struct {
/* 0x00 */ const char* name;
/* 0x04 */ const char* description;
/* 0x08 */ s16 attack;
/* 0x0A */ s16 defense;
/* 0x0C */ u16 element;
/* 0x0E */ u8 itemCategory;
/* 0x0F */ u8 weaponId;
/* 0x10 */ u8 palette;
/* 0x11 */ u8 unk11;
/* 0x12 */ u8 playerAnim;
/* 0x13 */ u8 unk13;
/* 0x14 */ u8 unk14;
/* 0x15 */ u8 lockDuration;
/* 0x16 */ u8 chainLimit;
/* 0x17 */ u8 unk17;
/* 0x18 */ u8 specialMove;
/* 0x19 */ u8 isConsumable;
/* 0x1A */ u8 enemyInvincibilityFrames;
/* 0x1B */ u8 unk1B;
/* 0x1C */ u32 comboSub;
/* 0x20 */ u32 comboMain;
/* 0x24 */ u16 mpUsage;
/* 0x26 */ u16 stunFrames;
/* 0x28 */ u16 hitType;
/* 0x2A */ u16 hitEffect;
/* 0x2C */ u16 icon;
/* 0x2E */ u16 iconPalette;
/* 0x30 */ u16 criticalRate;
/* 0x32 */ u16 unk32;
} Equipment; /* size=0x34 */
// Defines armor, cloak and rings
typedef struct {
/* 00 */ const char* name;
/* 04 */ const char* description;
/* 08 */ s16 attBonus;
/* 0A */ s16 defBonus;
/* 0C */ u8 statsBonus[4];
/* 10 */ u16 unk10;
/* 10 */ u16 unk12;
/* 14 */ u16 unk14;
/* 10 */ u16 unk16;
/* 18 */ u16 icon;
/* 1A */ u16 iconPalette;
/* 1C */ u16 equipType;
/* 1E */ u16 unk1E;
} Accessory; /* size=0x20 */
typedef struct {
/* 0x00 */ const char* name;
/* 0x04 */ const char* combo;
/* 0x08 */ const char* description;
/* 0x0C */ u8 mpUsage;
/* 0x0D */ s8 nFramesInvincibility;
/* 0x0E */ s16 stunFrames;
/* 0x10 */ s16 hitboxState;
/* 0x12 */ s16 hitEffect;
/* 0x14 */ s16 entityRoomIndex;
/* 0x16 */ u16 attackElement;
/* 0x18 */ s16 attack;
/* 0x1A */ s16 unk1A;
} SpellDef;
typedef struct {
/* 0x00 */ const char* name;
/* 0x04 */ const char* desc;
/* 0x08 */ u16 unk08;
/* 0x0A */ u16 unk0A;
/* 0x0C */ s32 unk0C;
} RelicDesc; /* size=0x10 */
typedef struct {
/* 0x00 */ const char* name;
/* 0x04 */ const char* desc;
/* 0x08 */ u16 icon;
/* 0x0A */ u16 iconPalette;
#ifndef VERSION_BETA
/* 0x0C */ u16 unk0C;
/* 0x0E */ u16 unk0E;
#endif
} RelicOrb; /* size=0x10 */
typedef struct {
/* 0x00 */ u8* scriptCur; // ptr to dialogue next character
/* 0x04 */ s16 startX; // starting x coord
/* 0x06 */ s16 nextLineY; // next line y coord
/* 0x08 */ s16 startY; // starting y coord
/* 0x0A */ s16 nextCharX; // next char x coord
/* 0x0C */ s16 nextLineX; // next line x coord
/* 0x0E */ s16 nextCharY; // next char y coord
/* 0x10 */ s16 portraitAnimTimer; // portrait animation timer
/* 0x12 */ u16 unk12; // unknown
/* 0x14 */ u16 clutIndex; // CLUT index
/* 0x16 */ u8 nextCharTimer; // timer to next character
/* 0x17 */ u8 unk17; // unknown
// Of course, offsets beyond here won't be right in ST0_WEIRD_DIALOGUE.
