#include <macros.h>
#include <libultraship.h>
#include <actor_types.h>
#include "camera.h"
Go to the source code of this file.
◆ clear_nmi_buffer()
void clear_nmi_buffer |
( |
void | | ) |
|
The nmi buffer allows developers to save 64 bytes of data through a soft reset.
◆ credits_spawn_actors()
void credits_spawn_actors |
( |
void | | ) |
|
Also spawns water features
◆ func_800029B0()
void func_800029B0 |
( |
void | | ) |
|
◆ func_80002DAC()
void func_80002DAC |
( |
void | | ) |
|
◆ setup_race()
- Warning
- this used to be gCurrentCourseId + 4
◆ D_800DC5A8
◆ D_800DC5AC
◆ D_800DC5B0
◆ D_800DC5B4
◆ D_800DC5B8
◆ D_800DC5BC
◆ D_800DC5C8
◆ D_800DC5CC
◆ D_800DC5D0
◆ D_800DC5D4
◆ D_800DC5D8
◆ D_800DC5DC
◆ D_800DC5E0
◆ D_800DC5E4
◆ D_800DC5EC
◆ D_800DC5F0
◆ D_800DC5F4
◆ D_800DC5F8
◆ D_8015F480
◆ D_8015F58C
◆ D_8015F590
◆ D_8015F59C
◆ D_8015F5A0
◆ D_8015F5A4
◆ D_8015F6F4
◆ D_8015F6F6
◆ D_8015F6F8
◆ D_8015F6FA
◆ D_8015F6FC
◆ D_8015F700
◆ D_8015F702
◆ D_8015F704
◆ D_8015F708
◆ D_8015F718
◆ D_8015F738
◆ D_8015F748
◆ D_8015F758
◆ D_8015F768
◆ D_8015F778
◆ D_8015F790
◆ D_8015F890
◆ D_8015F892
◆ D_8015F894
◆ D_8015F8D0
◆ D_8015F8DC
◆ D_8015F8E0
◆ D_80162578
- Warning
- todo: Is this apart of the actor array?
◆ D_801625EC
◆ D_801625F0
◆ D_801625F4
◆ D_801625F8
◆ D_801625FC
◆ gCollisionIndices
◆ gCollisionMesh
◆ gCollisionMeshCount
◆ gCourseDirection
◆ gCourseMaxX
◆ gCourseMaxY
◆ gCourseMaxZ
◆ gCourseMinX
◆ gCourseMinY
◆ gCourseMinZ
◆ gCreditsCourseId
◆ gCurrentCourseId
◆ gCurrentlyLoadedCourseId
s16 gCurrentlyLoadedCourseId |
|
extern |
◆ gDebugPathCount
◆ gFreeMemoryCourseAnchor
uintptr_t gFreeMemoryCourseAnchor |
|
extern |
This repoints gNextFreeMemoryAddress to the point in the memory pool just after a course was loaded. This allows players to retry or reset a course without reloading the whole course. Memory allocated after course load is not zeroed or reset. But should get overwritten by future allocations.
This is a relatively unsafe way to architect a memory pool as old memory could accidentally be used if future allocations do not zero or fully overwrite their free memory.
◆ gFreeMemoryResetAnchor
uintptr_t gFreeMemoryResetAnchor |
|
extern |
◆ gFreeMemorySize
◆ gHeapEndPtr
◆ gIsEditorPaused
◆ gIsGamePaused
◆ gIsInQuitToMenuTransition
u16 gIsInQuitToMenuTransition |
|
extern |
◆ gIsMirrorMode
◆ gNextFreeMemoryAddress
uintptr_t gNextFreeMemoryAddress |
|
extern |
◆ gNmiUnknown1
◆ gNmiUnknown2
◆ gNmiUnknown3
◆ gNmiUnknown4
◆ gNmiUnknown5
◆ gNmiUnknown6
◆ gNumCollisionTriangles
u16 gNumCollisionTriangles |
|
extern |
◆ gNumPermanentActors
◆ gNumScreens
◆ gNumSpawnedShells
Incremented by one every time the player spawns a new shell actor. A cleaning routine runs once twenty-one shells have spawned.
◆ gPlaceItemBoxes
◆ gPlayerPositionLUT
◆ gPlayerWinningIndex
- Todo
- gPlayerWinningIndex (D_800DC5E8) accessed as word, D_800DC5EB as u8
◆ gQuitToMenuTransitionCounter
u16 gQuitToMenuTransitionCounter |
|
extern |
◆ gTimePlayerLastTouchedFinishLine
f32 gTimePlayerLastTouchedFinishLine[] |
|
extern |
◆ gVtxStretch
◆ gWaterLevel
◆ gWaterVelocity
◆ pAppNmiBuffer
◆ sIsController1Unplugged
s16 sIsController1Unplugged |
|
extern |
◆ vtxBuffer