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Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
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#include "memory.h"
Go to the source code of this file.
Data Structures | |
struct | DemoInput |
Functions | |
void | init_controllers (void) |
void | setup_game_memory (void) |
void | thread5_game_loop (void *) |
u16 | func_802495B0 (u32) |
Variables | |
struct Controller | gControllers [3] |
OSContStatus | gControllerStatuses [4] |
OSContPad | gControllerPads [4] |
OSMesgQueue | gGameVblankQueue |
OSMesgQueue | D_80339CB8 |
OSMesg | D_80339CD0 |
OSMesg | D_80339CD4 |
struct VblankHandler | gGameVblankHandler |
u32 | gFrameBuffers [3] |
u32 | zBufferPtr |
void * | D_80339CF0 |
void * | D_80339CF4 |
struct SPTask * | gGfxSPTask |
Gfx * | gDisplayListHead |
u8 * | gGfxPoolEnd |
struct GfxPool * | gGfxPool |
u8 | gControllerBits |
s8 | gEepromProbe |
void(* | D_8032C6A0 )(void) |
struct Controller * | gPlayer1Controller |
struct Controller * | gPlayer2Controller |
struct Controller * | gPlayer3Controller |
struct DemoInput * | gCurrDemoInput |
u16 | gDemoInputListID |
struct DemoInput | gRecordedDemoInput |
struct MarioAnimation | D_80339D10 |
struct MarioAnimation | gDemo |
u8 | gZBuffer [] |
u8 | gMarioAnims [] |
u8 | gDemoInputs [] |
u8 | D_10000000 [] |
u8 D_10000000[] |
OSMesgQueue D_80339CB8 |
OSMesg D_80339CD0 |
OSMesg D_80339CD4 |
void* D_80339CF0 |
void* D_80339CF4 |
struct MarioAnimation D_80339D10 |
u8 gControllerBits |
OSContPad gControllerPads[4] |
struct Controller gControllers[3] |
OSContStatus gControllerStatuses[4] |
struct MarioAnimation gDemo |
u16 gDemoInputListID |
u8 gDemoInputs[] |
Gfx* gDisplayListHead |
s8 gEepromProbe |
u32 gFrameBuffers[3] |
struct VblankHandler gGameVblankHandler |
OSMesgQueue gGameVblankQueue |
u8* gGfxPoolEnd |
u8 gMarioAnims[] |
struct Controller* gPlayer1Controller |
struct Controller* gPlayer2Controller |
struct Controller* gPlayer3Controller |
u8 gZBuffer[] |
u32 zBufferPtr |