/* 0x18 */ Primitive* prim[6]; // for dialogue graphics rendering
/* 0x30 */ s32 primIndex[3]; // primIndices: unk, actorName, unk
/* 0x3C */ u16 unk3C; // maybe it is a begin flag?
/* 0x3E */ u16 timer; // global timer
/* 0x40 */ u8* scriptEnd; // pointer to the end of the script
} Dialogue; // size = 0x44
typedef struct {
u32 effects; // Curse, poison, etc; needs an enum.
u32 damageKind;
s32 damageTaken;
s32 unkC;
} DamageParam;
typedef struct {
/* 8003C774 */ Overlay o;
/* 8003C7B4 */ void (*FreePrimitives)(s32);
/* 8003C7B8 */ s16 (*AllocPrimitives)(PrimitiveType type, s32 count);
/* 8003C7BC */ void (*CheckCollision)(s32 x, s32 y, Collider* res, s32 unk);
/* 8003C7C0 */ void (*func_80102CD8)(s32 arg0);
/* 8003C7C4 */ void (*UpdateAnim)(
FrameProperty* frameProps, AnimationFrame** anims);
/* 8003C7C8 */ void (*SetSpeedX)(s32 value);
/* 8003C7CC */ Entity* (*GetFreeEntity)(s16 start, s16 end);
/* 8003C7D0 */ void (*GetEquipProperties)(
s32 handId, Equipment* res, s32 equipId);
/* 8003C7D4 */ s32 (*func_800EA5E4)(u32);
/* 8003C7D8 */ void (*LoadGfxAsync)(s32 gfxId);
/* 8003C7DC */ void (*PlaySfx)(s32 sfxId);
/* 8003C7E0 */ s16 (*func_800EDB58)(s32, s32);
/* 8003C7E4 */ void (*func_800EA538)(s32 arg0);
/* 8003C7E8 */ void (*g_pfn_800EA5AC)(u16 arg0, u8 arg1, u8 arg2, u8 arg3);
/* 8003C7EC */ void (*func_801027C4)(u32 arg0);
/* 8003C7F0 */ void (*func_800EB758)(
s16 pivotX, s16 pivotY, Entity* e, u16 flags, POLY_GT4* p, u8 flipX);
/* 8003C7F4 */ Entity* (*CreateEntFactoryFromEntity)(
Entity* self, u32 flags, s32 arg2);
/* 8003C7F8 */ bool (*func_80131F68)(void);
/* 8003C7FC */ DR_ENV* (*func_800EDB08)(POLY_GT4* poly);
/* 8003C800 */ u16* (*func_80106A28)(u32 arg0, u16 kind);
/* 8003C804 */ void (*func_80118894)(Entity*);
/* 8003C808 */ EnemyDef* enemyDefs;
/* 8003C80C */ Entity* (*func_80118970)(void);
// Note type of facingLeft is different from in the C for this function.
// Needs s16 to match the code for this, but callers treat it as s32.
