#ifndef Z64SCENE_H #define Z64SCENE_H #include "ultra64.h" #include "z64dma.h" #include "z64cutscene.h" #include "unk.h" #define SPAWN_ROT_FLAGS(rotation, flags) (((rotation) << 7) | (flags)) typedef struct { /* 0x0 */ uintptr_t vromStart; /* 0x4 */ uintptr_t vromEnd; } RomFile; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ u32 data2; } SCmdBase; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdSpawnList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdActorList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdCsCameraList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdColHeader; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdRoomList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x2 */ UNK_TYPE1 pad2[2]; /* 0x4 */ s8 west; /* 0x5 */ s8 vertical; /* 0x6 */ s8 south; /* 0x7 */ u8 clothIntensity; } SCmdWindSettings; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdEntranceList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 cUpElfMsgNum; /* 0x4 */ u32 subKeepIndex; } SCmdSpecialFiles; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 gpFlag1; /* 0x4 */ u32 gpFlag2; } SCmdRoomBehavior; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdMesh; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdObjectList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdLightList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdPathList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdTransiActorList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdLightSettingList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x2 */ UNK_TYPE1 pad2[2]; /* 0x4 */ u8 hour; /* 0x5 */ u8 min; /* 0x6 */ u8 unk6; } SCmdTimeSettings; // size = 0x7 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x2 */ UNK_TYPE1 pad2[2]; /* 0x4 */ u8 skyboxId; /* 0x5 */ u8 unk5; /* 0x6 */ u8 unk6; } SCmdSkyboxSettings; // size = 0x7 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x2 */ UNK_TYPE1 pad2[2]; /* 0x4 */ u8 unk4; /* 0x5 */ u8 unk5; } SCmdSkyboxDisables; // size = 0x6 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdExitList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ u32 data2; } SCmdEndMarker; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 specId; /* 0x2 */ UNK_TYPE1 unk_02[4]; /* 0x6 */ u8 ambienceId; /* 0x7 */ u8 seqId; } SCmdSoundSettings; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x2 */ UNK_TYPE1 unk_02[5]; /* 0x7 */ u8 echo; } SCmdEchoSettings; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdCutsceneData; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 sceneCsCount; /* 0x4 */ void* segment; } SCmdCutsceneList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdAltHeaders; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ UNK_TYPE1 pad[7]; } SCmdRegionVisited; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdTextureAnimations; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdCutsceneActorList; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 data1; /* 0x4 */ void* segment; } SCmdMinimapSettings; // size = 0x8 typedef struct { /* 0x0 */ u8 code; /* 0x1 */ u8 num; /* 0x4 */ void* segment; } SCmdMinimapChests; // size = 0x8 typedef struct { /* 0x0 */ Gfx* opaqueDl; /* 0x4 */ Gfx* translucentDl; } RoomMeshType0Params; // size = 0x8 // Fields TODO typedef struct { /* 0x0 */ u8 type; /* 0x1 */ u8 format; // 1 = single, 2 = multi } RoomMeshType1; // size = 0x2 // Size TODO typedef struct { /* 0x0 */ UNK_TYPE1 pad0[0x10]; } RoomMeshType1Params; // size = 0x10 typedef struct { /* 0x0 */ UNK_TYPE1 pad0[0x10]; } RoomMeshType2Params; // size = 0x10 typedef struct { /* 0x0 */ u8 type; /* 0x1 */ u8 count; /* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x4 */ RoomMeshType0Params* paramsStart; /* 0x8 */ RoomMeshType0Params* paramsEnd; } RoomMeshType0; // size = 0xC typedef struct { /* 0x0 */ u8 type; /* 0x1 */ u8 count; /* 0x2 */ UNK_TYPE1 pad2[0x2]; /* 0x4 */ RoomMeshType2Params* paramsStart; /* 0x8 */ RoomMeshType2Params* paramsEnd; } RoomMeshType2; // size = 0xC typedef union { RoomMeshType0 type0; RoomMeshType1 type1; RoomMeshType2 type2; } RoomMesh; // size = 0xC typedef struct { /* 0x00 */ s8 num; /* 0x01 */ u8 unk1; /* 0x02 */ u8 unk2; // 3: Room is hot /* 0x03 */ u8 unk3; /* 0x04 */ s8 echo; /* 0x05 */ u8 unk5; /* 0x06 */ u8 enablePosLights; /* 0x07 */ UNK_TYPE1 pad7[0x1]; /* 0x08 */ RoomMesh* mesh; /* 0x0C */ void* segment; /* 0x10 */ UNK_TYPE1 pad10[0x4]; } Room; // size = 0x14 typedef struct { /* 0x00 */ Room curRoom; /* 0x14 */ Room prevRoom; /* 0x28 */ void* roomMemPages[2]; // In a scene with transitions, roomMemory is split between two pages that toggle each transition. This is one continuous range, as the second page allocates from the end /* 0x30 */ u8 activeMemPage; // 0 - First page in memory, 1 - Second page /* 0x31 */ s8 unk31; /* 0x32 */ UNK_TYPE1 pad32[0x2]; /* 0x34 */ void* activeRoomVram; /* 0x38 */ DmaRequest dmaRequest; /* 0x58 */ OSMesgQueue loadQueue; /* 0x70 */ OSMesg loadMsg[1]; /* 0x74 */ void* unk74; /* 0x78 */ s8 unk78; /* 0x79 */ s8 unk79; /* 0x7A */ UNK_TYPE2 unk7A[3]; } RoomContext; // size = 0x80 typedef struct { struct { s8 room; // Room to switch to s8 bgCamIndex; // How the camera reacts during the transition. -2 for spiral staircase. -1 for generic door. 0+ will index scene CamData } /* 0x0 */ sides[2]; // 0 = front, 1 = back /* 0x4 */ s16 id; /* 0x6 */ Vec3s pos; /* 0xC */ s16 rotY; /* 0xE */ u16 params; } TransitionActorEntry; // size = 0x10 typedef struct { /* 0x0 */ u8 numTransitionActors; /* 0x4 */ TransitionActorEntry* transitionActorList; } DoorContext; // size = 0x8 typedef struct { /* 0x0 */ s16 id; /* 0x2 */ Vec3s pos; /* 0x8 */ Vec3s rot; /* 0xE */ s16 params; } ActorEntry; // size = 0x10 typedef struct { /* 0x0 */ u8 spawn; /* 0x1 */ u8 room; } EntranceEntry; // size = 0x2 typedef struct { /* 0x0 */ s8 sceneId; /* 0x1 */ s8 spawnNum; /* 0x2 */ u16 flags; } EntranceTableEntry; // size = 0x4 typedef struct { /* 0x0 */ u32 tableCount : 8; // unused /* 0x4 */ EntranceTableEntry** table; /* 0x8 */ char* name; // unused } SceneEntranceTableEntry; // size = 0xC typedef struct { /* 0x00 */ s16 id; // Negative ids mean that the object is unloaded /* 0x02 */ UNK_TYPE1 pad2[0x2]; /* 0x04 */ void* segment; /* 0x08 */ DmaRequest dmaReq; /* 0x28 */ OSMesgQueue loadQueue; /* 0x40 */ OSMesg loadMsg; } ObjectStatus; // size = 0x44 typedef struct { /* 0x0 */ RomFile segment; /* 0x8 */ u16 titleTextId; /* 0xA */ u8 unk_A; /* 0xB */ u8 drawConfig; /* 0xC */ u8 unk_C; } SceneTableEntry; // size = 0x10 typedef struct { /* 0x0 */ u8 r; /* 0x1 */ u8 g; /* 0x2 */ u8 b; /* 0x3 */ u8 a; /* 0x4 */ u8 lodFrac; } F3DPrimColor; // size = 0x5 typedef struct { /* 0x0 */ u8 r; /* 0x1 */ u8 g; /* 0x2 */ u8 b; /* 0x3 */ u8 a; } F3DEnvColor; // size = 0x4 typedef struct { /* 0x0 */ u16 keyFrameLength; /* 0x2 */ u16 keyFrameCount; /* 0x4 */ F3DPrimColor* primColors; /* 0x8 */ F3DEnvColor* envColors; /* 0xC */ u16* keyFrames; } AnimatedMatColorParams; // size = 0x10 typedef struct { /* 0x0 */ s8 xStep; /* 0x1 */ s8 yStep; /* 0x2 */ u8 width; /* 0x3 */ u8 height; } AnimatedMatTexScrollParams; // size = 0x4 typedef struct { /* 0x0 */ u16 keyFrameLength; /* 0x4 */ TexturePtr* textureList; /* 0x8 */ u8* textureIndexList; } AnimatedMatTexCycleParams; // size = 0xC typedef struct { /* 0x000 */ void* spaceStart; /* 0x004 */ void* spaceEnd; /* 0x008 */ u8 num; /* 0x009 */ u8 spawnedObjectCount; /* 0x00A */ u8 mainKeepIndex; /* 0x00B */ u8 subKeepIndex; /* 0x00C */ ObjectStatus status[OBJECT_EXCHANGE_BANK_MAX]; } ObjectContext; // size = 0x958 typedef struct { /* 0x0 */ u8 headerType; } MeshHeaderBase; // size = 0x1 typedef struct { /* 0x0 */ MeshHeaderBase base; /* 0x1 */ u8 numEntries; /* 0x4 */ u32 dListStart; /* 0x8 */ u32 dListEnd; } MeshHeader0; // size = 0xC typedef struct { /* 0x0 */ u32 opaqueDList; /* 0x4 */ u32 translucentDList; } MeshEntry0; // size = 0x8 typedef struct { /* 0x0 */ MeshHeaderBase base; /* 0x1 */ u8 format; /* 0x4 */ u32 entryRecord; } MeshHeader1Base; // size = 0x8 typedef struct { /* 0x00 */ MeshHeader1Base base; /* 0x08 */ u32 imagePtr; /* 0x0C */ u32 unknown; /* 0x10 */ u32 unknown2; /* 0x14 */ u16 bgWidth; /* 0x16 */ u16 bgHeight; /* 0x18 */ u8 imageFormat; /* 0x19 */ u8 imageSize; /* 0x1A */ u16 imagePal; /* 0x1C */ u16 imageFlip; } MeshHeader1Single; // size = 0x20 typedef struct { /* 0x0 */ MeshHeader1Base base; /* 0x8 */ u8 bgCnt; /* 0xC */ u32 bgRecordPtr; } MeshHeader1Multi; // size = 0x10 typedef struct { /* 0x00 */ u16 unknown; /* 0x02 */ s8 bgID; /* 0x04 */ u32 imagePtr; /* 0x08 */ u32 unknown2; /* 0x0C */ u32 unknown3; /* 0x10 */ u16 bgWidth; /* 0x12 */ u16 bgHeight; /* 0x14 */ u8 imageFmt; /* 0x15 */ u8 imageSize; /* 0x16 */ u16 imagePal; /* 0x18 */ u16 imageFlip; } BackgroundRecord; // size = 0x1C typedef struct { /* 0x0 */ s16 playerXMax; /* 0x2 */ s16 playerZMax; /* 0x4 */ s16 playerXMin; /* 0x6 */ s16 playerZMin; /* 0x8 */ u32 opaqueDList; /* 0xC */ u32 translucentDList; } MeshEntry2; // size = 0x10 typedef struct { /* 0x0 */ MeshHeaderBase base; /* 0x1 */ u8 numEntries; /* 0x4 */ u32 dListStart; /* 0x8 */ u32 dListEnd; } MeshHeader2; // size = 0xC typedef struct { /* 0x0 */ u8 count; // number of points in the path /* 0x1 */ u8 unk1; /* 0x2 */ s16 unk2; /* 0x4 */ Vec3s* points; // Segment Address to the array of points } Path; // size = 0x8 typedef struct { /* 0x0 */ UNK_TYPE2 unk0; /* 0x2 */ UNK_TYPE2 unk2; /* 0x4 */ UNK_TYPE2 unk4; /* 0x6 */ UNK_TYPE2 unk6; /* 0x8 */ UNK_TYPE2 unk8; } MinimapEntry; // size = 0xA typedef struct { /* 0x0 */ MinimapEntry* entry; /* 0x4 */ UNK_TYPE unk4; } MinimapList; // size = 0x8 typedef struct { /* 0x0 */ UNK_TYPE2 unk0; /* 0x2 */ UNK_TYPE2 unk2; /* 0x4 */ UNK_TYPE2 unk4; /* 0x6 */ UNK_TYPE2 unk6; /* 0x8 */ UNK_TYPE2 unk8; } MinimapChest; // size = 0xA // TODO: consider merging with bgCamInfo? typedef struct { /* 0x0 */ s16 setting; // camera setting described by CameraSettingType enum /* 0x2 */ s16 count; /* 0x4 */ Vec3s* actorCsCamFuncData; // s16 data grouped in threes } ActorCsCamInfo; // size = 0x8 typedef ActorCsCamInfo CsCameraEntry; // TODO: Remove once ZAPD updates its structs typedef union { /* Command: N/A */ SCmdBase base; /* Command: 0x00 */ SCmdSpawnList spawnList; /* Command: 0x01 */ SCmdActorList actorList; /* Command: 0x02 */ SCmdCsCameraList actorCsCamList; /* Command: 0x03 */ SCmdColHeader colHeader; /* Command: 0x04 */ SCmdRoomList roomList; /* Command: 0x05 */ SCmdWindSettings windSettings; /* Command: 0x06 */ SCmdEntranceList entranceList; /* Command: 0x07 */ SCmdSpecialFiles specialFiles; /* Command: 0x08 */ SCmdRoomBehavior roomBehavior; /* Command: 0x09 */ // Unused /* Command: 0x0A */ SCmdMesh