Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Macros
sm64.h File Reference
#include "types.h"
#include "config.h"
#include "object_fields.h"
#include "object_constants.h"
#include "audio_defines.h"
#include "model_ids.h"
#include "mario_animation_ids.h"
#include "mario_geo_switch_case_ids.h"
#include "surface_terrains.h"
#include "macros.h"

Go to the source code of this file.

Macros

#define DEBUG_ASSERT(exp)
 
#define GET_HIGH_U16_OF_32(var)   (((u16 *)&(var))[0])
 
#define GET_HIGH_S16_OF_32(var)   (((s16 *)&(var))[0])
 
#define GET_LOW_U16_OF_32(var)   (((u16 *)&(var))[1])
 
#define GET_LOW_S16_OF_32(var)   (((s16 *)&(var))[1])
 
#define SET_HIGH_U16_OF_32(var, val)   ((((u16 *)&(var))[0]) = (val))
 
#define SET_HIGH_S16_OF_32(var, val)   ((((s16 *)&(var))[0]) = (val))
 
#define LAYER_FORCE   0
 
#define LAYER_OPAQUE   1
 
#define LAYER_OPAQUE_DECAL   2
 
#define LAYER_OPAQUE_INTER   3
 
#define LAYER_ALPHA   4
 
#define LAYER_TRANSPARENT   5
 
#define LAYER_TRANSPARENT_DECAL   6
 
#define LAYER_TRANSPARENT_INTER   7
 
#define INPUT_NONZERO_ANALOG   0x0001
 
#define INPUT_A_PRESSED   0x0002
 
#define INPUT_OFF_FLOOR   0x0004
 
#define INPUT_ABOVE_SLIDE   0x0008
 
#define INPUT_FIRST_PERSON   0x0010
 
#define INPUT_UNKNOWN_5   0x0020
 
#define INPUT_SQUISHED   0x0040
 
#define INPUT_A_DOWN   0x0080
 
#define INPUT_IN_POISON_GAS   0x0100
 
#define INPUT_IN_WATER   0x0200
 
#define INPUT_UNKNOWN_10   0x0400
 
#define INPUT_INTERACT_OBJ_GRABBABLE   0x0800
 
#define INPUT_UNKNOWN_12   0x1000
 
#define INPUT_B_PRESSED   0x2000
 
#define INPUT_Z_DOWN   0x4000
 
#define INPUT_Z_PRESSED   0x8000
 
#define GROUND_STEP_LEFT_GROUND   0
 
#define GROUND_STEP_NONE   1
 
#define GROUND_STEP_HIT_WALL   2
 
#define GROUND_STEP_HIT_WALL_STOP_QSTEPS   2
 
#define GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS   3
 
#define AIR_STEP_CHECK_LEDGE_GRAB   0x00000001
 
#define AIR_STEP_CHECK_HANG   0x00000002
 
#define AIR_STEP_NONE   0
 
#define AIR_STEP_LANDED   1
 
#define AIR_STEP_HIT_WALL   2
 
#define AIR_STEP_GRABBED_LEDGE   3
 
#define AIR_STEP_GRABBED_CEILING   4
 
#define AIR_STEP_HIT_LAVA_WALL   6
 
#define WATER_STEP_NONE   0
 
#define WATER_STEP_HIT_FLOOR   1
 
#define WATER_STEP_HIT_CEILING   2
 
#define WATER_STEP_CANCELLED   3
 
#define WATER_STEP_HIT_WALL   4
 
#define PARTICLE_DUST   /* 0x00000001 */ (1 << 0)
 
#define PARTICLE_1   /* 0x00000002 */ (1 << 1)
 
#define PARTICLE_2   /* 0x00000004 */ (1 << 2)
 
#define PARTICLE_SPARKLES   /* 0x00000008 */ (1 << 3)
 
#define PARTICLE_4   /* 0x00000010 */ (1 << 4)
 
#define PARTICLE_5   /* 0x00000020 */ (1 << 5)
 
#define PARTICLE_6   /* 0x00000040 */ (1 << 6)
 
#define PARTICLE_7   /* 0x00000080 */ (1 << 7)
 
#define PARTICLE_8   /* 0x00000100 */ (1 << 8)
 
#define PARTICLE_9   /* 0x00000200 */ (1 << 9)
 
#define PARTICLE_10   /* 0x00000400 */ (1 << 10)
 
#define PARTICLE_11   /* 0x00000800 */ (1 << 11)
 
#define PARTICLE_12   /* 0x00001000 */ (1 << 12)
 
#define PARTICLE_LEAVES   /* 0x00002000 */ (1 << 13)
 
#define PARTICLE_14   /* 0x00004000 */ (1 << 14)
 
#define PARTICLE_15   /* 0x00008000 */ (1 << 15)
 
#define PARTICLE_16   /* 0x00010000 */ (1 << 16)
 
#define PARTICLE_17   /* 0x00020000 */ (1 << 17)
 
#define PARTICLE_18   /* 0x00040000 */ (1 << 18)
 
#define PARTICLE_19   /* 0x00080000 */ (1 << 19)
 
#define MODEL_STATE_NOISE_ALPHA   0x180
 
#define MODEL_STATE_METAL   0x200
 
#define MARIO_NORMAL_CAP   0x00000001
 
#define MARIO_VANISH_CAP   0x00000002
 
#define MARIO_METAL_CAP   0x00000004
 
#define MARIO_WING_CAP   0x00000008
 
#define MARIO_CAP_ON_HEAD   0x00000010
 
#define MARIO_CAP_IN_HAND   0x00000020
 
#define MARIO_METAL_SHOCK   0x00000040
 
#define MARIO_TELEPORTING   0x00000080
 
#define MARIO_UNKNOWN_08   0x00000100
 
#define MARIO_UNKNOWN_13   0x00002000
 
#define MARIO_ENVIRONMENT_NOISE_PLAYED   0x00010000
 
#define MARIO_ACTION_NOISE_PLAYED   0x00020000
 
#define MARIO_UNKNOWN_18   0x00040000
 
#define MARIO_PUNCHING   0x00100000
 
#define MARIO_KICKING   0x00200000
 
#define MARIO_TRIPPING   0x00400000
 
#define MARIO_UNKNOWN_25   0x02000000
 
#define MARIO_UNKNOWN_30   0x40000000
 
#define MARIO_UNKNOWN_31   0x80000000
 
#define MARIO_CAP_FLAGS   0x0000001F
 
#define ACT_ID_MASK   0x000001FF
 
#define ACT_GROUP_MASK   0x000001C0
 
#define ACT_GROUP_STATIONARY   /* 0x00000000 */ (0 << 6)
 
#define ACT_GROUP_MOVING   /* 0x00000040 */ (1 << 6)
 
#define ACT_GROUP_AIRBORNE   /* 0x00000080 */ (2 << 6)
 
#define ACT_GROUP_SUBMERGED   /* 0x000000C0 */ (3 << 6)
 
#define ACT_GROUP_CUTSCENE   /* 0x00000100 */ (4 << 6)
 
#define ACT_GROUP_AUTOMATIC   /* 0x00000140 */ (5 << 6)
 
#define ACT_GROUP_OBJECT   /* 0x00000180 */ (6 << 6)
 
#define ACT_FLAG_STATIONARY   /* 0x00000200 */ (1 << 9)
 
#define ACT_FLAG_MOVING   /* 0x00000400 */ (1 << 10)
 
#define ACT_FLAG_AIR   /* 0x00000800 */ (1 << 11)
 
#define ACT_FLAG_INTANGIBLE   /* 0x00001000 */ (1 << 12)
 
#define ACT_FLAG_SWIMMING   /* 0x00002000 */ (1 << 13)
 
#define ACT_FLAG_METAL_WATER   /* 0x00004000 */ (1 << 14)
 
#define ACT_FLAG_SHORT_HITBOX   /* 0x00008000 */ (1 << 15)
 
#define ACT_FLAG_RIDING_SHELL   /* 0x00010000 */ (1 << 16)
 
#define ACT_FLAG_INVULNERABLE   /* 0x00020000 */ (1 << 17)
 
#define ACT_FLAG_BUTT_OR_STOMACH_SLIDE   /* 0x00040000 */ (1 << 18)
 
#define ACT_FLAG_DIVING   /* 0x00080000 */ (1 << 19)
 
#define ACT_FLAG_ON_POLE   /* 0x00100000 */ (1 << 20)
 