/* 8003C810 */ s16 (*func_80118B18)(
Entity* ent1, Entity* ent2, s32 facingLeft);
/* 8003C814 */ s32 (*UpdateUnarmedAnim)(s8* frameProps, u16** frames);
/* 8003C818 */ void (*PlayAnimation)(s8*, AnimationFrame** frames);
/* 8003C81C */ void (*func_80118C28)(s32 arg0);
/* 8003C820 */ void (*func_8010E168)(s32 arg0, s16 arg1);
/* 8003C824 */ void (*func_8010DFF0)(s32 arg0, s32 arg1);
/* 8003C828 */ u16 (*DealDamage)(
Entity* enemyEntity, Entity* attackerEntity);
/* 8003C82C */ void (*LoadEquipIcon)(s32 equipIcon, s32 palette, s32 index);
/* 8003C830 */ Equipment* equipDefs;
/* 8003C834 */ Accessory* accessoryDefs;
/* 8003C838 */ void (*AddHearts)(s32 value);
/* 8003C83C */ bool (*LoadMonsterLibrarianPreview)(s32 monsterId);
/* 8003C840 */ s32 (*TimeAttackController)(
TimeAttackEvents eventId, TimeAttackActions action);
/* 8003C844 */ void* (*func_8010E0A8)(void);
/* 8003C848 */ void (*func_800FE044)(s32, s32);
/* 8003C84C */ void (*AddToInventory)(u32 id, EquipKind kind);
/* 8003C850 */ RelicOrb* relicDefs;
/* 8003C854 */ void (*InitStatsAndGear)(bool debugMode);
/* 8003C858 */ s32 (*PlaySfxVolPan)(s32 sfxId, s32 sfxVol, s32 sfxPan);
/* 8003C85C */ s32 (*SetVolumeCommand22_23)(s16 vol, u16 distance);
/* 8003C860 */ void (*func_800F53A4)(void);
/* 8003C864 */ u32 (*CheckEquipmentItemCount)(u32 itemId, u32 equipType);
/* 8003C868 */ void (*func_8010BF64)(Unkstruct_8010BF64* arg0);
/* 8003C86C */ void (*func_800F1FC4)(s32 arg0);
/* 8003C870 */ void (*func_800F2288)(s32 arg0);
/* 8003C874 */ void (*GetServantStats)(
Entity* entity, s32 spellId, s32 arg2, FamiliarStats* out);
/* 8003C878 */ s32 (*func_800FF460)(s32 arg0);
/* 8003C87C */ s32 (*func_800FF494)(EnemyDef* arg0);
/* 8003C880 */ bool (*CdSoundCommandQueueEmpty)(void);
/* 8003C884 */ bool (*func_80133950)(void);
/* 8003C888 */ bool (*func_800F27F4)(s32 arg0);
/* 8003C88C */ s32 (*func_800FF110)(s32 arg0);
/* 8003C890 */ s32 (*func_800FD664)(s32 arg0);
/* 8003C894 */ s32 (*CalcPlayerDamage)(DamageParam* damageParam);
/* 8003C898 */ void (*LearnSpell)(s32 spellId);
/* 8003C89C */ void (*DebugInputWait)(const char* str);
/* 8003C8A0 */ void* unused12C;
/* 8003C8A4 */ void* unused130;
// this matches on both versions but doing this to show the difference
#if defined(VERSION_PSP)
/* 8003C8A8 */ u16* (*func_ptr_91CF86C)(u32 arg0, u16 kind);
/* 8003C8AC */ u16 (*func_ptr_91CF870)(char*, u8* ch);
#else
/* 8003C8A8 */ void* unused134;
/* 8003C8AC */ void* unused138;
#endif
/* 8003C8B4 */ void* unused13C;
} GameApi; /* size=0x140 */
typedef struct {
void (*D_8013C000)(void);
void (*D_8013C004)(u16 params);
void (*D_8013C008)(void);
void (*D_8013C00C)(void);
} PlayerOvl;
extern PlayerOvl g_PlOvl;
extern u8** g_PlOvlAluBatSpritesheet[1];
