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