Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Data Structures | Macros
internal.h File Reference
#include <ultra64.h>
#include "types.h"

Go to the source code of this file.

Data Structures

struct  AudioListItem
 
struct  NotePool
 
struct  VibratoState
 
struct  Portamento
 
struct  AdsrEnvelope
 
struct  AdpcmLoop
 
struct  AdpcmBook
 
struct  AudioBankSample
 
struct  AudioBankSound
 
struct  Instrument
 
struct  Drum
 
struct  AudioBank
 
struct  CtlEntry
 
struct  M64ScriptState
 
struct  SequencePlayer
 
struct  AdsrSettings
 
struct  AdsrState
 
struct  NoteAttributes
 
struct  SequenceChannel
 
struct  SequenceChannelLayer
 
struct  Note
 
struct  SubStruct_func_80318F04
 
struct  Struct80332190
 

Macros

#define SEQUENCE_PLAYERS   3
 
#define CHANNELS_MAX   16
 
#define NO_LAYER   ((struct SequenceChannelLayer *)(-1))
 
#define MUTE_BEHAVIOR_80   0x80
 
#define MUTE_BEHAVIOR_40   0x40
 
#define MUTE_BEHAVIOR_20   0x20
 
#define SEQUENCE_PLAYER_STATE_0   0
 
#define SEQUENCE_PLAYER_STATE_FADE_OUT   1
 
#define SEQUENCE_PLAYER_STATE_2   2
 
#define SEQUENCE_PLAYER_STATE_3   3
 
#define SEQUENCE_PLAYER_STATE_4   4
 
#define NOTE_PRIORITY_DISABLED   0
 
#define NOTE_PRIORITY_STOPPING   1
 
#define NOTE_PRIORITY_MIN   2
 
#define NOTE_PRIORITY_DEFAULT   3
 
#define TATUMS_PER_BEAT   48
 
#define TEMPO_SCALE   TATUMS_PER_BEAT
 
#define US_FLOAT(x)   x ## f
 
#define FLOAT_CAST(x)   (f32) (s32) (x)
 

Macro Definition Documentation

◆ CHANNELS_MAX

#define CHANNELS_MAX   16

◆ FLOAT_CAST

#define FLOAT_CAST (   x)    (f32) (s32) (x)

◆ MUTE_BEHAVIOR_20

#define MUTE_BEHAVIOR_20   0x20

◆ MUTE_BEHAVIOR_40

#define MUTE_BEHAVIOR_40   0x40

◆ MUTE_BEHAVIOR_80

#define MUTE_BEHAVIOR_80   0x80

◆ NO_LAYER

#define NO_LAYER   ((struct SequenceChannelLayer *)(-1))

◆ NOTE_PRIORITY_DEFAULT

#define NOTE_PRIORITY_DEFAULT   3

◆ NOTE_PRIORITY_DISABLED

#define NOTE_PRIORITY_DISABLED   0

◆ NOTE_PRIORITY_MIN

#define NOTE_PRIORITY_MIN   2

◆ NOTE_PRIORITY_STOPPING

#define NOTE_PRIORITY_STOPPING   1

◆ SEQUENCE_PLAYER_STATE_0

#define SEQUENCE_PLAYER_STATE_0   0

◆ SEQUENCE_PLAYER_STATE_2

#define SEQUENCE_PLAYER_STATE_2   2

◆ SEQUENCE_PLAYER_STATE_3

#define SEQUENCE_PLAYER_STATE_3   3

◆ SEQUENCE_PLAYER_STATE_4

#define SEQUENCE_PLAYER_STATE_4   4

◆ SEQUENCE_PLAYER_STATE_FADE_OUT

#define SEQUENCE_PLAYER_STATE_FADE_OUT   1

◆ SEQUENCE_PLAYERS

#define SEQUENCE_PLAYERS   3

◆ TATUMS_PER_BEAT

#define TATUMS_PER_BEAT   48

◆ TEMPO_SCALE

#define TEMPO_SCALE   TATUMS_PER_BEAT

◆ US_FLOAT

#define US_FLOAT (   x)    x ## f