mesh; /* Command: 0x0B */ SCmdObjectList objectList; /* Command: 0x0C */ SCmdLightList lightList; /* Command: 0x0D */ SCmdPathList pathList; /* Command: 0x0E */ SCmdTransiActorList transiActorList; /* Command: 0x0F */ SCmdLightSettingList lightSettingList; /* Command: 0x10 */ SCmdTimeSettings timeSettings; /* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings; /* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables; /* Command: 0x13 */ SCmdExitList exitList; /* Command: 0x14 */ SCmdEndMarker endMarker; /* Command: 0x15 */ SCmdSoundSettings soundSettings; /* Command: 0x16 */ SCmdEchoSettings echoSettings; /* Command: 0x17 */ SCmdCutsceneList cutsceneList; /* Command: 0x18 */ SCmdAltHeaders altHeaders; /* Command: 0x19 */ SCmdRegionVisited regionVisited; /* Command: 0x1A */ SCmdTextureAnimations textureAnimations; /* Command: 0x1B */ SCmdCutsceneActorList cutsceneActorList; /* Command: 0x1C */ SCmdMinimapSettings minimapSettings; /* Command: 0x1D */ // Unused /* Command: 0x1E */ SCmdMinimapChests minimapChests; } SceneCmd; // size = 0x8 // Sets cursor point options on the world map typedef enum { /* 0x0 */ REGION_GREAT_BAY, /* 0x1 */ REGION_ZORA_HALL, /* 0x2 */ REGION_ROMANI_RANCH, /* 0x3 */ REGION_DEKU_PALACE, /* 0x4 */ REGION_WOODFALL, /* 0x5 */ REGION_CLOCK_TOWN, /* 0x6 */ REGION_SNOWHEAD, /* 0x7 */ REGION_IKANA_GRAVEYARD, /* 0x8 */ REGION_IKANA_CANYON, /* 0x9 */ REGION_GORON_VILLAGE, /* 0xA */ REGION_STONE_TOWER, /* 0xB */ REGION_MAX } RegionId; // Sets warp points for owl statues typedef enum { /* 0x0 */ OWL_WARP_GREAT_BAY_COAST, /* 0x1 */ OWL_WARP_ZORA_CAPE, /* 0x2 */ OWL_WARP_SNOWHEAD, /* 0x3 */ OWL_WARP_MOUNTAIN_VILLAGE, /* 0x4 */ OWL_WARP_CLOCK_TOWN, /* 0x5 */ OWL_WARP_MILK_ROAD, /* 0x6 */ OWL_WARP_WOODFALL, /* 0x7 */ OWL_WARP_SOUTHERN_SWAMP, /* 0x8 */ OWL_WARP_IKANA_CANYON, /* 0x9 */ OWL_WARP_STONE_TOWER, /* 0xA */ OWL_WARP_ENTRANCE, // Special index for warping to the entrance of a scene /* 0xB */ OWL_WARP_MAX } OwlWarpId; // Sets cloud visibility on the world map typedef enum { /* 0 */ TINGLE_MAP_CLOCK_TOWN, /* 1 */ TINGLE_MAP_WOODFALL, /* 2 */ TINGLE_MAP_SNOWHEAD, /* 3 */ TINGLE_MAP_ROMANI_RANCH, /* 4 */ TINGLE_MAP_GREAT_BAY, /* 5 */ TINGLE_MAP_STONE_TOWER, /* 6 */ TINGLE_MAP_MAX } TingleMapId; typedef enum { /* 0x00 */ SCENE_20SICHITAI2, // Southern Swamp (Clear) /* 0x01 */ SCENE_UNSET_1, /* 0x02 */ SCENE_UNSET_2, /* 0x03 */ SCENE_UNSET_3, /* 0x04 */ SCENE_UNSET_4, /* 0x05 */ SCENE_UNSET_5, /* 0x06 */ SCENE_UNSET_6, /* 0x07 */ SCENE_KAKUSIANA, // Lone Peak Shrine & Grottos /* 0x08 */ SCENE_SPOT00, // Cutscene Scene /* 0x09 */ SCENE_UNSET_9, /* 0x0A */ SCENE_WITCH_SHOP, // Magic Hags' Potion Shop /* 0x0B */ SCENE_LAST_BS, // Majora's Lair /* 0x0C */ SCENE_HAKASHITA, // Beneath the Graveyard /* 0x0D */ SCENE_AYASHIISHOP, // Curiosity Shop /* 0x0E */ SCENE_UNSET_E, /* 0x0F */ SCENE_UNSET_F, /* 0x10 */ SCENE_OMOYA, // Mama's House (Ranch House in PAL) & Barn /* 0x11 */ SCENE_BOWLING, // Honey & Darling's Shop /* 0x12 */ SCENE_SONCHONOIE, // The Mayor's Residence /* 0x13 */ SCENE_IKANA, // Ikana Canyon /* 0x14 */ SCENE_KAIZOKU, // Pirates' Fortress /* 0x15 */ SCENE_MILK_BAR, // Milk Bar /* 0x16 */ SCENE_INISIE_N, // Stone Tower Temple /* 0x17 */ SCENE_TAKARAYA, // Treasure Chest Shop /* 0x18 */ SCENE_INISIE_R, // Inverted Stone Tower Temple /* 0x19 */ SCENE_OKUJOU, // Clock Tower Rooftop /* 0x1A */ SCENE_OPENINGDAN, // Before Clock Town /* 0x1B */ SCENE_MITURIN, // Woodfall Temple /* 0x1C */ SCENE_13HUBUKINOMITI, // Path to Mountain Village /* 0x1D */ SCENE_CASTLE, // Ancient