extern u8* g_PlOvlSpritesheet[];
/**** Helper signatures ****/
extern void (*g_api_FreePrimitives)(s32);
extern s16 (*g_api_AllocPrimitives)(PrimitiveType type, s32 count);
extern void (*g_api_CheckCollision)(s32 x, s32 y, Collider* res, s32 unk);
extern void (*g_api_func_80102CD8)(s32 arg0);
extern void (*g_api_UpdateAnim)(FrameProperty* frameProps, s32* arg1);
extern void (*g_api_SetSpeedX)(s32 value);
extern Entity* (*g_api_GetFreeEntity)(s16 start, s16 end);
extern void (*g_api_GetEquipProperties)(
s32 handId, Equipment* res, s32 equipId);
extern s32 (*g_api_func_800EA5E4)(u32);
extern void (*g_api_LoadGfxAsync)(s32);
extern void (*g_api_PlaySfx)(s32 sfxId);
extern s16 (*g_api_func_800EDB58)(s32, s32);
extern void (*g_api_func_800EA538)(s32 arg0);
extern void (*g_api_g_pfn_800EA5AC)(u16 arg0, u8 arg1, u8 arg2, u8 arg3);
extern Entity* (*g_api_CreateEntFactoryFromEntity)(
Entity* self, u32 flags, s32 arg2);
extern bool (*g_api_func_80131F68)(void);
extern DR_ENV* (*g_api_func_800EDB08)(POLY_GT4* poly);
extern u16* (*g_api_func_80106A28)(u16 arg0, u16 kind);
extern void (*g_api_func_80118894)(Entity*);
extern EnemyDef* g_api_enemyDefs;
extern u32 (*g_api_UpdateUnarmedAnim)(s8* frameProps, u16** frames);
extern void (*g_api_PlayAnimation)(s8*, AnimationFrame** frames);
extern void (*g_api_func_8010E168)(s32 arg0, s16 arg1);
extern void (*g_api_func_8010DFF0)(s32 arg0, s32 arg1);
extern u16 (*g_api_DealDamage)(Entity* enemyEntity, Entity* attackerEntity);
extern void (*g_api_LoadEquipIcon)(s32 equipIcon, s32 palette, s32 index);
extern Equipment* g_api_equipDefs;
extern Accessory* g_api_g_AccessoryDefs;
extern void (*g_api_AddHearts)(s32 value);
extern s32 (*g_api_TimeAttackController)(
TimeAttackEvents eventId, TimeAttackActions action);
extern void* (*g_api_func_8010E0A8)(void);
extern void (*g_api_func_800FE044)(s32, s32);
extern void (*g_api_AddToInventory)(u16 id, EquipKind kind);
extern RelicOrb* g_api_relicDefs;
extern s32 (*g_api_PlaySfxVolPan)(s32 sfxId, s32 sfxVol, s32 sfxPan);
extern s32 (*g_api_SetVolumeCommand22_23)(s16 vol, u16 distance);
extern void (*g_api_func_800F53A4)(void);
extern u32 (*g_api_CheckEquipmentItemCount)(u32 itemId, u32 equipType);
extern void (*g_api_func_8010BF64)(Unkstruct_8010BF64* arg0);
extern void (*g_api_func_800F1FC4)(s32 arg0);
extern void (*g_api_func_800F2288)(s32 arg0);
extern void (*g_api_GetServantStats)(
Entity* entity, s32 spellId, s32 arg2, FamiliarStats* out);
extern s32 (*g_api_func_800FF460)(s32 arg0);
extern s32 (*g_api_func_800FF494)(EnemyDef* arg0);
extern bool (*g_api_CdSoundCommandQueueEmpty)(void);
extern bool (*g_api_func_80133950)(void);
extern bool (*g_api_func_800F27F4)(s32 arg0);
