#ifndef STRUCTURES_H #define STRUCTURES_H #include "global.h" #include "entity.h" #include "link.h" typedef struct { char header[4]; u8 saveFile; u8 field_0x5; u8 brightnessPref; u8 gameLanguage; } struct_02000000; extern struct_02000000 gUnk_02000000; typedef struct { u16 frameCount; // regular frame count? does anything reset it? u8 field_0x2[6]; bool8 transitioningOut; u8 transitionType; // transition when changing areas u8 field_0xa; u8 field_0xb; u8 areaID; u8 roomID; u8 animState; u8 field_0xf; Coords startPos; u16 collisionLayer; u8 field_0x14[0xa]; u16 field_0x20; u16 field_0x22; u8 field_0x24[0x14]; u8 field_0x38; u8 field_0x39; u16 field_0x3a; u8 field_0x3c; u8 filler[6]; u16 field_0x44; u16 field_0x46; u16 field_0x48; u16 field_0x4a; } ScreenTransition; extern ScreenTransition gScreenTransition; typedef struct { u16 transitionType; u8 field_0x2[4]; s16 playerXPos; s16 playerYPos; u8 field_0xa; u8 areaID; u8 roomID; u8 collisionLayer; u8 field_0xe; u8 playerAnimState; u16 transitionSFX; } ScreenTransitionData; typedef struct { /*0x00*/ u8 unk0; /*0x01*/ u8 filler1[0x5]; /*0x06*/ u8 unk6; /*0x07*/ u8 unk7; /*0x08*/ s8 unk8[0x10]; // ?? unclear know how large this is } struct_02019EE0; extern struct_02019EE0 gUnk_02019EE0; #endif