#define ACT_FLAG_HANGING   /* 0x00200000 */ (1 << 21)
 
#define ACT_FLAG_IDLE   /* 0x00400000 */ (1 << 22)
 
#define ACT_FLAG_ATTACKING   /* 0x00800000 */ (1 << 23)
 
#define ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION   /* 0x01000000 */ (1 << 24)
 
#define ACT_FLAG_CONTROL_JUMP_HEIGHT   /* 0x02000000 */ (1 << 25)
 
#define ACT_FLAG_ALLOW_FIRST_PERSON   /* 0x04000000 */ (1 << 26)
 
#define ACT_FLAG_PAUSE_EXIT   /* 0x08000000 */ (1 << 27)
 
#define ACT_FLAG_SWIMMING_OR_FLYING   /* 0x10000000 */ (1 << 28)
 
#define ACT_FLAG_WATER_OR_TEXT   /* 0x20000000 */ (1 << 29)
 
#define ACT_FLAG_THROWING   /* 0x80000000 */ (1 << 31)
 
#define ACT_UNINITIALIZED   0x00000000
 
#define ACT_IDLE   0x0C400201
 
#define ACT_START_SLEEPING   0x0C400202
 
#define ACT_SLEEPING   0x0C000203
 
#define ACT_WAKING_UP   0x0C000204
 
#define ACT_PANTING   0x0C400205
 
#define ACT_UNKNOWN_006   0x08000206
 
#define ACT_UNKNOWN_007   0x08000207
 
#define ACT_UNKNOWN_008   0x08000208
 
#define ACT_STANDING_AGAINST_WALL   0x0C400209
 
#define ACT_COUGHING   0x0C40020A
 
#define ACT_SHIVERING   0x0C40020B
 
#define ACT_IN_QUICKSAND   0x0002020D
 
#define ACT_CROUCHING   0x0C008220
 
#define ACT_START_CROUCHING   0x0C008221
 
#define ACT_UNKNOWN_022   0x0C008222
 
#define ACT_START_CRAWLING   0x0C008223
 
#define ACT_UNKNOWN_024   0x0C008224
 
#define ACT_SLIDE_KICK_SLIDE_STOP   0x08000225
 
#define ACT_UNKNOWN_026   0x00020226
 
#define ACT_FIRST_PERSON   0x0C000227
 
#define ACT_BACKFLIP_LAND_STOP   0x0800022F
 
#define ACT_JUMP_LAND_STOP   0x0C000230
 
#define ACT_DOUBLE_JUMP_LAND_STOP   0x0C000231
 
#define ACT_FREEFALL_LAND_STOP   0x0C000232
 
#define ACT_SIDE_FLIP_LAND_STOP   0x0C000233
 
#define ACT_UNKNOWN_034   0x08000234
 
#define ACT_UNKNOWN_035   0x08000235
 
#define ACT_AIR_THROW_LAND   0x80000A36
 
#define ACT_TWIRL_LAND   0x18800238
 
#define ACT_LAVA_BOOST_LAND   0x08000239
 
#define ACT_TRIPLE_JUMP_LAND_STOP   0x0800023A
 
#define ACT_LONG_JUMP_LAND_STOP   0x0800023B
 
#define ACT_GROUND_POUND_LAND   0x0080023C
 
#define ACT_BRAKING_STOP   0x0C00023D
 
#define ACT_BUTT_SLIDE_STOP   0x0C00023E
 
#define ACT_UNKNOWN_03F   0x0800043F
 
#define ACT_WALKING   0x04000440
 
#define ACT_HOLD_WALKING   0x00000442
 
#define ACT_TURNING_AROUND   0x00000443
 
#define ACT_FINISH_TURNING_AROUND   0x00000444
 
#define ACT_BRAKING   0x04000445
 
#define ACT_RIDING_SHELL_GROUND   0x20810446
 
#define ACT_HOLD_HEAVY_WALKING   0x00000447
 
#define ACT_CRAWLING   0x04008448
 
#define ACT_BURNING_GROUND   0x00020449
 
#define ACT_DECELERATING   0x0400044A
 
#define ACT_HOLD_DECELERATING   0x0000044B
 
#define ACT_BEGIN_SLIDING   0x00000050
 
#define ACT_HOLD_BEGIN_SLIDING   0x00000051
 
#define ACT_BUTT_SLIDE   0x00840452
 
#define ACT_STOMACH_SLIDE   0x008C0453
 
#define ACT_HOLD_BUTT_SLIDE   0x00840454
 
#define ACT_HOLD_STOMACH_SLIDE   0x008C0455
 
#define ACT_DIVE_SLIDE   0x00880456
 
#define ACT_MOVE_PUNCHING   0x00800457
 
#define ACT_CROUCH_SLIDE   0x04808459
 
#define ACT_SLIDE_KICK_SLIDE   0x0080045A
 
#define ACT_HARD_BACKWARD_GROUND_KB   0x00020460
 
#define ACT_HARD_FORWARD_GROUND_KB   0x00020461
 
#define ACT_BACKWARD_GROUND_KB   0x00020462
 
#define ACT_FORWARD_GROUND_KB   0x00020463
 
#define ACT_SOFT_BACKWARD_GROUND_KB   0x00020464
 
#define ACT_SOFT_FORWARD_GROUND_KB   0x00020465
 
#define ACT_GROUND_BONK   0x00020466
 
#define ACT_DEATH_EXIT_LAND   0x00020467
 
#define ACT_JUMP_LAND   0x04000470
 
#define ACT_FREEFALL_LAND   0x04000471
 
#define ACT_DOUBLE_JUMP_LAND   0x04000472
 
#define ACT_SIDE_FLIP_LAND   0x04000473
 
#define ACT_HOLD_JUMP_LAND   0x00000474
 
#define ACT_HOLD_FREEFALL_LAND   0x00000475
 
#define ACT_QUICKSAND_JUMP_LAND   0x00000476
 
#define ACT_HOLD_QUICKSAND_JUMP_LAND   0x00000477
 
#define ACT_TRIPLE_JUMP_LAND   0x04000478
 
#define ACT_LONG_JUMP_LAND   0x00000479
 
#define ACT_BACKFLIP_LAND   0x0400047A
 
#define ACT_JUMP   0x03000880
 
#define ACT_DOUBLE_JUMP   0x03000881
 
#define ACT_TRIPLE_JUMP   0x01000882
 
#define ACT_BACKFLIP   0x01000883
 
#define ACT_STEEP_JUMP   0x03000885
 
#define ACT_WALL_KICK_AIR   0x03000886
 
#define ACT_SIDE_FLIP   0x01000887
 
#define ACT_LONG_JUMP   0x03000888
 
#define ACT_WATER_JUMP   0x01000889
 
#define ACT_DIVE   0x0188088A
 
#define ACT_FREEFALL   0x0100088C
 
#define ACT_TOP_OF_POLE_JUMP   0x0300088D
 
#define ACT_BUTT_SLIDE_AIR   0x0300088E
 
#define ACT_FLYING_TRIPLE_JUMP   0x03000894
 
#define ACT_SHOT_FROM_CANNON   0x00880898
 
#define ACT_FLYING   0x10880899
 
#define ACT_RIDING_SHELL_JUMP   0x0281089A
 
#define ACT_RIDING_SHELL_FALL   0x0081089B
 
#define ACT_VERTICAL_WIND   0x1008089C
 
#define ACT_HOLD_JUMP   0x030008A0
 
#define ACT_HOLD_FREEFALL   0x010008A1
 
#define ACT_HOLD_BUTT_SLIDE_AIR   0x010008A2
 
#define ACT_HOLD_WATER_JUMP   0x010008A3
 
#define ACT_TWIRLING   0x108008A4
 
#define ACT_FORWARD_ROLLOUT   0x010008A6
 
#define ACT_AIR_HIT_WALL   0x000008A7
 
#define ACT_RIDING_HOOT   0x000004A8
 
#define ACT_GROUND_POUND   0x008008A9
 
#define ACT_SLIDE_KICK   0x018008AA
 
#define ACT_AIR_THROW   0x830008AB
 
#define ACT_JUMP_KICK   0x018008AC
 
#define ACT_BACKWARD_ROLLOUT   0x010008AD
 
#define ACT_CRAZY_BOX_BOUNCE   0x000008AE
 
#define ACT_SPECIAL_TRIPLE_JUMP   0x030008AF
 
#define ACT_BACKWARD_AIR_KB   0x010208B0
 
