Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Enumerations | Functions | Variables
mario_actions_cutscene.c File Reference
#include <ultra64.h>
#include "sm64.h"
#include "game.h"
#include "sound_init.h"
#include "level_update.h"
#include "interaction.h"
#include "mario.h"
#include "mario_step.h"
#include "mario_actions_moving.h"
#include "save_file.h"
#include "area.h"
#include "camera.h"
#include "object_helpers.h"
#include "object_helpers2.h"
#include "moving_texture.h"
#include "ingame_menu.h"
#include "audio/external.h"
#include "seq_ids.h"
#include "engine/math_util.h"
#include "engine/graph_node.h"
#include "engine/surface_collision.h"
#include "engine/behavior_script.h"
#include "behavior_data.h"
#include "object_list_processor.h"

Enumerations

enum  SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE }
 
enum  {
  INTRO_CUTSCENE_HIDE_HUD_AND_MARIO, INTRO_CUTSCENE_PEACH_LAKITU_SCENE, INTRO_CUTSCENE_RAISE_PIPE, INTRO_CUTSCENE_JUMP_OUT_OF_PIPE,
  INTRO_CUTSCENE_LAND_OUTSIDE_PIPE, INTRO_CUTSCENE_LOWER_PIPE, INTRO_CUTSCENE_SET_MARIO_TO_IDLE
}
 
enum  { JUMBO_STAR_CUTSCENE_FALLING, JUMBO_STAR_CUTSCENE_TAKING_OFF, JUMBO_STAR_CUTSCENE_FLYING }
 
enum  {
  END_PEACH_CUTSCENE_MARIO_FALLING, END_PEACH_CUTSCENE_MARIO_LANDING, END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR, END_PEACH_CUTSCENE_SPAWN_PEACH,
  END_PEACH_CUTSCENE_DESCEND_PEACH, END_PEACH_CUTSCENE_RUN_TO_PEACH, END_PEACH_CUTSCENE_DIALOG_1, END_PEACH_CUTSCENE_DIALOG_2,
  END_PEACH_CUTSCENE_KISS_FROM_PEACH, END_PEACH_CUTSCENE_STAR_DANCE, END_PEACH_CUTSCENE_DIALOG_3, END_PEACH_CUTSCENE_RUN_TO_CASTLE,
  END_PEACH_CUTSCENE_FADE_OUT
}
 

Functions

s32 get_credits_str_width (char *str)
 get_credits_str_width: Calculate width of a Credits String Loop over each character in a credits string and increment the length. More...
 
void print_displaying_credits_entry (void)
 print_displaying_credits_entry: Print the current displaying Credits Entry Called in render_game. More...
 
void BehEndPeachLoop (void)
 
void BehEndToadLoop (void)
 
s32 geo_switch_peach_eyes (s32 run, struct GraphNode *node, UNUSED s32 a2)
 
static void Unknown80256FF8 (u16 *a0)
 
s32 get_star_collection_dialog (struct MarioState *m)
 get_star_collection_dialog: Determine what dialog should show when Mario collects a star. More...
 
void handle_save_menu (struct MarioState *m)
 
struct Objectspawn_obj_at_mario_rel_yaw (struct MarioState *m, s32 model, void *behavior, s16 relYaw)
 spawn_obj_at_mario_rel_yaw: Spawns object at Mario with relative yaw. More...
 
void cutscene_take_cap_off (struct MarioState *m)
 cutscene_take_cap_off: Put Mario's cap on. More...
 
void cutscene_put_cap_on (struct MarioState *m)
 cutscene_put_cap_on: Put Mario's cap on. More...
 
s32 mario_ready_to_speak (void)
 mario_ready_to_speak: Determine if Mario is able to speak to a NPC The following conditions must be met in order for Mario to be considered ready to speak. More...
 