Castle of Ikana /* 0x1E */ SCENE_DEKUTES, // Deku Scrub Playground /* 0x1F */ SCENE_MITURIN_BS, // Odolwa's Lair /* 0x20 */ SCENE_SYATEKI_MIZU, // Town Shooting Gallery /* 0x21 */ SCENE_HAKUGIN, // Snowhead Temple /* 0x22 */ SCENE_ROMANYMAE, // Milk Road /* 0x23 */ SCENE_PIRATE, // Pirates' Fortress Interior /* 0x24 */ SCENE_SYATEKI_MORI, // Swamp Shooting Gallery /* 0x25 */ SCENE_SINKAI, // Pinnacle Rock /* 0x26 */ SCENE_YOUSEI_IZUMI, // Fairy's Fountain /* 0x27 */ SCENE_KINSTA1, // Swamp Spider House /* 0x28 */ SCENE_KINDAN2, // Oceanside Spider House /* 0x29 */ SCENE_TENMON_DAI, // Astral Observatory /* 0x2A */ SCENE_LAST_DEKU, // Moon Deku Trial /* 0x2B */ SCENE_22DEKUCITY, // Deku Palace /* 0x2C */ SCENE_KAJIYA, // Mountain Smithy /* 0x2D */ SCENE_00KEIKOKU, // Termina Field /* 0x2E */ SCENE_POSTHOUSE, // Post Office /* 0x2F */ SCENE_LABO, // Marine Research Lab /* 0x30 */ SCENE_DANPEI2TEST, // Beneath the Graveyard (Day 3) and Dampe's House /* 0x31 */ SCENE_UNSET_31, /* 0x32 */ SCENE_16GORON_HOUSE, // Goron Shrine /* 0x33 */ SCENE_33ZORACITY, // Zora Hall /* 0x34 */ SCENE_8ITEMSHOP, // Trading Post /* 0x35 */ SCENE_F01, // Romani Ranch /* 0x36 */ SCENE_INISIE_BS, // Twinmold's Lair /* 0x37 */ SCENE_30GYOSON, // Great Bay Coast /* 0x38 */ SCENE_31MISAKI, // Zora Cape /* 0x39 */ SCENE_TAKARAKUJI, // Lottery Shop /* 0x3A */ SCENE_UNSET_3A, /* 0x3B */ SCENE_TORIDE, // Pirates' Fortress Moat /* 0x3C */ SCENE_FISHERMAN, // Fisherman's Hut /* 0x3D */ SCENE_GORONSHOP, // Goron Shop /* 0x3E */ SCENE_DEKU_KING, // Deku King's Chamber /* 0x3F */ SCENE_LAST_GORON, // Moon Goron Trial /* 0x40 */ SCENE_24KEMONOMITI, // Road to Southern Swamp /* 0x41 */ SCENE_F01_B, // Doggy Racetrack /* 0x42 */ SCENE_F01C, // Cucco Shack /* 0x43 */ SCENE_BOTI, // Ikana Graveyard /* 0x44 */ SCENE_HAKUGIN_BS, // Goht's Lair /* 0x45 */ SCENE_20SICHITAI, // Southern Swamp (poison) /* 0x46 */ SCENE_21MITURINMAE, // Woodfall /* 0x47 */ SCENE_LAST_ZORA, // Moon Zora Trial /* 0x48 */ SCENE_11GORONNOSATO2, // Goron Village (spring) /* 0x49 */ SCENE_SEA, // Great Bay Temple /* 0x4A */ SCENE_35TAKI, // Waterfall Rapids /* 0x4B */ SCENE_REDEAD, // Beneath the Well /* 0x4C */ SCENE_BANDROOM, // Zora Hall Rooms /* 0x4D */ SCENE_11GORONNOSATO, // Goron Village (winter) /* 0x4E */ SCENE_GORON_HAKA, // Goron Graveyard /* 0x4F */ SCENE_SECOM, // Sakon's Hideout /* 0x50 */ SCENE_10YUKIYAMANOMURA, // Mountain Village (winter) /* 0x51 */ SCENE_TOUGITES, // Ghost Hut /* 0x52 */ SCENE_DANPEI, // Deku Shrine /* 0x53 */ SCENE_IKANAMAE, // Road to Ikana /* 0x54 */ SCENE_DOUJOU, // Swordsman's School /* 0x55 */ SCENE_MUSICHOUSE, // Music Box House /* 0x56 */ SCENE_IKNINSIDE, // Igos du Ikana's Lair /* 0x57 */ SCENE_MAP_SHOP, // Tourist Information /* 0x58 */ SCENE_F40, // Stone Tower /* 0x59 */ SCENE_F41, // Inverted Stone Tower /* 0x5A */ SCENE_10YUKIYAMANOMURA2, // Mountain Village (spring) /* 0x5B */ SCENE_14YUKIDAMANOMITI, // Path to Snowhead /* 0x5C */ SCENE_12HAKUGINMAE, // Snowhead /* 0x5D */ SCENE_17SETUGEN, // Path to Goron Village (winter) /* 0x5E */ SCENE_17SETUGEN2, // Path to Goron Village (spring) /* 0x5F */ SCENE_SEA_BS, // Gyorg's Lair /* 0x60 */ SCENE_RANDOM, // Secret Shrine /* 0x61 */ SCENE_YADOYA, // Stock Pot Inn /* 0x62 */ SCENE_KONPEKI_ENT, // Great Bay Cutscene /* 0x63 */ SCENE_INSIDETOWER, // Clock Tower Interior /* 0x64 */ SCENE_26SARUNOMORI, // Woods of Mystery /* 0x65 */ SCENE_LOST_WOODS, // Lost Woods (Intro) /* 0x66 */ SCENE_LAST_LINK, // Moon Link Trial /* 0x67 */ SCENE_SOUGEN, // The Moon /* 0x68 */ SCENE_BOMYA, // Bomb