#define ACT_FORWARD_AIR_KB   0x010208B1
 
#define ACT_HARD_FORWARD_AIR_KB   0x010208B2
 
#define ACT_HARD_BACKWARD_AIR_KB   0x010208B3
 
#define ACT_BURNING_JUMP   0x010208B4
 
#define ACT_BURNING_FALL   0x010208B5
 
#define ACT_SOFT_BONK   0x010208B6
 
#define ACT_LAVA_BOOST   0x010208B7
 
#define ACT_GETTING_BLOWN   0x010208B8
 
#define ACT_THROWN_FORWARD   0x010208BD
 
#define ACT_THROWN_BACKWARD   0x010208BE
 
#define ACT_WATER_IDLE   0x380022C0
 
#define ACT_HOLD_WATER_IDLE   0x380022C1
 
#define ACT_WATER_ACTION_END   0x300022C2
 
#define ACT_HOLD_WATER_ACTION_END   0x300022C3
 
#define ACT_DROWNING   0x300032C4
 
#define ACT_BACKWARD_WATER_KB   0x300222C5
 
#define ACT_FORWARD_WATER_KB   0x300222C6
 
#define ACT_WATER_DEATH   0x300032C7
 
#define ACT_WATER_SHOCKED   0x300222C8
 
#define ACT_BREASTSTROKE   0x300024D0
 
#define ACT_SWIMMING_END   0x300024D1
 
#define ACT_FLUTTER_KICK   0x300024D2
 
#define ACT_HOLD_BREASTSTROKE   0x300024D3
 
#define ACT_HOLD_SWIMMING_END   0x300024D4
 
#define ACT_HOLD_FLUTTER_KICK   0x300024D5
 
#define ACT_WATER_SHELL_SWIMMING   0x300024D6
 
#define ACT_WATER_THROW   0x300024E0
 
#define ACT_WATER_PUNCH   0x300024E1
 
#define ACT_WATER_PLUNGE   0x300022E2
 
#define ACT_CAUGHT_IN_WHIRLPOOL   0x300222E3
 
#define ACT_METAL_WATER_STANDING   0x080042F0
 
#define ACT_HOLD_METAL_WATER_STANDING   0x080042F1
 
#define ACT_METAL_WATER_WALKING   0x000044F2
 
#define ACT_HOLD_METAL_WATER_WALKING   0x000044F3
 
#define ACT_METAL_WATER_FALLING   0x000042F4
 
#define ACT_HOLD_METAL_WATER_FALLING   0x000042F5
 
#define ACT_METAL_WATER_FALL_LAND   0x000042F6
 
#define ACT_HOLD_METAL_WATER_FALL_LAND   0x000042F7
 
#define ACT_METAL_WATER_JUMP   0x000044F8
 
#define ACT_HOLD_METAL_WATER_JUMP   0x000044F9
 
#define ACT_METAL_WATER_JUMP_LAND   0x000044FA
 
#define ACT_HOLD_METAL_WATER_JUMP_LAND   0x000044FB
 
#define ACT_DISAPPEARED   0x00001300
 
#define ACT_INTRO_CUTSCENE   0x04001301
 
#define ACT_STAR_DANCE_EXIT   0x00001302
 
#define ACT_STAR_DANCE_WATER   0x00001303
 
#define ACT_FALL_AFTER_STAR_GRAB   0x00001904
 
#define ACT_READING_AUTOMATIC_DIALOG   0x20001305
 
#define ACT_READING_NPC_DIALOG   0x20001306
 
#define ACT_STAR_DANCE_NO_EXIT   0x00001307
 
#define ACT_READING_SIGN   0x00001308
 
#define ACT_JUMBO_STAR_CUTSCENE   0x00001909
 
#define ACT_WAITING_FOR_DIALOG   0x0000130A
 
#define ACT_DEBUG_FREE_MOVE   0x0000130F
 
#define ACT_STANDING_DEATH   0x00021311
 
#define ACT_QUICKSAND_DEATH   0x00021312
 
#define ACT_ELECTROCUTION   0x00021313
 
#define ACT_SUFFOCATION   0x00021314
 
#define ACT_DEATH_ON_STOMACH   0x00021315
 
#define ACT_DEATH_ON_BACK   0x00021316
 
#define ACT_EATEN_BY_BUBBA   0x00021317
 
#define ACT_END_PEACH_CUTSCENE   0x00001918
 
#define ACT_CREDITS_CUTSCENE   0x00001319
 
#define ACT_END_WAVING_CUTSCENE   0x0000131A
 
#define ACT_PULLING_DOOR   0x00001320
 
#define ACT_PUSHING_DOOR   0x00001321
 
#define ACT_WARP_DOOR_SPAWN   0x00001322
 
#define ACT_EMERGE_FROM_PIPE   0x00001923
 
#define ACT_SPAWN_SPIN_AIRBORNE   0x00001924
 
#define ACT_SPAWN_SPIN_LANDING   0x00001325
 
#define ACT_EXIT_AIRBORNE   0x00001926
 
#define ACT_EXIT_LAND_SAVE_DIALOG   0x00001327
 
#define ACT_DEATH_EXIT   0x00001928
 
#define ACT_UNUSED_DEATH_EXIT   0x00001929
 
#define ACT_FALLING_DEATH_EXIT   0x0000192A
 
#define ACT_SPECIAL_EXIT_AIRBORNE   0x0000192B
 
#define ACT_SPECIAL_DEATH_EXIT   0x0000192C
 
#define ACT_FALLING_EXIT_AIRBORNE   0x0000192D
 
#define ACT_UNLOCKING_KEY_DOOR   0x0000132E
 
#define ACT_UNLOCKING_STAR_DOOR   0x0000132F
 
#define ACT_ENTERING_STAR_DOOR   0x00001331
 
#define ACT_SPAWN_NO_SPIN_AIRBORNE   0x00001932
 
#define ACT_SPAWN_NO_SPIN_LANDING   0x00001333
 
#define ACT_BBH_ENTER_JUMP   0x00001934
 
#define ACT_BBH_ENTER_SPIN   0x00001535
 
#define ACT_TELEPORT_FADE_OUT   0x00001336
 
#define ACT_TELEPORT_FADE_IN   0x00001337
 
#define ACT_SHOCKED   0x00020338
 
#define ACT_SQUISHED   0x00020339
 
#define ACT_HEAD_STUCK_IN_GROUND   0x0002033A
 
#define ACT_BUTT_STUCK_IN_GROUND   0x0002033B
 
#define ACT_FEET_STUCK_IN_GROUND   0x0002033C
 
#define ACT_PUTTING_ON_CAP   0x0000133D
 
#define ACT_HOLDING_POLE   0x08100340
 
#define ACT_GRAB_POLE_SLOW   0x00100341
 
#define ACT_GRAB_POLE_FAST   0x00100342
 
#define ACT_CLIMBING_POLE   0x00100343
 
#define ACT_TOP_OF_POLE_TRANSITION   0x00100344
 
#define ACT_TOP_OF_POLE   0x00100345
 
#define ACT_START_HANGING   0x08200348
 
#define ACT_HANGING   0x00200349
 
#define ACT_HANG_MOVING   0x0020054A
 
#define ACT_LEDGE_GRAB   0x0800034B
 
#define ACT_LEDGE_CLIMB_SLOW_1   0x0000054C
 
#define ACT_LEDGE_CLIMB_SLOW_2   0x0000054D
 
#define ACT_LEDGE_CLIMB_DOWN   0x0000054E
 
#define ACT_LEDGE_CLIMB_FAST   0x0000054F
 
#define ACT_GRABBED   0x00020370
 
#define ACT_IN_CANNON   0x00001371
 
#define ACT_TORNADO_TWIRLING   0x10020372
 
#define ACT_PUNCHING   0x00800380
 
#define ACT_PICKING_UP   0x00000383
 
#define ACT_DIVE_PICKING_UP   0x00000385
 
#define ACT_STOMACH_SLIDE_STOP   0x00000386
 
#define ACT_PLACING_DOWN   0x00000387
 
#define ACT_THROWING   0x80000588
 
#define ACT_HEAVY_THROW   0x80000589
 
#define ACT_PICKING_UP_BOWSER   0x00000390
 
#define ACT_HOLDING_BOWSER   0x00000391
 
#define ACT_RELEASING_BOWSER   0x00000392
 
#define VIRTUAL_TO_PHYSICAL(addr)   ((u32)(addr) & 0x1FFFFFFF)
 
