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Add some level commands to make porting HackerSM64 levels easier
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2 changed files with 14 additions and 0 deletions
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@ -672,8 +672,10 @@ static void ParseLevelScriptSymbol(GfxData* aGfxData, DataNode<LevelScript>* aNo
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lvl_symbol_3(FIXED_LOAD, 1, 2, 3);
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lvl_symbol_noop_3(LOAD_RAW);
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lvl_symbol_noop_3(LOAD_MIO0);
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lvl_symbol_noop_3(LOAD_YAY0);
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lvl_symbol_1(LOAD_MARIO_HEAD, 0);
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lvl_symbol_noop_3(LOAD_MIO0_TEXTURE);
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lvl_symbol_noop_3(LOAD_YAY0_TEXTURE);
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// levels
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lvl_symbol_0(INIT_LEVEL);
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@ -134,6 +134,12 @@
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CMD_PTR(NULL), \
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CMD_PTR(NULL)
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// same as LOAD_MIO0, neither do anything
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#define LOAD_YAY0(seg, romStart, romEnd) \
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CMD_BBH(0x18, 0x0C, 0x0000), \
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CMD_PTR(NULL), \
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CMD_PTR(NULL)
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#define LOAD_MARIO_HEAD(sethead) \
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CMD_BBH(0x19, 0x04, sethead)
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@ -142,6 +148,12 @@
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CMD_PTR(NULL), \
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CMD_PTR(NULL)
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// same as LOAD_MIO0_TEXTURE, neither do anything
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#define LOAD_YAY0_TEXTURE(seg, romStart, romEnd) \
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CMD_BBH(0x1A, 0x0C, 0x0000), \
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CMD_PTR(NULL), \
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CMD_PTR(NULL)
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#define INIT_LEVEL() \
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CMD_BBH(0x1B, 0x04, 0x0000)
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