extern s32 (*g_api_func_800FF110)(s32 arg0);
extern s32 (*g_api_func_800FD664)(s32 arg0);
extern s32 (*g_api_CalcPlayerDamage)(DamageParam* arg0);
extern void (*g_api_LearnSpell)(s32 spellId);
extern void (*g_api_func_800E2438)(const char* str);
/***************************/
typedef struct {
/* 0x00 */ u16** frames; // all the animation frames
/* 0x04 */ s8* frameProps; // hitboxes
/* 0x08 */ u16 palette; // palette modifier
/* 0x0A */ u16 soundId; // which sound effect to trigger
/* 0x0C */ u8 frameStart; // when the animation starts
/* 0x0D */ u8 soundFrame; // when the sound effect is triggered
/* 0x0E */ s16 unused; // reserved, always 0
} WeaponAnimation; // size = 0x10
#define TILE_SIZE 16
#define TILE_MASK 0x0F
#define N_HORIZ_TILES 17
#define N_VERTI_TILES 16
#define LAYER_SHOW 1
#define LAYER_TPAGE_ID (0x20 | 0x40)
#define LAYER_SEMI_TRANS 0x80
#define LAYER_TPAGE_ALT 0x100
#define LAYER_CLUT_ALT 0x200
#define LAYER_WRAP_BG 0x1000
typedef struct {
/* 800730D8 0x00 */ u16* layout;
/* 800730DC 0x04 */ TileDefinition* tileDef;
/* 800730E0 0x08 */ f32 scrollX;
/* 800730E4 0x0C */ f32 scrollY;
/* 800730E8 0x10 */ u32 unused10;
/* 800730EC 0x14 */ u32 unused14;
/* 800730F0 0x18 */ u32 order;
/* 800730F4 0x1C */ u32 flags;
/* 800730F8 0x20 */ u32 w;
/* 800730FC 0x24 */ u32 h;
/* 80073100 0x28 */ u32 hideTimer;
/* 80073104 0x2C */ u32 scrollKind;
} BgLayer; /* size=0x30 */
typedef struct {
/* 80073084 */ u16* fg;
/* 80073088 */ TileDefinition* tileDef;
/* 8007308C */ f32 scrollX;
/* 80073090 */ f32 scrollY;
/* 80073094 */ s32 unused10;
/* 80073098 */ s32 unused14;
/* 8007309C */ s32 order;
/* 800730A0 */ u32 flags;
/* 800730A4 */ s32 hSize;
/* 800730A8 */ s32 vSize;
/* 800730AC */ u32 hideTimer;
/* 800730B0 */ s32 left;
/* 800730B4 */ s32 top;
/* 800730B8 */ s32 right;
/* 800730BC */ s32 bottom;
/* 800730C0 */ s32 x;
/* 800730C4 */ s32 y;
/* 800730C8 */ s32 width;
/* 800730CC */ s32 height;
/* 800730D0 */ s32 unk30;
/* 800730D4 */ s32 D_800730D4;
} Tilemap;
typedef struct {
/* D_8003C708 */ u16 flags;
/* D_8003C70A */ u16 unk2;
/* D_8003C70C */ u16 unk4;
/* D_8003C70E */ s16 zPriority;
} FgLayer; /* size=0x8 */
typedef struct {
/* 80072BD0 */ Collider colliders[4];
/* 80072C60 */ Collider colliders2[4];
/* 80072CF0 */ Collider colliders3[14];
/* 80072EE8 */ s32 padPressed;
/* 80072EEC */ s32 padTapped;
/* 80072EF0 */ s32 padHeld;
/* 80072EF4 */ u32 padSim; // simulate input to force player actions
/* 80072EF8 */ s32 D_80072EF8;
/* 80072EFC */ s32 D_80072EFC; // stun timer
// Known timers: 0 = poison, 1 = curse, 2 = visual from stoned/hit,
// 13 = invincibility, 14 = invincibility from consumables
/* 80072F00 */ s16 timers[16]; // poison timer
// 0x01: touching the ground