Shop /* 0x69 */ SCENE_KYOJINNOMA, // Giants' Chamber /* 0x6A */ SCENE_KOEPONARACE, // Gorman Track /* 0x6B */ SCENE_GORONRACE, // Goron Racetrack /* 0x6C */ SCENE_TOWN, // East Clock Town /* 0x6D */ SCENE_ICHIBA, // West Clock Town /* 0x6E */ SCENE_BACKTOWN, // North Clock Town /* 0x6F */ SCENE_CLOCKTOWER, // South Clock Town /* 0x70 */ SCENE_ALLEY, // Laundry Pool /* 0x71 */ SCENE_MAX } SceneId; typedef enum { /* 0x00 */ ENTR_SCENE_MAYORS_RESIDENCE, /* 0x01 */ ENTR_SCENE_MAJORAS_LAIR, /* 0x02 */ ENTR_SCENE_MAGIC_HAGS_POTION_SHOP, /* 0x03 */ ENTR_SCENE_RANCH_HOUSE, /* 0x04 */ ENTR_SCENE_HONEY_AND_DARLINGS_SHOP, /* 0x05 */ ENTR_SCENE_BENEATH_THE_GRAVERYARD, /* 0x06 */ ENTR_SCENE_SOUTHERN_SWAMP_CLEARED, /* 0x07 */ ENTR_SCENE_CURIOSITY_SHOP, /* 0x08 */ ENTR_SCENE_UNSET_08, /* 0x09 */ ENTR_SCENE_UNSET_09, /* 0x0A */ ENTR_SCENE_GROTTOS, /* 0x0B */ ENTR_SCENE_UNSET_0B, /* 0x0C */ ENTR_SCENE_UNSET_0C, /* 0x0D */ ENTR_SCENE_UNSET_0D, /* 0x0E */ ENTR_SCENE_CUTSCENE, /* 0x0F */ ENTR_SCENE_UNSET_0F, /* 0x10 */ ENTR_SCENE_IKANA_CANYON, /* 0x11 */ ENTR_SCENE_PIRATES_FORTRESS, /* 0x12 */ ENTR_SCENE_MILK_BAR, /* 0x13 */ ENTR_SCENE_STONE_TOWER_TEMPLE, /* 0x14 */ ENTR_SCENE_TREASURE_CHEST_SHOP, /* 0x15 */ ENTR_SCENE_STONE_TOWER_TEMPLE_INVERTED, /* 0x16 */ ENTR_SCENE_CLOCK_TOWER_ROOFTOP, /* 0x17 */ ENTR_SCENE_OPENING_DUNGEON, /* 0x18 */ ENTR_SCENE_WOODFALL_TEMPLE, /* 0x19 */ ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE, /* 0x1A */ ENTR_SCENE_IKANA_CASTLE, /* 0x1B */ ENTR_SCENE_DEKU_SCRUB_PLAYGROUND, /* 0x1C */ ENTR_SCENE_ODOLWAS_LAIR, /* 0x1D */ ENTR_SCENE_TOWN_SHOOTING_GALLERY, /* 0x1E */ ENTR_SCENE_SNOWHEAD_TEMPLE, /* 0x1F */ ENTR_SCENE_MILK_ROAD, /* 0x20 */ ENTR_SCENE_PIRATES_FORTRESS_INTERIOR, /* 0x21 */ ENTR_SCENE_SWAMP_SHOOTING_GALLERY, /* 0x22 */ ENTR_SCENE_PINNACLE_ROCK, /* 0x23 */ ENTR_SCENE_FAIRY_FOUNTAIN, /* 0x24 */ ENTR_SCENE_SWAMP_SPIDER_HOUSE, /* 0x25 */ ENTR_SCENE_OCEANSIDE_SPIDER_HOUSE, /* 0x26 */ ENTR_SCENE_ASTRAL_OBSERVATORY, /* 0x27 */ ENTR_SCENE_MOON_DEKU_TRIAL, /* 0x28 */ ENTR_SCENE_DEKU_PALACE, /* 0x29 */ ENTR_SCENE_MOUNTAIN_SMITHY, /* 0x2A */ ENTR_SCENE_TERMINA_FIELD, /* 0x2B */ ENTR_SCENE_POST_OFFICE, /* 0x2C */ ENTR_SCENE_MARINE_RESEARCH_LAB, /* 0x2D */ ENTR_SCENE_DAMPES_HOUSE, /* 0x2E */ ENTR_SCENE_UNSET_2E, /* 0x2F */ ENTR_SCENE_GORON_SHRINE, /* 0x30 */ ENTR_SCENE_ZORA_HALL, /* 0x31 */ ENTR_SCENE_TRADING_POST, /* 0x32 */ ENTR_SCENE_ROMANI_RANCH, /* 0x33 */ ENTR_SCENE_TWINMOLDS_LAIR, /* 0x34 */ ENTR_SCENE_GREAT_BAY_COAST, /* 0x35 */ ENTR_SCENE_ZORA_CAPE, /* 0x36 */ ENTR_SCENE_LOTTERY_SHOP, /* 0x37 */ ENTR_SCENE_UNSET_37, /* 0x38 */ ENTR_SCENE_PIRATES_FORTRESS_EXTERIOR, /* 0x39 */ ENTR_SCENE_FISHERMANS_HUT, /* 0x3A */ ENTR_SCENE_GORON_SHOP, /* 0x3B */ ENTR_SCENE_DEKU_KINGS_CHAMBER, /* 0x3C */ ENTR_SCENE_MOON_GORON_TRIAL, /* 0x3D */ ENTR_SCENE_ROAD_TO_SOUTHERN_SWAMP, /* 0x3E */ ENTR_SCENE_DOGGY_RACETRACK, /* 0x3F */ ENTR_SCENE_CUCCO_SHACK, /* 0x40 */ ENTR_SCENE_IKANA_GRAVEYARD, /* 0x41 */ ENTR_SCENE_GOHTS_LAIR, /* 0x42 */ ENTR_SCENE_SOUTHERN_SWAMP_POISONED, /* 0x43 */ ENTR_SCENE_WOODFALL, /* 0x44 */ ENTR_SCENE_MOON_ZORA_TRIAL, /* 0x45 */ ENTR_SCENE_GORON_VILLAGE_SPRING, /* 0x46 */ ENTR_SCENE_GREAT_BAY_TEMPLE, /* 0x47 */ ENTR_SCENE_WATERFALL_RAPIDS, /* 0x48 */ ENTR_SCENE_BENEATH_THE_WELL, /* 0x49 */ ENTR_SCENE_ZORA_HALL_ROOMS, /* 0x4A */ ENTR_SCENE_GORON_VILLAGE_WINTER, /* 0x4B */ ENTR_SCENE_GORON_GRAVERYARD, /* 0x4C */ ENTR_SCENE_SAKONS_HIDEOUT, /* 0x4D */ ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER, /* 0x4E */ ENTR_SCENE_GHOST_HUT, /* 0x4F */ ENTR_SCENE_DEKU_SHRINE, /* 