#define PHYSICAL_TO_VIRTUAL(addr)   ((u32)(addr) | 0x80000000)
 
#define END_DEMO   (1 << 7)
 
#define VALID_BUTTONS
 
#define C_BUTTONS   (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
 

Macro Definition Documentation

◆ ACT_AIR_HIT_WALL

#define ACT_AIR_HIT_WALL   0x000008A7

◆ ACT_AIR_THROW

#define ACT_AIR_THROW   0x830008AB

◆ ACT_AIR_THROW_LAND

#define ACT_AIR_THROW_LAND   0x80000A36

◆ ACT_BACKFLIP

#define ACT_BACKFLIP   0x01000883

◆ ACT_BACKFLIP_LAND

#define ACT_BACKFLIP_LAND   0x0400047A

◆ ACT_BACKFLIP_LAND_STOP

#define ACT_BACKFLIP_LAND_STOP   0x0800022F

◆ ACT_BACKWARD_AIR_KB

#define ACT_BACKWARD_AIR_KB   0x010208B0

◆ ACT_BACKWARD_GROUND_KB

#define ACT_BACKWARD_GROUND_KB   0x00020462

◆ ACT_BACKWARD_ROLLOUT

#define ACT_BACKWARD_ROLLOUT   0x010008AD

◆ ACT_BACKWARD_WATER_KB

#define ACT_BACKWARD_WATER_KB   0x300222C5

◆ ACT_BBH_ENTER_JUMP

#define ACT_BBH_ENTER_JUMP   0x00001934

◆ ACT_BBH_ENTER_SPIN

#define ACT_BBH_ENTER_SPIN   0x00001535

◆ ACT_BEGIN_SLIDING

#define ACT_BEGIN_SLIDING   0x00000050

◆ ACT_BRAKING

#define ACT_BRAKING   0x04000445

◆ ACT_BRAKING_STOP

#define ACT_BRAKING_STOP   0x0C00023D

◆ ACT_BREASTSTROKE

#define ACT_BREASTSTROKE   0x300024D0

◆ ACT_BURNING_FALL

#define ACT_BURNING_FALL   0x010208B5

◆ ACT_BURNING_GROUND

#define ACT_BURNING_GROUND   0x00020449

◆ ACT_BURNING_JUMP

#define ACT_BURNING_JUMP   0x010208B4

◆ ACT_BUTT_SLIDE

#define ACT_BUTT_SLIDE   0x00840452

◆ ACT_BUTT_SLIDE_AIR

#define ACT_BUTT_SLIDE_AIR   0x0300088E

◆ ACT_BUTT_SLIDE_STOP

#define ACT_BUTT_SLIDE_STOP   0x0C00023E

◆ ACT_BUTT_STUCK_IN_GROUND

#define ACT_BUTT_STUCK_IN_GROUND   0x0002033B

◆ ACT_CAUGHT_IN_WHIRLPOOL

#define ACT_CAUGHT_IN_WHIRLPOOL   0x300222E3

◆ ACT_CLIMBING_POLE

#define ACT_CLIMBING_POLE   0x00100343

◆ ACT_COUGHING

#define ACT_COUGHING   0x0C40020A

◆ ACT_CRAWLING

#define ACT_CRAWLING   0x04008448

◆ ACT_CRAZY_BOX_BOUNCE

#define ACT_CRAZY_BOX_BOUNCE   0x000008AE

◆ ACT_CREDITS_CUTSCENE

#define ACT_CREDITS_CUTSCENE   0x00001319

◆ ACT_CROUCH_SLIDE

#define ACT_CROUCH_SLIDE   0x04808459

◆ ACT_CROUCHING

#define ACT_CROUCHING   0x0C008220

◆ ACT_DEATH_EXIT

#define ACT_DEATH_EXIT   0x00001928

◆ ACT_DEATH_EXIT_LAND

#define ACT_DEATH_EXIT_LAND   0x00020467

◆ ACT_DEATH_ON_BACK

#define ACT_DEATH_ON_BACK   0x00021316

◆ ACT_DEATH_ON_STOMACH

#define ACT_DEATH_ON_STOMACH   0x00021315

◆ ACT_DEBUG_FREE_MOVE

#define ACT_DEBUG_FREE_MOVE   0x0000130F

◆ ACT_DECELERATING

#define ACT_DECELERATING   0x0400044A

◆ ACT_DISAPPEARED

#define ACT_DISAPPEARED   0x00001300

◆ ACT_DIVE

#define ACT_DIVE   0x0188088A

◆ ACT_DIVE_PICKING_UP

#define ACT_DIVE_PICKING_UP   0x00000385

◆ ACT_DIVE_SLIDE

#define ACT_DIVE_SLIDE   0x00880456

◆ ACT_DOUBLE_JUMP

#define ACT_DOUBLE_JUMP   0x03000881

◆ ACT_DOUBLE_JUMP_LAND

#define ACT_DOUBLE_JUMP_LAND   0x04000472

◆ ACT_DOUBLE_JUMP_LAND_STOP

#define ACT_DOUBLE_JUMP_LAND_STOP   0x0C000231

◆ ACT_DROWNING

#define ACT_DROWNING   0x300032C4

◆ ACT_EATEN_BY_BUBBA

#define ACT_EATEN_BY_BUBBA   0x00021317

◆ ACT_ELECTROCUTION

#define ACT_ELECTROCUTION   0x00021313

◆ ACT_EMERGE_FROM_PIPE

#define ACT_EMERGE_FROM_PIPE   0x00001923

◆ ACT_END_PEACH_CUTSCENE

#define ACT_END_PEACH_CUTSCENE   0x00001918

◆ ACT_END_WAVING_CUTSCENE

#define ACT_END_WAVING_CUTSCENE   0x0000131A

◆ ACT_ENTERING_STAR_DOOR

#define ACT_ENTERING_STAR_DOOR   0x00001331

◆ ACT_EXIT_AIRBORNE

#define ACT_EXIT_AIRBORNE   0x00001926

◆ ACT_EXIT_LAND_SAVE_DIALOG

#define ACT_EXIT_LAND_SAVE_DIALOG   0x00001327

◆ ACT_FALL_AFTER_STAR_GRAB

#define ACT_FALL_AFTER_STAR_GRAB   0x00001904

◆ ACT_FALLING_DEATH_EXIT

#define ACT_FALLING_DEATH_EXIT   0x0000192A

◆ ACT_FALLING_EXIT_AIRBORNE

#define ACT_FALLING_EXIT_AIRBORNE   0x0000192D

◆ ACT_FEET_STUCK_IN_GROUND

#define ACT_FEET_STUCK_IN_GROUND   0x0002033C

◆ ACT_FINISH_TURNING_AROUND

#define ACT_FINISH_TURNING_AROUND   0x00000444

◆ ACT_FIRST_PERSON

#define ACT_FIRST_PERSON   0x0C000227

◆ ACT_FLAG_AIR

#define ACT_FLAG_AIR   /* 0x00000800 */ (1 << 11)

◆ ACT_FLAG_ALLOW_FIRST_PERSON

#define ACT_FLAG_ALLOW_FIRST_PERSON   /* 0x04000000 */ (1 << 26)

◆ ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION

#define ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION   /* 0x01000000 */ (1 << 24)

◆ ACT_FLAG_ATTACKING

#define ACT_FLAG_ATTACKING   /* 0x00800000 */ (1 << 23)

◆ ACT_FLAG_BUTT_OR_STOMACH_SLIDE

#define ACT_FLAG_BUTT_OR_STOMACH_SLIDE   /* 0x00040000 */ (1 << 18)

◆ ACT_FLAG_CONTROL_JUMP_HEIGHT

#define ACT_FLAG_CONTROL_JUMP_HEIGHT   /* 0x02000000 */ (1 << 25)

◆ ACT_FLAG_DIVING

#define ACT_FLAG_DIVING   /* 0x00080000 */ (1 << 19)

◆ ACT_FLAG_HANGING

#define ACT_FLAG_HANGING   /* 0x00200000 */ (1 << 21)

◆ ACT_FLAG_IDLE

#define ACT_FLAG_IDLE   /* 0x00400000 */ (1 << 22)