// 0x02: touching the ceiling
// 0x04: touching the right wall
// 0x08: touching the left wall
// 0x20: in-air or near the edge
// 0x0800: touching the ceiling slope
// 0x1000: standing on a slightly ascending or descending slope
// 0x4000: standing on a raising slope
// 0x8000: standing on any slope
/* 80072F20 */ s32 pl_vram_flag;
/* 80072F24 */ s32 unk04; // copy of the previous field
/* 80072F28 */ s32 unk08;
/* 80072F2C */ PlayerStateStatus status;
/* 80072F30 */ s32 unk10;
/* 80072F34 */ u32 unk14;
/* 80072F38 */ s32 unk18;
/* 80072F3C */ s32 unk1C;
/* 80072F40 */ s32 unk20;
/* 80072F44 */ s32 unk24;
/* 80072F48 */ s32 unk28;
/* 80072F4C */ s32 unk2C;
/* 80072F50 */ s32 unk30;
/* 80072F54 */ s32 unk34;
/* 80072F58 */ s32 unk38;
/* 80072F5C */ s32 unk3C;
/* 80072F60 */ u16 unk40;
/* 80072F62 */ u16 pl_high_jump_timer;
/* 80072F64 */ u16 unk44;
/* 80072F66 */ u16 unk46;
/* 80072F68 */ u16 unk48;
/* 80072F6A */ s16 unk4A;
/* 80072F6C */ u16 unk4C;
/* 80072F6E */ u16 unk4E;
/* 80072F70 */ u16 prev_step;
/* 80072F72 */ u16 prev_step_s;
/* 80072F74 */ u16 unk54;
/* 80072F76 */ u16 unk56;
/* 80072F78 */ u16 unk58;
/* 80072F7A */ u16 damageTaken;
/* 80072F7C */ u16 unk5C; // ALU: hellfire spell state, RIC: isPrologue
/* 80072F7E */ u16 unk5E; // status ailment timer
/* 80072F80 */ u16 unk60;
/* 80072F82 */ u16 unk62;
/* 80072F84 */ u16 unk64;
/* 80072F86 */ u16 unk66;
/* 80072F88 */ u16 unk68;
/* 80072F8A */ u16 unk6A;
/* 80072F8C */ u16 unk6C;
/* 80072F8E */ u16 unk6E;
/* 80072F90 */ u16 unk70;
/* 80072F92 */ u16 unk72;
/* 80072F94 */ u32 unk74;
/* 80072F98 */ u16 unk78;
/* 80072F9A */ u16 unk7A;
/* 80072F9C */ u16 unk7C;
/* 80072F9E */ u16 unk7E;
} PlayerState;
// Primitive used ad-hoc for the Player entity and the after-image effect
typedef struct {
/* 0x00 */ RECT rect0;
/* 0x08 */ RECT rect1;
/* 0x10 */ RECT rect2;
/* 0x18 */ u8 r0;
/* 0x19 */ u8 g0;
/* 0x1A */ u8 b0;
/* 0x1B */ u8 enableColorBlend;
/* 0x1C */ u8 r1;
/* 0x1D */ u8 g1;
/* 0x1E */ u8 b1;
/* 0x1F */ u8 tpage;
/* 0x20 */ u8 r2;
/* 0x21 */ u8 g2;
/* 0x22 */ u8 b2;
/* 0x23 */ u8 flipX;
/* 0x24 */ u8 r3;
/* 0x25 */ u8 g3;
/* 0x26 */ u8 b3;
/* 0x27 */ u8 unk27;
} PlayerDraw; /* size = 0x28 */
// Used to track the state of moves the player does with a sequence of buttons.
// This includes spells, some of Richter's moves, etc.
typedef struct {
s16 buttonsCorrect;
s16 timer;
} ButtonComboState;
extern s32 D_8003925C;
extern s32 g_IsTimeAttackUnlocked;
// Holds flags that checks if certain switches are enabled to allow to have
// shortcuts around the castle. One typical example is the wood column that
// prevents the player to enter in the warp room. When g_CastleFlags[0x32] the
// column will disappear.
