pokepinballrs/include/main.h
2025-07-21 15:18:40 -05:00

159 lines
4.7 KiB
C

#ifndef GUARD_MAIN_H
#define GUARD_MAIN_H
#include "global.h"
#include "constants/ereader.h"
#include "constants/high_scores.h"
#include "constants/pinball_inputs.h"
#include "constants/species.h"
struct HighScoreEntry
{
union {
struct {
u32 name[HIGH_SCORE_NAME_LENGTH];
u32 scoreHi;
u32 scoreLo;
} parts;
u32 raw[HIGH_SCORE_NAME_LENGTH + 2];
} data;
}; // size: 0x18
// This is probably permanently saved data like pokedex and high scores.
struct SaveData
{
/*0x74*/ u8 pokedexFlags[NUM_SPECIES];
/*0x141*/ bool8 rumbleEnabled;
/*0x142*/ u8 ballSpeed;
/*0x143*/ u8 buttonConfigType;
/*0x144*/ u16 customButtonConfig[NUM_PINBALL_INPUTS][2];
/*0x158*/ struct HighScoreEntry highScores[2][NUM_HIGH_SCORES];
/*0x2D8*/ s8 signature[10];
u16 checksum;
u32 unk2E4;
};
struct Main
{
/*0x00*/ u8 filler0[0x2];
/*0x02*/ u8 mainState;
/*0x03*/ u8 subState;
/*0x04*/ u8 selectedField;
/*0x05*/ u8 unk5;
/*0x06*/ u8 unk6; // isBonusField (?)
/*0x07*/ s8 eReaderBonuses[NUM_EREADER_CARDS];
/*0x0C*/ u8 unkC;
/*0x0D*/ u8 unkD;
/*0x0E*/ u8 unkE;
/*0x0F*/ u8 unkF;
/*0x10*/ u8 unk10;
/*0x11*/ u8 unk11;
/*0x12*/ u16 unk12;
/*0x14*/ u16 unk14;
/*0x16*/ u16 unk16;
/*0x18*/ u16 newKeys;
/*0x1A*/ u16 releasedKeys;
/*0x1C*/ u16 heldKeys;
/*0x1E*/ u8 filler1E[0x2];
/*0x20*/ u16 unk20;
/*0x22*/ u8 filler22[0x4];
/*0x26*/ s16 vCount;
/*0x28*/ s16 unk28;
/*0x2A*/ s16 unk2A;
/*0x2C*/ s16 unk2C;
/*0x2E*/ u8 filler2E[0x2];
/*0x30*/ u16 unk30;
/*0x32*/ u8 filler32[0x4];
/*0x36*/ u8 unk36;
/*0x38*/ volatile u16 blendControl;
/*0x3A*/ volatile u16 blendAlpha;
/*0x3C*/ volatile u16 blendBrightness;
// may be a sub-struct. possibly for saved game?
/*0x40*/ int hasSavedGame;
/*0x44*/ struct SpriteGroup **unk44;
/*0x48*/ int rngValue;
/*0x4C*/ u32 systemFrameCount;
/*0x50*/ int fieldFrameCount;
/*0x54*/ u32 unk54;
/*0x58*/ u32 unk58;
/*0x5C*/ u32 unk5C;
/***
* First index = 'Action'
* 0:left flipper, 1:right flipper, 2:tilt left, 3:tilt right, 4=tilt up
*
* Second index
* An action can be triggered by pressing 2 buttons simultaneously
* Each data element holds a mask for the button it looks for.
***/
/*0x60*/ u16 buttonConfigs[5][2];
// This field must be accessed using the following macro to produce matching code.
#define gMain_saveData (*(struct SaveData *)(&gMain.saveData))
/*0x74*/ struct SaveData saveData;
/*0x2E8*/ struct BgOffsets bgOffsets[4];
/*0x2F8*/ struct SpriteGroup spriteGroups[NUM_SPRITE_GROUPS];
/*Note: spriteGroups is 100 groups of size B8. Extends to 4AD7.
0 1 2 3 4 5 6 7 8 9
00 2F8, 3B0, 468, 520, 5D8, 690, 748, 800, 8B8, 970,
10 A28, AE0, B98, C50, D08, DC0, E78, F30, FE8, 10A0,
20 1158, 1210, 12C8, 1380, 1438, 14F0, 15A8, 1660, 1718, 17D0,
30 1888, 1940, 19F8, 1AB0, 1B68, 1C20, 1CD8, 1D90, 1E48, 1F00,
40 1FB8, 2070, 2128, 21E0, 2298, 2350, 2408, 24C0, 2578, 2630,
50 26E8, 27A0, 2858, 2910, 29C8, 2A80, 2B38, 2BF0, 2CA8, 2D60,
60 2E18, 2ED0, 2F88, 3040, 30F8, 31B0, 3268, 3320, 33D8, 3490,
70 3548, 3600, 36B8, 3770, 3828, 38E0, 3998, 3A50, 3B08, 3BC0,
80 3C78, 3D30, 3DE8, 3EA0, 3F58, 4010, 40C8, 4180, 4238, 42F0,
90 43A8, 4460, 4518, 45D0, 4688, 4740, 47F8, 48B0, 4968, 4A20*/
};
extern struct Main gMain;
extern struct SpriteGroup gMain_spriteGroups[];
extern u32 IntrMain_Buffer[0x200];
extern u32 IntrMain[];
extern IntrFunc *gVBlankIntrFuncPtr;
extern IntrFunc *gVCountIntrFuncPtr;
extern int gUnknown_02019BE4;
extern int gUnknown_02019BE8;
extern int gUnknown_02019BEC;
extern u32 gUnknown_02019BF0;
extern int gUnknown_02019BF4;
extern int gUnknown_02019BF8;
extern int gUnknown_02019BFC;
extern int gUnknown_02019C00;
extern int gUnknown_02019C04;
extern int gUnknown_02019C08;
extern int gGameBoyPlayerEnabled;
extern u8 gUnknown_02019C10;
extern u8 gGbPlayerTilemapBuffer[];
#define INTR_COUNT 14
extern IntrFunc gIntrTable[14];
extern void (*gMainCallback)(void);
extern void (*gUnknown_0200FBA0)(void);
extern void (*gUnknown_02017BD0)(void);
extern void (*gUnknown_02017BD4)(void);
extern StateFunc gMainFuncs[];
extern struct OamData gOamBuffer[128];
void sub_024C(void);
void sub_02B4(void);
void ClearGraphicsMemory(void);
void sub_0518(void);
void ClearSprites(void);
u32 Random(void);
void VBlankIntr(void);
void VCountIntr(void);
void SerialIntr(void);
void Timer3Intr(void);
void sub_0CBC(void);
void sub_0D10(void);
void MainLoopIter(void);
void DefaultMainCallback(void);
#endif // GUARD_MAIN_H