Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
segment2.h
Go to the documentation of this file.
1 #ifndef _SEGMENT2_H
2 #define _SEGMENT2_H
3 
4 #include "types.h"
5 
8 
10 extern u8 seg2_act_name_table[];
11 extern u8 dl_rgba16_text_begin[];
12 extern u8 dl_rgba16_text_end[];
13 extern u8 dl_ia8_text_begin[];
14 extern u8 dl_ia8_text_end[];
19 extern u8 texture_waterbox_water[];
20 extern u8 texture_waterbox_mist[];
23 extern u8 texture_waterbox_lava[];
28 extern u8 dl_shadow_circle[];
29 extern u8 dl_shadow_square[];
30 extern u8 dl_shadow_9_verts[];
31 extern u8 dl_shadow_4_verts[];
32 extern u8 dl_shadow_end[];
33 extern u8 dl_skybox_begin[];
34 extern u8 dl_skybox_tex_settings[];
35 extern u8 dl_skybox_end[];
36 extern u8 dl_waterbox_ia16_begin[];
38 extern Gfx dl_waterbox_end[];
39 // extern ? dl_paintings_draw_ripples;
40 // extern ? dl_paintings_rippling_begin;
41 // extern ? dl_paintings_rippling_end;
42 // extern ? dl_paintings_env_mapped_begin;
43 // extern ? dl_paintings_env_mapped_end;
44 // extern ? seg2_dl_02014A60;
45 // extern ? seg2_mesh_order;
46 extern u8* seg2_hud_lut[58];
48 extern u8 dl_hud_img_begin[];
49 extern u8 dl_hud_img_end[];
50 extern void *seg2_small_font_lut[];
51 extern Gfx dl_ia8_render_char[];
53 extern void *seg2_credits_font_lut[];
54 extern u8* seg2_hud_camera_lut[6];
55 extern Gfx dl_draw_text_bg_box[];
56 // extern ? dl_ia8_text_begin;
57 // extern ? dl_ia8_text_end;
58 extern Gfx dl_draw_triangle[];
59 extern void *seg2_dialog_table[];
60 // extern ? dl_rgba16_text_end;
61 // extern ? seg2_act_name_table;
62 // extern ? seg2_level_name_table;
63 
64 #endif /* _SEGMENT2_H */
u8 texture_waterbox_unknown_water[]
Gfx dl_proj_mtx_fullscreen[]
u8 dl_shadow_9_verts[]
void * seg2_dialog_table[]
u8 dl_shadow_4_verts[]
void * seg2_small_font_lut[]
u8 texture_transition_circle_half[]
u8 dl_hud_img_load_tex_block[]
Gfx dl_rgba16_load_tex_block[]
u8 texture_waterbox_mist[]
Gfx dl_draw_text_bg_box[]
u8 * seg2_hud_lut[58]
Definition: gbi_old.h:59
Gfx dl_waterbox_end[]
u8 dl_draw_quad_verts_0123[]
Gfx dl_waterbox_rgba16_begin[]
u8 * seg2_hud_camera_lut[6]
u8 _segment2_mio0SegmentRomStart[]
u8 dl_shadow_square[]
u8 texture_transition_bowser_half[]
u8 dl_hud_img_begin[]
u8 texture_transition_star_half[]
u8 texture_waterbox_lava[]
Gfx dl_screen_transition_end[]
u8 dl_rgba16_text_begin[]
u8 _segment2_mio0SegmentRomEnd[]
u8 dl_shadow_end[]
u8 dl_skybox_tex_settings[]
u8 dl_skybox_begin[]
u8 dl_skybox_end[]
Gfx dl_draw_triangle[]
u8 dl_shadow_circle[]
u8 dl_ia8_text_begin[]
u8 dl_rgba16_text_end[]
u8 seg2_level_name_table[]
u8 dl_ia8_text_end[]
unsigned char u8
Definition: ultratypes.h:12
u8 texture_waterbox_water[]
Gfx dl_ia8_render_char[]
u8 seg2_act_name_table[]
u8 dl_hud_img_end[]
u8 texture_waterbox_jrb_water[]
void * seg2_credits_font_lut[]
u8 dl_waterbox_ia16_begin[]
u8 texture_transition_mario[]
Gfx dl_transition_draw_filled_region[]