extern u8 g_CastleFlags[0x300]; // starts at 0x8003BDEC
typedef enum {
CLOCK_ROOM_DOORS, // opened by gold and silver ring; drops down to CEN
CASTLE_FLAG_1,
CASTLE_FLAG_2,
CASTLE_FLAG_19 = 19, // Randomized by g_RandomizeCastleFlag13; unused
// Start NO3/NP3 flags
CASTLE_FLAG_48 = 48,
CASTLE_FLAG_49,
CASTLE_FLAG_50,
JEWEL_SWORD_ROOM,
CASTLE_FLAG_52,
CASTLE_FLAG_53,
CASTLE_FLAG_54, // Unused
CASTLE_FLAG_55,
DEATH_STAIRWAY_BROKEN, // Piece of stairs right before Death room
SG_RETR_ENTR, // Slogra/Gaibon retreated from Entrance encounter
CASTLE_FLAG_58,
CASTLE_FLAG_98 = 98, // Set in DRA, unused
CASTLE_FLAG_99, // Set in DRA, unused
// Start NZ0 flags
CASTLE_FLAG_129 = 129,
CASTLE_FLAG_130,
CANNON_WALL_SHORTCUT,
SG_KILL_ALCH, // Slogra & Gaibon were killed in Alchemy Lab
CASTLE_FLAG_133,
CASTLE_FLAG_149 = 149,
CASTLE_FLAG_150,
CASTLE_FLAG_155 = 155,
CASTLE_FLAG_185 = 185,
// WRP
CASTLE_FLAG_208 = 208,
// RWRP
CASTLE_FLAG_209,
// Cutscenes the player has finished seeing
SUCC_CS_DONE = 212, // Succubus cutscene (as Lisa)
HG_CS_DONE = 216, // Holy Glasses cutscene (in CEN)
HEART_FLAGS_START = 256,
MAD_COLLISION_FLAGS_START = 288,
MAD_RAREDROP_FLAGS_START = 320,
COLLISION_FLAGS_START = 400,
COLLECT_FLAGS_START = 432,
} CastleFlagOffsets;
extern s32 D_8003C0EC[4];
extern s32 D_8003C0F8;
extern s32 D_8003C100;
extern u16 g_ClutIds[]; // array of palette VRAM offsets
extern s32 g_CutsceneHasControl;
extern FgLayer D_8003C708;
extern s16 D_8003C710;
extern s16 D_8003C712;
extern s32 D_8003C728;
extern s32 D_8003C730;
extern GameState g_GameState;
extern s32 D_8003C738;
extern s32 D_8003C73C;
extern u32 D_8003C744;
extern u32 g_RoomCount;
extern GameApi g_api;
extern bool g_PauseAllowed;
extern u32 g_GameTimer; // Increases when unpaused
extern bool D_8003C908;
extern s32 g_EquippedWeaponIds[2];
extern u32 g_Timer; // Increases continuously
extern s32 g_MapCursorTimer;
/* 0x8003C9A0 */ extern s32 g_PlayableCharacter;
/* 0x8003C9A4 */ extern u32 g_GameEngineStep;
/* 0x8003C9A8 */ extern MenuNavigation g_MenuNavigation;
/* 0x8003C9F8 */ extern GameSettings g_Settings;
extern GpuBuffer g_GpuBuffers[2];
extern s16 g_GpuBuffers_1_buf_draw_clip_y; // member of D_800542FC, TODO
// overlap, hard to remove
extern const char g_MemcardSavePath[];
extern const char aBaslus00067dra[19];
extern const char g_strMemcardRootPath[];
extern s32 g_LoadFile;
extern s32 D_8006BB00;
extern u8 g_CastleMap[0x800];
extern s32 D_8006C374;
extern s32 D_8006C378;
extern GpuBuffer* g_CurrentBuffer; // g_CurrentBuffer;
extern Point32 D_8006C384;
extern Point32 D_8006C38C;
extern u32 g_CdStep; // CdStep
extern s32 D_8006C3AC;
extern s32 g_backbufferX;
extern s32 g_backbufferY;
extern s32 g_IsUsingCd;
extern Entity* g_CurrentEntity;
extern Unkstruct_8006C3C4 D_8006C3C4[32];
extern s32 g_Servant; // Currently selected familiar in the menu
#define CLUT_INDEX_SERVANT 0x1400
#define CLUT_INDEX_SERVANT_OVERWRITE 0x1430
extern u16 g_Clut[0x3000];
extern u16 D_8006EBCC[0x1000]; // part of g_Clut
extern u16 D_8006EBE0; // part of g_Clut
extern s16 D_800705CC[]; // part of g_Clut
extern u32 D_80070BCC; // part of g_Clut
extern PlayerState g_Player;
// the following are most likely part of g_Player
extern Entity* D_psp_091CF3A0;
extern s32 D_psp_091CF3A4; // maybe not s32 but a pointer?