s32 set_mario_npc_dialog (s32 actionArg)
 
s32 act_reading_npc_dialog (struct MarioState *m)
 
s32 act_waiting_for_dialog (struct MarioState *m)
 
s32 act_disappeared (struct MarioState *m)
 
s32 act_reading_automatic_dialog (struct MarioState *m)
 
s32 act_reading_sign (struct MarioState *m)
 
s32 act_debug_free_move (struct MarioState *m)
 
void general_star_dance_handler (struct MarioState *m, s32 isInWater)
 
s32 act_star_dance (struct MarioState *m)
 
s32 act_star_dance_water (struct MarioState *m)
 
s32 act_fall_after_star_grab (struct MarioState *m)
 
s32 common_death_handler (struct MarioState *m, s32 animation, s32 frameToDeathWarp)
 
s32 act_standing_death (struct MarioState *m)
 
s32 act_electrocution (struct MarioState *m)
 
s32 act_suffocation (struct MarioState *m)
 
s32 act_death_on_back (struct MarioState *m)
 
s32 act_death_on_stomach (struct MarioState *m)
 
s32 act_quicksand_death (struct MarioState *m)
 
s32 act_eaten_by_bubba (struct MarioState *m)
 
s32 launch_mario_until_land (struct MarioState *m, s32 endAction, s32 animation, f32 forwardVel)
 
s32 act_unlocking_key_door (struct MarioState *m)
 
s32 act_unlocking_star_door (struct MarioState *m)
 
s32 act_entering_star_door (struct MarioState *m)
 
s32 act_going_through_door (struct MarioState *m)
 
s32 act_warp_door_spawn (struct MarioState *m)
 
s32 act_emerge_from_pipe (struct MarioState *m)
 
s32 act_spawn_spin_airborne (struct MarioState *m)
 
s32 act_spawn_spin_landing (struct MarioState *m)
 
s32 act_exit_airborne (struct MarioState *m)
 act_exit_airborne: Jump out of a level after collecting a Power Star (no sparkles) Mario always faces a level entrance when he launches out of it, whether he died or he collected a star/key. More...
 
s32 act_falling_exit_airborne (struct MarioState *m)
 
s32 act_exit_land_save_dialog (struct MarioState *m)
 
s32 act_death_exit (struct MarioState *m)
 
s32 act_unused_death_exit (struct MarioState *m)
 
s32 act_falling_death_exit (struct MarioState *m)
 
s32 act_special_exit_airborne (struct MarioState *m)
 
s32 act_special_death_exit (struct MarioState *m)
 
s32 act_spawn_no_spin_airborne (struct MarioState *m)
 
s32 act_spawn_no_spin_landing (struct MarioState *m)
 
s32 act_bbh_enter_spin (struct MarioState *m)
 
s32 act_bbh_enter_jump (struct MarioState *m)
 
s32 act_teleport_fade_out (struct MarioState *m)
 
s32 act_teleport_fade_in (struct MarioState *m)
 
s32 act_shocked (struct MarioState *m)
 
s32 act_squished (struct MarioState *m)
 
s32 act_putting_on_cap (struct MarioState *m)
 
void stuck_in_ground_handler (struct MarioState *m, s32 animation, s32 unstuckFrame, s32 target2, s32 target3, s32 endAction)
 
s32 act_head_stuck_in_ground (struct MarioState *m)
 
s32 act_butt_stuck_in_ground (struct MarioState *m)
 
s32 act_feet_stuck_in_ground (struct MarioState *m)
 
static void advance_cutscene_step (struct MarioState *m)
 advance_cutscene_step: Advances the current step in the current cutscene. More...
 
static void intro_cutscene_hide_hud_and_mario (struct MarioState *m)
 
static void intro_cutscene_peach_lakitu_scene (struct MarioState *m)
 
static void intro_cutscene_raise_pipe (struct MarioState *m)
 
static void intro_cutscene_jump_out_of_pipe (struct MarioState *m)
 
static void intro_cutscene_land_outside_pipe (struct MarioState *m)
 
static void intro_cutscene_lower_pipe (struct MarioState *m)
 
static void intro_cutscene_set_mario_to_idle (struct MarioState *m)
 
static s32 act_intro_cutscene (struct MarioState *m)
 
static void jumbo_star_cutscene_falling (struct MarioState *m)
 
static s32 jumbo_star_cutscene_taking_off (struct MarioState *m)
 
static s32 jumbo_star_cutscene_flying (struct MarioState *m)
 