◆ ACT_FLAG_INTANGIBLE

#define ACT_FLAG_INTANGIBLE   /* 0x00001000 */ (1 << 12)

◆ ACT_FLAG_INVULNERABLE

#define ACT_FLAG_INVULNERABLE   /* 0x00020000 */ (1 << 17)

◆ ACT_FLAG_METAL_WATER

#define ACT_FLAG_METAL_WATER   /* 0x00004000 */ (1 << 14)

◆ ACT_FLAG_MOVING

#define ACT_FLAG_MOVING   /* 0x00000400 */ (1 << 10)

◆ ACT_FLAG_ON_POLE

#define ACT_FLAG_ON_POLE   /* 0x00100000 */ (1 << 20)

◆ ACT_FLAG_PAUSE_EXIT

#define ACT_FLAG_PAUSE_EXIT   /* 0x08000000 */ (1 << 27)

◆ ACT_FLAG_RIDING_SHELL

#define ACT_FLAG_RIDING_SHELL   /* 0x00010000 */ (1 << 16)

◆ ACT_FLAG_SHORT_HITBOX

#define ACT_FLAG_SHORT_HITBOX   /* 0x00008000 */ (1 << 15)

◆ ACT_FLAG_STATIONARY

#define ACT_FLAG_STATIONARY   /* 0x00000200 */ (1 << 9)

◆ ACT_FLAG_SWIMMING

#define ACT_FLAG_SWIMMING   /* 0x00002000 */ (1 << 13)

◆ ACT_FLAG_SWIMMING_OR_FLYING

#define ACT_FLAG_SWIMMING_OR_FLYING   /* 0x10000000 */ (1 << 28)

◆ ACT_FLAG_THROWING

#define ACT_FLAG_THROWING   /* 0x80000000 */ (1 << 31)

◆ ACT_FLAG_WATER_OR_TEXT

#define ACT_FLAG_WATER_OR_TEXT   /* 0x20000000 */ (1 << 29)

◆ ACT_FLUTTER_KICK

#define ACT_FLUTTER_KICK   0x300024D2

◆ ACT_FLYING

#define ACT_FLYING   0x10880899

◆ ACT_FLYING_TRIPLE_JUMP

#define ACT_FLYING_TRIPLE_JUMP   0x03000894

◆ ACT_FORWARD_AIR_KB

#define ACT_FORWARD_AIR_KB   0x010208B1

◆ ACT_FORWARD_GROUND_KB

#define ACT_FORWARD_GROUND_KB   0x00020463

◆ ACT_FORWARD_ROLLOUT

#define ACT_FORWARD_ROLLOUT   0x010008A6

◆ ACT_FORWARD_WATER_KB

#define ACT_FORWARD_WATER_KB   0x300222C6

◆ ACT_FREEFALL

#define ACT_FREEFALL   0x0100088C

◆ ACT_FREEFALL_LAND

#define ACT_FREEFALL_LAND   0x04000471

◆ ACT_FREEFALL_LAND_STOP

#define ACT_FREEFALL_LAND_STOP   0x0C000232

◆ ACT_GETTING_BLOWN

#define ACT_GETTING_BLOWN   0x010208B8

◆ ACT_GRAB_POLE_FAST

#define ACT_GRAB_POLE_FAST   0x00100342

◆ ACT_GRAB_POLE_SLOW

#define ACT_GRAB_POLE_SLOW   0x00100341

◆ ACT_GRABBED

#define ACT_GRABBED   0x00020370

◆ ACT_GROUND_BONK

#define ACT_GROUND_BONK   0x00020466

◆ ACT_GROUND_POUND

#define ACT_GROUND_POUND   0x008008A9

◆ ACT_GROUND_POUND_LAND

#define ACT_GROUND_POUND_LAND   0x0080023C

◆ ACT_GROUP_AIRBORNE

#define ACT_GROUP_AIRBORNE   /* 0x00000080 */ (2 << 6)

◆ ACT_GROUP_AUTOMATIC

#define ACT_GROUP_AUTOMATIC   /* 0x00000140 */ (5 << 6)

◆ ACT_GROUP_CUTSCENE

#define ACT_GROUP_CUTSCENE   /* 0x00000100 */ (4 << 6)

◆ ACT_GROUP_MASK

#define ACT_GROUP_MASK   0x000001C0

◆ ACT_GROUP_MOVING

#define ACT_GROUP_MOVING   /* 0x00000040 */ (1 << 6)

◆ ACT_GROUP_OBJECT

#define ACT_GROUP_OBJECT   /* 0x00000180 */ (6 << 6)

◆ ACT_GROUP_STATIONARY

#define ACT_GROUP_STATIONARY   /* 0x00000000 */ (0 << 6)

◆ ACT_GROUP_SUBMERGED

#define ACT_GROUP_SUBMERGED   /* 0x000000C0 */ (3 << 6)