0x50 */ ENTR_SCENE_ROAD_TO_IKANA, /* 0x51 */ ENTR_SCENE_SWORDMANS_SCHOOL, /* 0x52 */ ENTR_SCENE_MUSIC_BOX_HOUSE, /* 0x53 */ ENTR_SCENE_IGOS_DU_IKANAS_LAIR, /* 0x54 */ ENTR_SCENE_TOURIST_INFORMATION, /* 0x55 */ ENTR_SCENE_STONE_TOWER, /* 0x56 */ ENTR_SCENE_STONE_TOWER_INVERTED, /* 0x57 */ ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING, /* 0x58 */ ENTR_SCENE_PATH_TO_SNOWHEAD, /* 0x59 */ ENTR_SCENE_SNOWHEAD, /* 0x5A */ ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER, /* 0x5B */ ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING, /* 0x5C */ ENTR_SCENE_GYORGS_LAIR, /* 0x5D */ ENTR_SCENE_SECRET_SHRINE, /* 0x5E */ ENTR_SCENE_STOCK_POT_INN, /* 0x5F */ ENTR_SCENE_GREAT_BAY_CUTSCENE, /* 0x60 */ ENTR_SCENE_CLOCK_TOWER_INTERIOR, /* 0x61 */ ENTR_SCENE_WOODS_OF_MYSTERY, /* 0x62 */ ENTR_SCENE_LOST_WOODS, /* 0x63 */ ENTR_SCENE_MOON_LINK_TRIAL, /* 0x64 */ ENTR_SCENE_THE_MOON, /* 0x65 */ ENTR_SCENE_BOMB_SHOP, /* 0x66 */ ENTR_SCENE_GIANTS_CHAMBER, /* 0x67 */ ENTR_SCENE_GORMAN_TRACK, /* 0x68 */ ENTR_SCENE_GORON_RACETRACK, /* 0x69 */ ENTR_SCENE_EAST_CLOCK_TOWN, /* 0x6A */ ENTR_SCENE_WEST_CLOCK_TOWN, /* 0x6B */ ENTR_SCENE_NORTH_CLOCK_TOWN, /* 0x6C */ ENTR_SCENE_SOUTH_CLOCK_TOWN, /* 0x6D */ ENTR_SCENE_LAUNDRY_POOL, /* 0x6E */ ENTR_SCENE_MAX } EntranceSceneId; /* * 0xFE00: Index into sSceneEntranceTable (Scene) * 0x01F0: Index into the scenes specific entrance table (Spawn) * 0x000F: Index into the specific entrance table (Layer), stored seperately in sceneLayer */ #define ENTRANCE(scene, spawn) ((((ENTR_SCENE_##scene) & 0x7F) << 9) | (((spawn) & 0x1F) << 4)) // SceneTableEntry draw configs typedef enum { /* 0 */ SCENE_DRAW_CFG_DEFAULT, /* 1 */ SCENE_DRAW_CFG_MAT_ANIM, /* 2 */ SCENE_DRAW_CFG_NOTHING, /* 3 */ SCENE_DRAW_CFG_UNUSED_3, /* 4 */ SCENE_DRAW_CFG_UNUSED_4, /* 5 */ SCENE_DRAW_CFG_UNUSED_5, /* 6 */ SCENE_DRAW_CFG_GREAT_BAY_TEMPLE, /* 7 */ SCENE_DRAW_CFG_MAT_ANIM_MANUAL_STEP } SceneDrawConfigIds; // SceneTableEntry commands typedef enum { /* 0x00 */ SCENE_CMD_ID_SPAWN_LIST, /* 0x01 */ SCENE_CMD_ID_ACTOR_LIST, /* 0x02 */ SCENE_CMD_ID_ACTOR_CUTSCENE_CAM_LIST, /* 0x03 */ SCENE_CMD_ID_COL_HEADER, /* 0x04 */ SCENE_CMD_ID_ROOM_LIST, /* 0x05 */ SCENE_CMD_ID_WIND_SETTINGS, /* 0x06 */ SCENE_CMD_ID_ENTRANCE_LIST, /* 0x07 */ SCENE_CMD_ID_SPECIAL_FILES, /* 0x08 */ SCENE_CMD_ID_ROOM_BEHAVIOR, /* 0x09 */ SCENE_CMD_ID_UNK_09, /* 0x0A */ SCENE_CMD_ID_MESH, /* 0x0B */ SCENE_CMD_ID_OBJECT_LIST, /* 0x0C */ SCENE_CMD_ID_LIGHT_LIST, /* 0x0D */ SCENE_CMD_ID_PATH_LIST, /* 0x0E */ SCENE_CMD_ID_TRANSI_ACTOR_LIST, /* 0x0F */ SCENE_CMD_ID_ENV_LIGHT_SETTINGS, /* 0x10 */ SCENE_CMD_ID_TIME_SETTINGS, /* 0x11 */ SCENE_CMD_ID_SKYBOX_SETTINGS, /* 0x12 */ SCENE_CMD_ID_SKYBOX_DISABLES, /* 0x13 */ SCENE_CMD_ID_EXIT_LIST, /* 0x14 */ SCENE_CMD_ID_END, /* 0x15 */ SCENE_CMD_ID_SOUND_SETTINGS, /* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS, /* 0x17 */ SCENE_CMD_ID_CUTSCENE_LIST, /* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, /* 0x19 */ SCENE_CMD_ID_SET_REGION_VISITED, /* 0x1A */ SCENE_CMD_ID_ANIMATED_MATERIAL_LIST, /* 0x1B */ SCENE_CMD_ID_ACTOR_CUTSCENE_LIST, /* 0x1C */ SCENE_CMD_ID_MINIMAP_INFO, /* 0x1D */ SCENE_CMD_ID_UNUSED_1D, /* 0x1E */ SCENE_CMD_ID_MINIMAP_COMPASS_ICON_INFO, /* 0x1F */ SCENE_CMD_MAX } SceneCommandTypeId; #define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \ { SCENE_CMD_ID_SPAWN_LIST, numSpawns, CMD_PTR(spawnList) } #define SCENE_CMD_ACTOR_LIST(numActors, actorList) \ { SCENE_CMD_ID_ACTOR_LIST, numActors, CMD_PTR(actorList) } #define SCENE_CMD_ACTOR_CUTSCENE_CAM_LIST(numCams, camList) \ { SCENE_CMD_ID_ACTOR_CUTSCENE_CAM_LIST, numCams, CMD_PTR(camList) } #define SCENE_CMD_COL_HEADER(colHeader) \ { SCENE_CMD_ID_COL_HEADER, 0, CMD_PTR(colHeader) } #define SCENE_CMD_ROOM_LIST(numRooms, roomList) \ { SCENE_CMD_ID_ROOM_LIST, numRooms, CMD_PTR(roomList) } #define SCENE_CMD_WIND_SETTINGS(xDir, yDir, zDir, strength) \ { SCENE_CMD_ID_WIND_SETTINGS, 0, CMD_BBBB(xDir, yDir, zDir, strength) } #define SCENE_CMD_ENTRANCE_LIST(entranceList) \ { SCENE_CMD_ID_ENTRANCE_LIST, 0, CMD_PTR(entranceList) } #define SCENE_CMD_SPECIAL_FILES(elfMessageFile, keepObjectId) \ { SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, CMD_W(keepObjectId) } #define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, curRoomUnk5, msgCtxunk12044, enablePosLights, \ kankyoContextUnkE2) \ { \ SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \ curRoomUnk2 | _SHIFTL(curRoomUnk5, 8, 1) | _SHIFTL(msgCtxunk12044, 10, 1) | \ _SHIFTL(enablePosLights, 11, 1) | _SHIFTL(kankyoContextUnkE2, 12, 1) \ } #define SCENE_CMD_UNK_09() \ { SCENE_CMD_ID_UNK_09, 0, CMD_W(0) } #define SCENE_CMD_MESH(meshHeader) \ { SCENE_CMD_ID_MESH, 0, CMD_PTR(meshHeader) } #define SCENE_CMD_OBJECT_LIST(numObjects, objectList) \ { SCENE_CMD_ID_OBJECT_LIST, numObjects, CMD_PTR(objectList) } #define SCENE_CMD_LIGHT_LIST(numLights, lightList) \ { SCENE_CMD_ID_LIGHT_LIST, numLights, CMD_PTR(lightList) } #define SCENE_CMD_PATH_LIST(pathList) \ { SCENE_CMD_ID_PATH_LIST, 0, CMD_PTR(pathList) } #define SCENE_CMD_TRANSITION_ACTOR_LIST(numTransitionActors, actorList) \ { SCENE_CMD_ID_TRANSI_ACTOR_LIST, numTransitionActors, CMD_PTR(actorList) } #define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \ { SCENE_CMD_ID_ENV_LIGHT_SETTINGS, numLightSettings, CMD_PTR(lightSettingsList) } #define SCENE_CMD_TIME_SETTINGS(hour, min, speed) \ { SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) } #define SCENE_CMD_SKYBOX_SETTINGS(externalTextureFileId, skyboxId, weather, lightMode) \ { SCENE_CMD_ID_SKYBOX_SETTINGS, externalTextureFileId, CMD_BBBB(skyboxId, weather, lightMode, 0) } #define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \ { SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) } #define SCENE_CMD_EXIT_LIST(exitList) \ { SCENE_CMD_ID_EXIT_LIST, 0, CMD_PTR(exitList) } #define SCENE_CMD_END() \ { SCENE_CMD_ID_END, 0, CMD_W(0) } #define SCENE_CMD_SOUND_SETTINGS(specId, ambienceId, seqId) \ { SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, ambienceId, seqId) } #define SCENE_CMD_ECHO_SETTINGS(echo) \ { SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) } #define SCENE_CMD_CUTSCENE_LIST(numCutscene, cutsceneList) \ { SCENE_CMD_ID_CUTSCENE_LIST, numCutscene, CMD_PTR(cutsceneList) } #define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \ { SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) } #define SCENE_CMD_MISC_SETTINGS SCENE_CMD_SET_REGION_VISITED // TODO: ZAPD Capatability #define SCENE_CMD_SET_REGION_VISITED() \ { SCENE_CMD_ID_SET_REGION_VISITED, 0, CMD_W(0) } #define SCENE_CMD_ANIMATED_MATERIAL_LIST(matAnimList) \ { SCENE_CMD_ID_ANIMATED_MATERIAL_LIST, 0, CMD_PTR(matAnimList) } #define SCENE_CMD_ACTOR_CUTSCENE_LIST(actorCutsceneCount, actorCutsceneList) \ { SCENE_CMD_ID_ACTOR_CUTSCENE_LIST, actorCutsceneCount, CMD_PTR(actorCutsceneList) } #define SCENE_CMD_MINIMAP_INFO(minimapInfo) \ { SCENE_CMD_ID_MINIMAP_INFO, 0, CMD_PTR(minimapInfo) } #define SCENE_CMD_MINIMAP_COMPASS_ICON_INFO(compassIconCount, compassIconInfo) \ { SCENE_CMD_ID_MINIMAP_COMPASS_ICON_INFO, compassIconCount, CMD_PTR(compassIconInfo) } #endif