static s32 act_jumbo_star_cutscene (struct MarioState *m)
 
static void generate_yellow_sparkles (s16 x, s16 y, s16 z, f32 radius)
 
static f32 func_8025BC14 (struct Object *o)
 
static void end_peach_cutscene_mario_falling (struct MarioState *m)
 
static void end_peach_cutscene_mario_landing (struct MarioState *m)
 
static void end_peach_cutscene_summon_jumbo_star (struct MarioState *m)
 
static void end_peach_cutscene_spawn_peach (struct MarioState *m)
 
static void end_peach_cutscene_descend_peach (struct MarioState *m)
 
static void end_peach_cutscene_run_to_peach (struct MarioState *m)
 
static void end_peach_cutscene_dialog_1 (struct MarioState *m)
 
static void end_peach_cutscene_dialog_2 (struct MarioState *m)
 
static void end_peach_cutscene_kiss_from_peach (struct MarioState *m)
 
static void end_peach_cutscene_star_dance (struct MarioState *m)
 
static void end_peach_cutscene_dialog_3 (struct MarioState *m)
 
static void end_peach_cutscene_run_to_castle (struct MarioState *m)
 
static void end_peach_cutscene_fade_out (struct MarioState *m)
 
static s32 act_end_peach_cutscene (struct MarioState *m)
 
static s32 act_credits_cutscene (struct MarioState *m)
 
static s32 act_end_waving_cutscene (struct MarioState *m)
 
static s32 check_for_instant_quicksand (struct MarioState *m)
 
s32 mario_execute_cutscene_action (struct MarioState *m)
 

Variables

static struct ObjectsIntroWarpPipeObj
 
static struct ObjectsEndPeachObj
 
static struct ObjectsEndRightToadObj
 
static struct ObjectsEndLeftToadObj
 
static struct ObjectsEndJumboStarObj
 
static UNUSED s32 sUnused
 
static s16 sEndPeachAnimation
 
static s16 sEndToadAnims [2]
 
static Vp sEndCutsceneVp = { { { 640, 480, 511, 0 }, { 640, 480, 511, 0 } } }
 
static struct CreditsEntrysDispCreditsEntry = NULL
 
static s8 D_8032CBE4 = 0
 
static s8 D_8032CBE8 = 0
 
static s8 D_8032CBEC [7] = { 2, 3, 2, 1, 2, 3, 2 }
 
static u8 sStarsNeededForDialog [6] = { 1, 3, 8, 30, 50, 70 }
 
static Vec4s sJumboStarKeyframes [27]
 Data for the jumbo star cutscene. More...
 
static s32 sSparkleGenTheta = 0
 
static s32 sSparkleGenPhi = 0
 
static u8 sMarioBlinkOverride [20]
 

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
INTRO_CUTSCENE_HIDE_HUD_AND_MARIO 
INTRO_CUTSCENE_PEACH_LAKITU_SCENE 
INTRO_CUTSCENE_RAISE_PIPE 
INTRO_CUTSCENE_JUMP_OUT_OF_PIPE 
INTRO_CUTSCENE_LAND_OUTSIDE_PIPE 
INTRO_CUTSCENE_LOWER_PIPE 
INTRO_CUTSCENE_SET_MARIO_TO_IDLE 

◆ anonymous enum

anonymous enum
Enumerator
JUMBO_STAR_CUTSCENE_FALLING 
JUMBO_STAR_CUTSCENE_TAKING_OFF 
JUMBO_STAR_CUTSCENE_FLYING 

◆ anonymous enum

anonymous enum
Enumerator
END_PEACH_CUTSCENE_MARIO_FALLING 
END_PEACH_CUTSCENE_MARIO_LANDING 
END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR 
END_PEACH_CUTSCENE_SPAWN_PEACH 
END_PEACH_CUTSCENE_DESCEND_PEACH 
END_PEACH_CUTSCENE_RUN_TO_PEACH 
END_PEACH_CUTSCENE_DIALOG_1 
END_PEACH_CUTSCENE_DIALOG_2 
END_PEACH_CUTSCENE_KISS_FROM_PEACH 
END_PEACH_CUTSCENE_STAR_DANCE 
END_PEACH_CUTSCENE_DIALOG_3 
END_PEACH_CUTSCENE_RUN_TO_CASTLE 
END_PEACH_CUTSCENE_FADE_OUT 