◆ ACT_HANG_MOVING

#define ACT_HANG_MOVING   0x0020054A

◆ ACT_HANGING

#define ACT_HANGING   0x00200349

◆ ACT_HARD_BACKWARD_AIR_KB

#define ACT_HARD_BACKWARD_AIR_KB   0x010208B3

◆ ACT_HARD_BACKWARD_GROUND_KB

#define ACT_HARD_BACKWARD_GROUND_KB   0x00020460

◆ ACT_HARD_FORWARD_AIR_KB

#define ACT_HARD_FORWARD_AIR_KB   0x010208B2

◆ ACT_HARD_FORWARD_GROUND_KB

#define ACT_HARD_FORWARD_GROUND_KB   0x00020461

◆ ACT_HEAD_STUCK_IN_GROUND

#define ACT_HEAD_STUCK_IN_GROUND   0x0002033A

◆ ACT_HEAVY_THROW

#define ACT_HEAVY_THROW   0x80000589

◆ ACT_HOLD_BEGIN_SLIDING

#define ACT_HOLD_BEGIN_SLIDING   0x00000051

◆ ACT_HOLD_BREASTSTROKE

#define ACT_HOLD_BREASTSTROKE   0x300024D3

◆ ACT_HOLD_BUTT_SLIDE

#define ACT_HOLD_BUTT_SLIDE   0x00840454

◆ ACT_HOLD_BUTT_SLIDE_AIR

#define ACT_HOLD_BUTT_SLIDE_AIR   0x010008A2

◆ ACT_HOLD_DECELERATING

#define ACT_HOLD_DECELERATING   0x0000044B

◆ ACT_HOLD_FLUTTER_KICK

#define ACT_HOLD_FLUTTER_KICK   0x300024D5

◆ ACT_HOLD_FREEFALL

#define ACT_HOLD_FREEFALL   0x010008A1

◆ ACT_HOLD_FREEFALL_LAND

#define ACT_HOLD_FREEFALL_LAND   0x00000475

◆ ACT_HOLD_HEAVY_WALKING

#define ACT_HOLD_HEAVY_WALKING   0x00000447

◆ ACT_HOLD_JUMP

#define ACT_HOLD_JUMP   0x030008A0

◆ ACT_HOLD_JUMP_LAND

#define ACT_HOLD_JUMP_LAND   0x00000474

◆ ACT_HOLD_METAL_WATER_FALL_LAND

#define ACT_HOLD_METAL_WATER_FALL_LAND   0x000042F7

◆ ACT_HOLD_METAL_WATER_FALLING

#define ACT_HOLD_METAL_WATER_FALLING   0x000042F5

◆ ACT_HOLD_METAL_WATER_JUMP

#define ACT_HOLD_METAL_WATER_JUMP   0x000044F9

◆ ACT_HOLD_METAL_WATER_JUMP_LAND

#define ACT_HOLD_METAL_WATER_JUMP_LAND   0x000044FB

◆ ACT_HOLD_METAL_WATER_STANDING

#define ACT_HOLD_METAL_WATER_STANDING   0x080042F1

◆ ACT_HOLD_METAL_WATER_WALKING

#define ACT_HOLD_METAL_WATER_WALKING   0x000044F3

◆ ACT_HOLD_QUICKSAND_JUMP_LAND

#define ACT_HOLD_QUICKSAND_JUMP_LAND   0x00000477

◆ ACT_HOLD_STOMACH_SLIDE

#define ACT_HOLD_STOMACH_SLIDE   0x008C0455

◆ ACT_HOLD_SWIMMING_END

#define ACT_HOLD_SWIMMING_END   0x300024D4

◆ ACT_HOLD_WALKING

#define ACT_HOLD_WALKING   0x00000442

◆ ACT_HOLD_WATER_ACTION_END

#define ACT_HOLD_WATER_ACTION_END   0x300022C3

◆ ACT_HOLD_WATER_IDLE

#define ACT_HOLD_WATER_IDLE   0x380022C1

◆ ACT_HOLD_WATER_JUMP

#define ACT_HOLD_WATER_JUMP   0x010008A3

◆ ACT_HOLDING_BOWSER

#define ACT_HOLDING_BOWSER   0x00000391

◆ ACT_HOLDING_POLE

#define ACT_HOLDING_POLE   0x08100340

◆ ACT_ID_MASK

#define ACT_ID_MASK   0x000001FF

◆ ACT_IDLE

#define ACT_IDLE   0x0C400201

◆ ACT_IN_CANNON

#define ACT_IN_CANNON   0x00001371

◆ ACT_IN_QUICKSAND

#define ACT_IN_QUICKSAND   0x0002020D

◆ ACT_INTRO_CUTSCENE

#define ACT_INTRO_CUTSCENE   0x04001301

◆ ACT_JUMBO_STAR_CUTSCENE

#define ACT_JUMBO_STAR_CUTSCENE   0x00001909

◆ ACT_JUMP

#define ACT_JUMP   0x03000880

◆ ACT_JUMP_KICK

#define ACT_JUMP_KICK   0x018008AC

◆ ACT_JUMP_LAND

#define ACT_JUMP_LAND   0x04000470

◆ ACT_JUMP_LAND_STOP

#define ACT_JUMP_LAND_STOP   0x0C000230

◆ ACT_LAVA_BOOST

#define ACT_LAVA_BOOST   0x010208B7

◆ ACT_LAVA_BOOST_LAND

#define ACT_LAVA_BOOST_LAND   0x08000239

◆ ACT_LEDGE_CLIMB_DOWN

#define ACT_LEDGE_CLIMB_DOWN   0x0000054E

◆ ACT_LEDGE_CLIMB_FAST

#define ACT_LEDGE_CLIMB_FAST   0x0000054F

◆ ACT_LEDGE_CLIMB_SLOW_1

#define ACT_LEDGE_CLIMB_SLOW_1   0x0000054C

◆ ACT_LEDGE_CLIMB_SLOW_2

#define ACT_LEDGE_CLIMB_SLOW_2   0x0000054D

◆ ACT_LEDGE_GRAB

#define ACT_LEDGE_GRAB   0x0800034B

◆ ACT_LONG_JUMP

#define ACT_LONG_JUMP   0x03000888

◆ ACT_LONG_JUMP_LAND

#define ACT_LONG_JUMP_LAND   0x00000479

◆ ACT_LONG_JUMP_LAND_STOP

#define ACT_LONG_JUMP_LAND_STOP   0x0800023B

◆ ACT_METAL_WATER_FALL_LAND

#define ACT_METAL_WATER_FALL_LAND   0x000042F6

◆ ACT_METAL_WATER_FALLING

#define ACT_METAL_WATER_FALLING   0x000042F4

◆ ACT_METAL_WATER_JUMP

#define ACT_METAL_WATER_JUMP   0x000044F8

◆ ACT_METAL_WATER_JUMP_LAND

#define ACT_METAL_WATER_JUMP_LAND   0x000044FA

◆ ACT_METAL_WATER_STANDING

#define ACT_METAL_WATER_STANDING   0x080042F0

◆ ACT_METAL_WATER_WALKING

#define ACT_METAL_WATER_WALKING   0x000044F2

◆ ACT_MOVE_PUNCHING

#define ACT_MOVE_PUNCHING   0x00800457

◆ ACT_PANTING

#define ACT_PANTING   0x0C400205

◆ ACT_PICKING_UP

#define ACT_PICKING_UP   0x00000383

◆ ACT_PICKING_UP_BOWSER

#define ACT_PICKING_UP_BOWSER   0x00000390

◆ ACT_PLACING_DOWN

#define ACT_PLACING_DOWN   0x00000387

◆ ACT_PULLING_DOOR

#define ACT_PULLING_DOOR   0x00001320

◆ ACT_PUNCHING

#define ACT_PUNCHING   0x00800380

◆ ACT_PUSHING_DOOR

#define ACT_PUSHING_DOOR   0x00001321

◆ ACT_PUTTING_ON_CAP

#define ACT_PUTTING_ON_CAP   0x0000133D

◆ ACT_QUICKSAND_DEATH

#define ACT_QUICKSAND_DEATH   0x00021312

◆ ACT_QUICKSAND_JUMP_LAND

#define ACT_QUICKSAND_JUMP_LAND   0x00000476

◆ ACT_READING_AUTOMATIC_DIALOG

#define ACT_READING_AUTOMATIC_DIALOG   0x20001305

◆ ACT_READING_NPC_DIALOG

#define ACT_READING_NPC_DIALOG   0x20001306

◆ ACT_READING_SIGN

#define ACT_READING_SIGN   0x00001308

◆ ACT_RELEASING_BOWSER

#define ACT_RELEASING_BOWSER   0x00000392

◆ ACT_RIDING_HOOT

#define ACT_RIDING_HOOT   0x000004A8

◆ ACT_RIDING_SHELL_FALL

#define ACT_RIDING_SHELL_FALL   0x0081089B

◆ ACT_RIDING_SHELL_GROUND

#define ACT_RIDING_SHELL_GROUND   0x20810446

◆ ACT_RIDING_SHELL_JUMP

#define ACT_RIDING_SHELL_JUMP   0x0281089A

◆ ACT_SHIVERING

#define ACT_SHIVERING   0x0C40020B

◆ ACT_SHOCKED

#define ACT_SHOCKED   0x00020338

◆ ACT_SHOT_FROM_CANNON

#define ACT_SHOT_FROM_CANNON   0x00880898

◆ ACT_SIDE_FLIP

#define ACT_SIDE_FLIP   0x01000887

◆ ACT_SIDE_FLIP_LAND

#define ACT_SIDE_FLIP_LAND   0x04000473

◆ ACT_SIDE_FLIP_LAND_STOP

#define ACT_SIDE_FLIP_LAND_STOP   0x0C000233