extern void (*D_psp_091CF3A8)(Entity*);
extern s32 D_psp_091CF3AC; // maybe not s32 but a pointer?
extern u16 D_psp_091CF3DC;
extern GfxLoad g_GfxLoad[0x10];
extern u32 g_GameStep;
extern s32 g_ServantLoaded; // Currently loaded servant in-memory
extern Event g_EvSwCardEnd; // 80073068
extern Event g_EvSwCardErr; // 8007306C
extern Event g_EvSwCardTmo; // 80073070
extern s32 g_PrevScrollX;
extern Event g_EvSwCardNew; // 80073078
extern s32 g_PrevScrollY;
extern s32 D_80073080;
extern Tilemap g_Tilemap;
// this was previously g_Tilemap.bg, but func_801BD8F0 showed that it is a
// separate symbol.
extern BgLayer g_BgLayers[MAX_BG_LAYER_COUNT]; /* 800730D8 */
#define PLAYER_CHARACTER 0
#define TOTAL_ENTITY_COUNT 256
#define STAGE_ENTITY_START 64
#define MaxEntityCount 32
#define PLAYER g_Entities[PLAYER_CHARACTER]
typedef enum {
UNK_ENTITY_1 = 1,
UNK_ENTITY_2,
UNK_ENTITY_3,
UNK_ENTITY_4,
UNK_ENTITY_5,
UNK_ENTITY_6,
UNK_ENTITY_7,
UNK_ENTITY_8,
E_WEAPON = 0x10,
UNK_ENTITY_11 = 0x11, // related to wolf
UNK_ENTITY_12 = 0x12, // related to wolf?
UNK_ENTITY_13 = 0x13,
UNK_ENTITY_20 = 0x20,
UNK_ENTITY_51 = 0x51, // SubWeapons container falling liquid
UNK_ENTITY_100 = 0x100
} EntityTypes;
extern Entity g_Entities[TOTAL_ENTITY_COUNT];
extern s32 g_entityDestroyed[18];
extern Event g_EvHwCardEnd;
extern Event g_EvHwCardErr;
extern Event g_EvHwCardTmo;
extern Event g_EvHwCardNew;
extern u8 g_Pix[4][128 * 128 / 2];
extern Primitive g_PrimBuf[MAX_PRIM_COUNT];
extern s32 g_PlayerX;
extern s32 g_PlayerY;
extern u32 g_randomNext;
extern s32 D_80096ED8[];
extern s8 D_80097B98;
extern s8 D_80097B99;
extern s32 D_800973EC; // flag to check if the menu is shown
extern unkGraphicsStruct g_unkGraphicsStruct;
extern s32 D_80097448[]; // underwater physics. 7448 and 744C. Could be struct.
extern s32 D_80097450;
extern Pos D_80097488;
extern Pad g_pads[PAD_COUNT];
extern Stages g_StageId;
extern s32 D_800974A4; // map open
extern DR_ENV D_800974AC[16];
extern s32 g_UseDisk;
extern s32 D_800978B4;
extern s32 D_800978C4;
extern u32 g_MenuStep;
extern char D_80097902[];
extern s32 D_80097904;
extern s32 g_ScrollDeltaX;
extern s32 g_ScrollDeltaY;
extern s32 D_80097910;
extern DemoMode g_DemoMode;
extern s32 g_LoadOvlIdx; // 0x80097918
extern s32 D_8009791C;
extern s32 D_80097920;
extern s32 D_80097924;
extern s32 D_80097928;
extern GpuUsage g_GpuUsage;
extern PlayerStatus g_Status;
extern s32 D_80097C98;
extern s32 subWeapon; // g_SubweaponId
extern u8 g_SaveName[12] ALIGNED4;
extern u32 D_80097C40[];
extern PlayerDraw g_PlayerDraw[0x10];
extern s32 D_800987B4;
extern s32 D_800987C8;
extern s32 g_DebugPlayer;
extern s32 D_80098894;
#endif