◆ SaveOption

enum SaveOption
Enumerator
SAVE_OPT_SAVE_AND_CONTINUE 
SAVE_OPT_SAVE_AND_QUIT 
SAVE_OPT_CONTINUE_DONT_SAVE 

Function Documentation

◆ act_bbh_enter_jump()

s32 act_bbh_enter_jump ( struct MarioState m)

◆ act_bbh_enter_spin()

s32 act_bbh_enter_spin ( struct MarioState m)

◆ act_butt_stuck_in_ground()

s32 act_butt_stuck_in_ground ( struct MarioState m)

◆ act_credits_cutscene()

static s32 act_credits_cutscene ( struct MarioState m)
static

◆ act_death_exit()

s32 act_death_exit ( struct MarioState m)

◆ act_death_on_back()

s32 act_death_on_back ( struct MarioState m)

◆ act_death_on_stomach()

s32 act_death_on_stomach ( struct MarioState m)

◆ act_debug_free_move()

s32 act_debug_free_move ( struct MarioState m)

◆ act_disappeared()

s32 act_disappeared ( struct MarioState m)

◆ act_eaten_by_bubba()

s32 act_eaten_by_bubba ( struct MarioState m)

◆ act_electrocution()

s32 act_electrocution ( struct MarioState m)

◆ act_emerge_from_pipe()

s32 act_emerge_from_pipe ( struct MarioState m)

◆ act_end_peach_cutscene()

static s32 act_end_peach_cutscene ( struct MarioState m)
static

◆ act_end_waving_cutscene()

static s32 act_end_waving_cutscene ( struct MarioState m)
static

◆ act_entering_star_door()

s32 act_entering_star_door ( struct MarioState m)

◆ act_exit_airborne()

s32 act_exit_airborne ( struct MarioState m)

act_exit_airborne: Jump out of a level after collecting a Power Star (no sparkles) Mario always faces a level entrance when he launches out of it, whether he died or he collected a star/key.

Because of that, we need him to move away from the painting by setting his speed to -32.0f and have him face away from the painting by adding 0x8000 (180 deg) to his graphics angle. We also set his heal counter to 31 to restore 7.75 units of his health, and enable the particle flag that generates sparkles.

◆ act_exit_land_save_dialog()

s32 act_exit_land_save_dialog ( struct MarioState m)

fall through

fall through

fall through

◆ act_fall_after_star_grab()

s32 act_fall_after_star_grab ( struct MarioState m)

◆ act_falling_death_exit()

s32 act_falling_death_exit ( struct MarioState m)

◆ act_falling_exit_airborne()

s32 act_falling_exit_airborne ( struct MarioState m)

◆ act_feet_stuck_in_ground()

s32 act_feet_stuck_in_ground ( struct MarioState m)

◆ act_going_through_door()

s32 act_going_through_door ( struct MarioState m)

◆ act_head_stuck_in_ground()

s32 act_head_stuck_in_ground ( struct MarioState m)

◆ act_intro_cutscene()

static s32 act_intro_cutscene ( struct MarioState m)
static

◆ act_jumbo_star_cutscene()

static s32 act_jumbo_star_cutscene ( struct MarioState m)
static

◆ act_putting_on_cap()

s32 act_putting_on_cap ( struct MarioState m)

◆ act_quicksand_death()

s32 act_quicksand_death ( struct MarioState m)

◆ act_reading_automatic_dialog()

s32 act_reading_automatic_dialog ( struct MarioState m)

◆ act_reading_npc_dialog()

s32 act_reading_npc_dialog ( struct MarioState m)

◆ act_reading_sign()

s32 act_reading_sign ( struct MarioState m)

◆ act_shocked()

s32 act_shocked ( struct MarioState m)

◆ act_spawn_no_spin_airborne()

s32 act_spawn_no_spin_airborne ( struct MarioState m)

◆ act_spawn_no_spin_landing()

s32 act_spawn_no_spin_landing ( struct MarioState m)