◆ ACT_SLEEPING

#define ACT_SLEEPING   0x0C000203

◆ ACT_SLIDE_KICK

#define ACT_SLIDE_KICK   0x018008AA

◆ ACT_SLIDE_KICK_SLIDE

#define ACT_SLIDE_KICK_SLIDE   0x0080045A

◆ ACT_SLIDE_KICK_SLIDE_STOP

#define ACT_SLIDE_KICK_SLIDE_STOP   0x08000225

◆ ACT_SOFT_BACKWARD_GROUND_KB

#define ACT_SOFT_BACKWARD_GROUND_KB   0x00020464

◆ ACT_SOFT_BONK

#define ACT_SOFT_BONK   0x010208B6

◆ ACT_SOFT_FORWARD_GROUND_KB

#define ACT_SOFT_FORWARD_GROUND_KB   0x00020465

◆ ACT_SPAWN_NO_SPIN_AIRBORNE

#define ACT_SPAWN_NO_SPIN_AIRBORNE   0x00001932

◆ ACT_SPAWN_NO_SPIN_LANDING

#define ACT_SPAWN_NO_SPIN_LANDING   0x00001333

◆ ACT_SPAWN_SPIN_AIRBORNE

#define ACT_SPAWN_SPIN_AIRBORNE   0x00001924

◆ ACT_SPAWN_SPIN_LANDING

#define ACT_SPAWN_SPIN_LANDING   0x00001325

◆ ACT_SPECIAL_DEATH_EXIT

#define ACT_SPECIAL_DEATH_EXIT   0x0000192C

◆ ACT_SPECIAL_EXIT_AIRBORNE

#define ACT_SPECIAL_EXIT_AIRBORNE   0x0000192B

◆ ACT_SPECIAL_TRIPLE_JUMP

#define ACT_SPECIAL_TRIPLE_JUMP   0x030008AF

◆ ACT_SQUISHED

#define ACT_SQUISHED   0x00020339

◆ ACT_STANDING_AGAINST_WALL

#define ACT_STANDING_AGAINST_WALL   0x0C400209

◆ ACT_STANDING_DEATH

#define ACT_STANDING_DEATH   0x00021311

◆ ACT_STAR_DANCE_EXIT

#define ACT_STAR_DANCE_EXIT   0x00001302

◆ ACT_STAR_DANCE_NO_EXIT

#define ACT_STAR_DANCE_NO_EXIT   0x00001307

◆ ACT_STAR_DANCE_WATER

#define ACT_STAR_DANCE_WATER   0x00001303

◆ ACT_START_CRAWLING

#define ACT_START_CRAWLING   0x0C008223

◆ ACT_START_CROUCHING

#define ACT_START_CROUCHING   0x0C008221

◆ ACT_START_HANGING

#define ACT_START_HANGING   0x08200348

◆ ACT_START_SLEEPING

#define ACT_START_SLEEPING   0x0C400202

◆ ACT_STEEP_JUMP

#define ACT_STEEP_JUMP   0x03000885

◆ ACT_STOMACH_SLIDE

#define ACT_STOMACH_SLIDE   0x008C0453

◆ ACT_STOMACH_SLIDE_STOP

#define ACT_STOMACH_SLIDE_STOP   0x00000386

◆ ACT_SUFFOCATION

#define ACT_SUFFOCATION   0x00021314

◆ ACT_SWIMMING_END

#define ACT_SWIMMING_END   0x300024D1

◆ ACT_TELEPORT_FADE_IN

#define ACT_TELEPORT_FADE_IN   0x00001337

◆ ACT_TELEPORT_FADE_OUT

#define ACT_TELEPORT_FADE_OUT   0x00001336

◆ ACT_THROWING

#define ACT_THROWING   0x80000588

◆ ACT_THROWN_BACKWARD

#define ACT_THROWN_BACKWARD   0x010208BE

◆ ACT_THROWN_FORWARD

#define ACT_THROWN_FORWARD   0x010208BD

◆ ACT_TOP_OF_POLE

#define ACT_TOP_OF_POLE   0x00100345

◆ ACT_TOP_OF_POLE_JUMP

#define ACT_TOP_OF_POLE_JUMP   0x0300088D

◆ ACT_TOP_OF_POLE_TRANSITION

#define ACT_TOP_OF_POLE_TRANSITION   0x00100344

◆ ACT_TORNADO_TWIRLING

#define ACT_TORNADO_TWIRLING   0x10020372

◆ ACT_TRIPLE_JUMP

#define ACT_TRIPLE_JUMP   0x01000882

◆ ACT_TRIPLE_JUMP_LAND

#define ACT_TRIPLE_JUMP_LAND   0x04000478

◆ ACT_TRIPLE_JUMP_LAND_STOP

#define ACT_TRIPLE_JUMP_LAND_STOP   0x0800023A

◆ ACT_TURNING_AROUND

#define ACT_TURNING_AROUND   0x00000443

◆ ACT_TWIRL_LAND

#define ACT_TWIRL_LAND   0x18800238

◆ ACT_TWIRLING

#define ACT_TWIRLING   0x108008A4

◆ ACT_UNINITIALIZED

#define ACT_UNINITIALIZED   0x00000000

◆ ACT_UNKNOWN_006

#define ACT_UNKNOWN_006   0x08000206

◆ ACT_UNKNOWN_007

#define ACT_UNKNOWN_007   0x08000207

◆ ACT_UNKNOWN_008

#define ACT_UNKNOWN_008   0x08000208

◆ ACT_UNKNOWN_022

#define ACT_UNKNOWN_022   0x0C008222

◆ ACT_UNKNOWN_024

#define ACT_UNKNOWN_024   0x0C008224

◆ ACT_UNKNOWN_026

#define ACT_UNKNOWN_026   0x00020226

◆ ACT_UNKNOWN_034

#define ACT_UNKNOWN_034   0x08000234

◆ ACT_UNKNOWN_035

#define ACT_UNKNOWN_035   0x08000235

◆ ACT_UNKNOWN_03F

#define ACT_UNKNOWN_03F   0x0800043F

◆ ACT_UNLOCKING_KEY_DOOR

#define ACT_UNLOCKING_KEY_DOOR   0x0000132E

◆ ACT_UNLOCKING_STAR_DOOR

#define ACT_UNLOCKING_STAR_DOOR   0x0000132F

◆ ACT_UNUSED_DEATH_EXIT

#define ACT_UNUSED_DEATH_EXIT   0x00001929

◆ ACT_VERTICAL_WIND

#define ACT_VERTICAL_WIND   0x1008089C

◆ ACT_WAITING_FOR_DIALOG

#define ACT_WAITING_FOR_DIALOG   0x0000130A

◆ ACT_WAKING_UP

#define ACT_WAKING_UP   0x0C000204

◆ ACT_WALKING

#define ACT_WALKING   0x04000440

◆ ACT_WALL_KICK_AIR

#define ACT_WALL_KICK_AIR   0x03000886

◆ ACT_WARP_DOOR_SPAWN

#define ACT_WARP_DOOR_SPAWN   0x00001322

◆ ACT_WATER_ACTION_END

#define ACT_WATER_ACTION_END   0x300022C2

◆ ACT_WATER_DEATH

#define ACT_WATER_DEATH   0x300032C7

◆ ACT_WATER_IDLE

#define ACT_WATER_IDLE   0x380022C0

◆ ACT_WATER_JUMP

#define ACT_WATER_JUMP   0x01000889

◆ ACT_WATER_PLUNGE

#define ACT_WATER_PLUNGE   0x300022E2

◆ ACT_WATER_PUNCH

#define ACT_WATER_PUNCH   0x300024E1

◆ ACT_WATER_SHELL_SWIMMING

#define ACT_WATER_SHELL_SWIMMING   0x300024D6

◆ ACT_WATER_SHOCKED

#define ACT_WATER_SHOCKED   0x300222C8

◆ ACT_WATER_THROW

#define ACT_WATER_THROW   0x300024E0

◆ AIR_STEP_CHECK_HANG

#define AIR_STEP_CHECK_HANG   0x00000002

◆ AIR_STEP_CHECK_LEDGE_GRAB

#define AIR_STEP_CHECK_LEDGE_GRAB   0x00000001

◆ AIR_STEP_GRABBED_CEILING

#define AIR_STEP_GRABBED_CEILING   4

◆ AIR_STEP_GRABBED_LEDGE

#define AIR_STEP_GRABBED_LEDGE   3

◆ AIR_STEP_HIT_LAVA_WALL

#define AIR_STEP_HIT_LAVA_WALL   6

◆ AIR_STEP_HIT_WALL

#define AIR_STEP_HIT_WALL   2

◆ AIR_STEP_LANDED

#define AIR_STEP_LANDED   1

◆ AIR_STEP_NONE

#define AIR_STEP_NONE   0

◆ C_BUTTONS

#define C_BUTTONS   (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )

◆ DEBUG_ASSERT

#define DEBUG_ASSERT (   exp)

◆ END_DEMO

#define END_DEMO   (1 << 7)

◆ GET_HIGH_S16_OF_32

#define GET_HIGH_S16_OF_32 (   var)    (((s16 *)&(var))[0])

◆ GET_HIGH_U16_OF_32

#define GET_HIGH_U16_OF_32 (   var)    (((u16 *)&(var))[0])

◆ GET_LOW_S16_OF_32

#define GET_LOW_S16_OF_32 (   var)    (((s16 *)&(var))[1])

◆ GET_LOW_U16_OF_32

#define GET_LOW_U16_OF_32 (   var)    (((u16 *)&(var))[1])