◆ act_spawn_spin_airborne()

s32 act_spawn_spin_airborne ( struct MarioState m)

◆ act_spawn_spin_landing()

s32 act_spawn_spin_landing ( struct MarioState m)

◆ act_special_death_exit()

s32 act_special_death_exit ( struct MarioState m)

◆ act_special_exit_airborne()

s32 act_special_exit_airborne ( struct MarioState m)

◆ act_squished()

s32 act_squished ( struct MarioState m)

◆ act_standing_death()

s32 act_standing_death ( struct MarioState m)

◆ act_star_dance()

s32 act_star_dance ( struct MarioState m)

◆ act_star_dance_water()

s32 act_star_dance_water ( struct MarioState m)

◆ act_suffocation()

s32 act_suffocation ( struct MarioState m)

◆ act_teleport_fade_in()

s32 act_teleport_fade_in ( struct MarioState m)

◆ act_teleport_fade_out()

s32 act_teleport_fade_out ( struct MarioState m)

◆ act_unlocking_key_door()

s32 act_unlocking_key_door ( struct MarioState m)

◆ act_unlocking_star_door()

s32 act_unlocking_star_door ( struct MarioState m)

◆ act_unused_death_exit()

s32 act_unused_death_exit ( struct MarioState m)

◆ act_waiting_for_dialog()

s32 act_waiting_for_dialog ( struct MarioState m)

◆ act_warp_door_spawn()

s32 act_warp_door_spawn ( struct MarioState m)

◆ advance_cutscene_step()

static void advance_cutscene_step ( struct MarioState m)
static

advance_cutscene_step: Advances the current step in the current cutscene.

Resets action state and action timer, adds 1 to the action arg (responsible for keeping track of what step of the cutscene Mario is in.)

◆ BehEndPeachLoop()

void BehEndPeachLoop ( void  )

◆ BehEndToadLoop()

void BehEndToadLoop ( void  )

◆ check_for_instant_quicksand()

static s32 check_for_instant_quicksand ( struct MarioState m)
static

◆ common_death_handler()

s32 common_death_handler ( struct MarioState m,
s32  animation,
s32  frameToDeathWarp 
)

◆ cutscene_put_cap_on()

void cutscene_put_cap_on ( struct MarioState m)

cutscene_put_cap_on: Put Mario's cap on.

Clears "cap in hand" flag, sets "cap on head" flag, plays sound SOUND_ACTION_UNKNOWN43E.

◆ cutscene_take_cap_off()

void cutscene_take_cap_off ( struct MarioState m)

cutscene_take_cap_off: Put Mario's cap on.

Clears "cap on head" flag, sets "cap in hand" flag, plays sound SOUND_ACTION_UNKNOWN43D.

◆ end_peach_cutscene_descend_peach()

static void end_peach_cutscene_descend_peach ( struct MarioState m)
static

◆ end_peach_cutscene_dialog_1()

static void end_peach_cutscene_dialog_1 ( struct MarioState m)
static

◆ end_peach_cutscene_dialog_2()

static void end_peach_cutscene_dialog_2 ( struct MarioState m)
static

◆ end_peach_cutscene_dialog_3()

static void end_peach_cutscene_dialog_3 ( struct MarioState m)
static

◆ end_peach_cutscene_fade_out()

static void end_peach_cutscene_fade_out ( struct MarioState m)
static

◆ end_peach_cutscene_kiss_from_peach()

static void end_peach_cutscene_kiss_from_peach ( struct MarioState m)
static

◆ end_peach_cutscene_mario_falling()

static void end_peach_cutscene_mario_falling ( struct MarioState m)
static

◆ end_peach_cutscene_mario_landing()

static void end_peach_cutscene_mario_landing ( struct MarioState m)
static

◆ end_peach_cutscene_run_to_castle()

static void end_peach_cutscene_run_to_castle ( struct MarioState m)
static

◆ end_peach_cutscene_run_to_peach()

static void end_peach_cutscene_run_to_peach ( struct MarioState m)
static

◆ end_peach_cutscene_spawn_peach()

static void end_peach_cutscene_spawn_peach ( struct MarioState m)
static

◆ end_peach_cutscene_star_dance()

static void end_peach_cutscene_star_dance ( struct MarioState m)
static

◆ end_peach_cutscene_summon_jumbo_star()

static void end_peach_cutscene_summon_jumbo_star ( struct MarioState m)
static

◆ func_8025BC14()

static f32 func_8025BC14 ( struct Object o)
static

◆ general_star_dance_handler()

void general_star_dance_handler ( struct MarioState m,
s32  isInWater 
)

◆ generate_yellow_sparkles()

static void generate_yellow_sparkles ( s16  x,
s16  y,
s16  z,
f32  radius 
)
static

copy paste error

◆ geo_switch_peach_eyes()

s32 geo_switch_peach_eyes ( s32  run,
struct GraphNode node,
UNUSED s32  a2 
)

◆ get_credits_str_width()

s32 get_credits_str_width ( char str)

get_credits_str_width: Calculate width of a Credits String Loop over each character in a credits string and increment the length.

If the character is a space, increment by 4; otherwise increment by 7. Once the next character is a null character (equal to 0), stop counting the length since that's the end of the string.

◆ get_star_collection_dialog()

s32 get_star_collection_dialog ( struct MarioState m)

get_star_collection_dialog: Determine what dialog should show when Mario collects a star.

Determines if Mario has collected enough stars to get a dialog for it, and if so, return the dialog ID. Otherwise, return 0

◆ handle_save_menu()

void handle_save_menu ( struct MarioState m)

◆ intro_cutscene_hide_hud_and_mario()

static void intro_cutscene_hide_hud_and_mario ( struct MarioState m)
static

◆ intro_cutscene_jump_out_of_pipe()

static void intro_cutscene_jump_out_of_pipe ( struct MarioState m)
static

◆ intro_cutscene_land_outside_pipe()

static void intro_cutscene_land_outside_pipe ( struct MarioState m)
static

◆ intro_cutscene_lower_pipe()

static void intro_cutscene_lower_pipe ( struct MarioState m)
static

◆ intro_cutscene_peach_lakitu_scene()

static void intro_cutscene_peach_lakitu_scene ( struct MarioState m)
static

◆ intro_cutscene_raise_pipe()

static void intro_cutscene_raise_pipe ( struct MarioState m)
static

◆ intro_cutscene_set_mario_to_idle()

static void intro_cutscene_set_mario_to_idle ( struct MarioState m)
static

◆ jumbo_star_cutscene_falling()

static void jumbo_star_cutscene_falling ( struct MarioState m)
static

◆ jumbo_star_cutscene_flying()

static s32 jumbo_star_cutscene_flying ( struct MarioState m)
static

◆ jumbo_star_cutscene_taking_off()

static s32 jumbo_star_cutscene_taking_off ( struct MarioState m)
static

◆ launch_mario_until_land()

s32 launch_mario_until_land ( struct MarioState m,
s32  endAction,
s32  animation,
f32  forwardVel 
)

◆ mario_execute_cutscene_action()

s32 mario_execute_cutscene_action ( struct MarioState m)

◆ mario_ready_to_speak()

s32 mario_ready_to_speak ( void  )

mario_ready_to_speak: Determine if Mario is able to speak to a NPC The following conditions must be met in order for Mario to be considered ready to speak.

1: Mario's action must be in the stationary or moving action groups, or if not, he must be in the "waiting for dialog" state. 2: Mario mat not be riding a shell or be invulnerable. 3: Mario must not be in first person mode.

◆ print_displaying_credits_entry()

void print_displaying_credits_entry ( void  )

print_displaying_credits_entry: Print the current displaying Credits Entry Called in render_game.

This function checks if sDispCreditsEntry points to a credits entry (see act_credits_cutscene), and if so, display it. The reason this is called every frame in render_game is because the credits need to display on top of everything else. To print a credits entry, we take the first character of the first string, subtract the value of the 0 character, and use that as the number of lines to print, excluding the title. Then, we print the title (after advancing the pointer by 1) at X 28, Y either 28 or 172, depending on the print at bottom flag. Finally, we print each line using the number of lines previously stored as a counter, and increase the Y value by either the constant 16 (JP only) or by the value of lineHeight.