◆ GROUND_STEP_HIT_WALL

#define GROUND_STEP_HIT_WALL   2

◆ GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS

#define GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS   3

◆ GROUND_STEP_HIT_WALL_STOP_QSTEPS

#define GROUND_STEP_HIT_WALL_STOP_QSTEPS   2

◆ GROUND_STEP_LEFT_GROUND

#define GROUND_STEP_LEFT_GROUND   0

◆ GROUND_STEP_NONE

#define GROUND_STEP_NONE   1

◆ INPUT_A_DOWN

#define INPUT_A_DOWN   0x0080

◆ INPUT_A_PRESSED

#define INPUT_A_PRESSED   0x0002

◆ INPUT_ABOVE_SLIDE

#define INPUT_ABOVE_SLIDE   0x0008

◆ INPUT_B_PRESSED

#define INPUT_B_PRESSED   0x2000

◆ INPUT_FIRST_PERSON

#define INPUT_FIRST_PERSON   0x0010

◆ INPUT_IN_POISON_GAS

#define INPUT_IN_POISON_GAS   0x0100

◆ INPUT_IN_WATER

#define INPUT_IN_WATER   0x0200

◆ INPUT_INTERACT_OBJ_GRABBABLE

#define INPUT_INTERACT_OBJ_GRABBABLE   0x0800

◆ INPUT_NONZERO_ANALOG

#define INPUT_NONZERO_ANALOG   0x0001

◆ INPUT_OFF_FLOOR

#define INPUT_OFF_FLOOR   0x0004

◆ INPUT_SQUISHED

#define INPUT_SQUISHED   0x0040

◆ INPUT_UNKNOWN_10

#define INPUT_UNKNOWN_10   0x0400

◆ INPUT_UNKNOWN_12

#define INPUT_UNKNOWN_12   0x1000

◆ INPUT_UNKNOWN_5

#define INPUT_UNKNOWN_5   0x0020

◆ INPUT_Z_DOWN

#define INPUT_Z_DOWN   0x4000

◆ INPUT_Z_PRESSED

#define INPUT_Z_PRESSED   0x8000

◆ LAYER_ALPHA

#define LAYER_ALPHA   4

◆ LAYER_FORCE

#define LAYER_FORCE   0

◆ LAYER_OPAQUE

#define LAYER_OPAQUE   1

◆ LAYER_OPAQUE_DECAL

#define LAYER_OPAQUE_DECAL   2

◆ LAYER_OPAQUE_INTER

#define LAYER_OPAQUE_INTER   3

◆ LAYER_TRANSPARENT

#define LAYER_TRANSPARENT   5

◆ LAYER_TRANSPARENT_DECAL

#define LAYER_TRANSPARENT_DECAL   6

◆ LAYER_TRANSPARENT_INTER

#define LAYER_TRANSPARENT_INTER   7

◆ MARIO_ACTION_NOISE_PLAYED

#define MARIO_ACTION_NOISE_PLAYED   0x00020000

◆ MARIO_CAP_FLAGS

#define MARIO_CAP_FLAGS   0x0000001F

◆ MARIO_CAP_IN_HAND

#define MARIO_CAP_IN_HAND   0x00000020

◆ MARIO_CAP_ON_HEAD

#define MARIO_CAP_ON_HEAD   0x00000010

◆ MARIO_ENVIRONMENT_NOISE_PLAYED

#define MARIO_ENVIRONMENT_NOISE_PLAYED   0x00010000

◆ MARIO_KICKING

#define MARIO_KICKING   0x00200000

◆ MARIO_METAL_CAP

#define MARIO_METAL_CAP   0x00000004

◆ MARIO_METAL_SHOCK

#define MARIO_METAL_SHOCK   0x00000040

◆ MARIO_NORMAL_CAP

#define MARIO_NORMAL_CAP   0x00000001

◆ MARIO_PUNCHING

#define MARIO_PUNCHING   0x00100000

◆ MARIO_TELEPORTING

#define MARIO_TELEPORTING   0x00000080

◆ MARIO_TRIPPING

#define MARIO_TRIPPING   0x00400000

◆ MARIO_UNKNOWN_08

#define MARIO_UNKNOWN_08   0x00000100

◆ MARIO_UNKNOWN_13

#define MARIO_UNKNOWN_13   0x00002000

◆ MARIO_UNKNOWN_18

#define MARIO_UNKNOWN_18   0x00040000

◆ MARIO_UNKNOWN_25

#define MARIO_UNKNOWN_25   0x02000000

◆ MARIO_UNKNOWN_30

#define MARIO_UNKNOWN_30   0x40000000

◆ MARIO_UNKNOWN_31

#define MARIO_UNKNOWN_31   0x80000000

◆ MARIO_VANISH_CAP

#define MARIO_VANISH_CAP   0x00000002

◆ MARIO_WING_CAP

#define MARIO_WING_CAP   0x00000008

◆ MODEL_STATE_METAL

#define MODEL_STATE_METAL   0x200

◆ MODEL_STATE_NOISE_ALPHA

#define MODEL_STATE_NOISE_ALPHA   0x180

◆ PARTICLE_1

#define PARTICLE_1   /* 0x00000002 */ (1 << 1)

◆ PARTICLE_10

#define PARTICLE_10   /* 0x00000400 */ (1 << 10)

◆ PARTICLE_11

#define PARTICLE_11   /* 0x00000800 */ (1 << 11)

◆ PARTICLE_12

#define PARTICLE_12   /* 0x00001000 */ (1 << 12)

◆ PARTICLE_14

#define PARTICLE_14   /* 0x00004000 */ (1 << 14)

◆ PARTICLE_15

#define PARTICLE_15   /* 0x00008000 */ (1 << 15)

◆ PARTICLE_16

#define PARTICLE_16   /* 0x00010000 */ (1 << 16)

◆ PARTICLE_17

#define PARTICLE_17   /* 0x00020000 */ (1 << 17)

◆ PARTICLE_18

#define PARTICLE_18   /* 0x00040000 */ (1 << 18)

◆ PARTICLE_19

#define PARTICLE_19   /* 0x00080000 */ (1 << 19)

◆ PARTICLE_2

#define PARTICLE_2   /* 0x00000004 */ (1 << 2)

◆ PARTICLE_4

#define PARTICLE_4   /* 0x00000010 */ (1 << 4)

◆ PARTICLE_5

#define PARTICLE_5   /* 0x00000020 */ (1 << 5)

◆ PARTICLE_6

#define PARTICLE_6   /* 0x00000040 */ (1 << 6)

◆ PARTICLE_7

#define PARTICLE_7   /* 0x00000080 */ (1 << 7)

◆ PARTICLE_8

#define PARTICLE_8   /* 0x00000100 */ (1 << 8)

◆ PARTICLE_9

#define PARTICLE_9   /* 0x00000200 */ (1 << 9)

◆ PARTICLE_DUST

#define PARTICLE_DUST   /* 0x00000001 */ (1 << 0)

◆ PARTICLE_LEAVES

#define PARTICLE_LEAVES   /* 0x00002000 */ (1 << 13)

◆ PARTICLE_SPARKLES

#define PARTICLE_SPARKLES   /* 0x00000008 */ (1 << 3)

◆ PHYSICAL_TO_VIRTUAL

#define PHYSICAL_TO_VIRTUAL (   addr)    ((u32)(addr) | 0x80000000)

◆ SET_HIGH_S16_OF_32

#define SET_HIGH_S16_OF_32 (   var,
  val 
)    ((((s16 *)&(var))[0]) = (val))

◆ SET_HIGH_U16_OF_32

#define SET_HIGH_U16_OF_32 (   var,
  val 
)    ((((u16 *)&(var))[0]) = (val))

◆ VALID_BUTTONS

#define VALID_BUTTONS
Value:
U_JPAD | D_JPAD | L_JPAD | R_JPAD | \
L_TRIG | R_TRIG | \
U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
#define R_CBUTTONS
Definition: os_cont.h:151
#define L_JPAD
Definition: os_cont.h:146
#define L_CBUTTONS
Definition: os_cont.h:150
#define B_BUTTON
Definition: os_cont.h:140
#define D_JPAD
Definition: os_cont.h:148
#define A_BUTTON
Definition: os_cont.h:139
#define START_BUTTON
Definition: os_cont.h:144
#define R_JPAD
Definition: os_cont.h:147
#define D_CBUTTONS
Definition: os_cont.h:152
#define Z_TRIG
Definition: os_cont.h:143
#define R_TRIG
Definition: os_cont.h:142

◆ VIRTUAL_TO_PHYSICAL

#define VIRTUAL_TO_PHYSICAL (   addr)    ((u32)(addr) & 0x1FFFFFFF)

◆ WATER_STEP_CANCELLED

#define WATER_STEP_CANCELLED   3

◆ WATER_STEP_HIT_CEILING

#define WATER_STEP_HIT_CEILING   2

◆ WATER_STEP_HIT_FLOOR

#define WATER_STEP_HIT_FLOOR   1

◆ WATER_STEP_HIT_WALL

#define WATER_STEP_HIT_WALL   4

◆ WATER_STEP_NONE

#define WATER_STEP_NONE   0