◆ set_mario_npc_dialog()

s32 set_mario_npc_dialog ( s32  actionArg)

◆ spawn_obj_at_mario_rel_yaw()

struct Object* spawn_obj_at_mario_rel_yaw ( struct MarioState m,
s32  model,
void behavior,
s16  relYaw 
)

spawn_obj_at_mario_rel_yaw: Spawns object at Mario with relative yaw.

Spawns object with given behavior and model and copies over Mario's position and yaw plus relative yaw.

◆ stuck_in_ground_handler()

void stuck_in_ground_handler ( struct MarioState m,
s32  animation,
s32  unstuckFrame,
s32  target2,
s32  target3,
s32  endAction 
)

◆ Unknown80256FF8()

static void Unknown80256FF8 ( u16 a0)
static

Variable Documentation

◆ D_8032CBE4

s8 D_8032CBE4 = 0
static

◆ D_8032CBE8

s8 D_8032CBE8 = 0
static

◆ D_8032CBEC

s8 D_8032CBEC[7] = { 2, 3, 2, 1, 2, 3, 2 }
static

◆ sDispCreditsEntry

struct CreditsEntry* sDispCreditsEntry = NULL
static

◆ sEndCutsceneVp

Vp sEndCutsceneVp = { { { 640, 480, 511, 0 }, { 640, 480, 511, 0 } } }
static

◆ sEndJumboStarObj

struct Object* sEndJumboStarObj
static

◆ sEndLeftToadObj

struct Object* sEndLeftToadObj
static

◆ sEndPeachAnimation

s16 sEndPeachAnimation
static

◆ sEndPeachObj

struct Object* sEndPeachObj
static

◆ sEndRightToadObj

struct Object* sEndRightToadObj
static

◆ sEndToadAnims

s16 sEndToadAnims[2]
static

◆ sIntroWarpPipeObj

struct Object* sIntroWarpPipeObj
static

◆ sJumboStarKeyframes

Vec4s sJumboStarKeyframes[27]
static
Initial value:
= {
{ 20, 0, 678, -2916 }, { 30, 0, 680, -3500 }, { 40, 1000, 700, -4000 },
{ 50, 2500, 750, -3500 }, { 50, 3500, 800, -2000 }, { 50, 4000, 850, 0 },
{ 50, 3500, 900, 2000 }, { 50, 2000, 950, 3500 }, { 50, 0, 1000, 4000 },
{ 50, -2000, 1050, 3500 }, { 50, -3500, 1100, 2000 }, { 50, -4000, 1150, 0 },
{ 50, -3500, 1200, -2000 }, { 50, -2000, 1250, -3500 }, { 50, 0, 1300, -4000 },
{ 50, 2000, 1350, -3500 }, { 50, 3500, 1400, -2000 }, { 50, 4000, 1450, 0 },
{ 50, 3500, 1500, 2000 }, { 50, 2000, 1600, 3500 }, { 50, 0, 1700, 4000 },
{ 50, -2000, 1800, 3500 }, { 50, -3500, 1900, 2000 }, { 30, -4000, 2000, 0 },
{ 0, -3500, 2100, -2000 }, { 0, -2000, 2200, -3500 }, { 0, 0, 2300, -4000 },
}

Data for the jumbo star cutscene.

It specifies the flight path after triple jumping. Each entry is one keyframe. The first number is playback speed, 1000 is the maximum and means it lasts 1 frame. 20 means that it lasts 1000/20 = 50 frames. Speed 0 marks the last keyframe. Since the cubic spline looks 3 keyframes ahead, there should be at least 2 more entries afterwards. The last three numbers of each entry are x, y and z coordinates of points that define the curve.

◆ sMarioBlinkOverride

u8 sMarioBlinkOverride[20]
static

◆ sSparkleGenPhi

s32 sSparkleGenPhi = 0
static

◆ sSparkleGenTheta

s32 sSparkleGenTheta = 0
static

◆ sStarsNeededForDialog

u8 sStarsNeededForDialog[6] = { 1, 3, 8, 30, 50, 70 }
static

◆ sUnused

UNUSED s32 sUnused
static