sm64coopdx/docs/lua/constants.md
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Fix wall double bonk glitch (#1113)
* Fix wall double bonk glitch

[03/02/2026 12:10] colbyrayz.z64
i might have found an insane consistent way getting this somehow

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468202050981593244/2026-02-03_03-08-24.mp4?ex=6983d1f6&is=69828076&hm=6d9e564d8b422cdb7e53097f910ff122bff97c12d661222b929085b9b6b206cf&


[03/02/2026 12:12] blocky.cmd
what.


[03/02/2026 12:14] colbyrayz.z64
its semi consistent


[03/02/2026 12:14] colbyrayz.z64
it happens everytime


[03/02/2026 12:14] colbyrayz.z64
has multiple causes it seems but this is one of them


[03/02/2026 19:08] peachypeachsm64
thanks

(unrelated, but you need to exclude `MARIO_ANIM_PART_` when scanning for animation names in your debug display)

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468307238165676305/image.png?ex=69838b2d&is=698239ad&hm=084431682e34741dbc1a1b919a38e6cd37c9592bdeec9b1424410e6d9c122334&

{Reactions}
👀 👍

[03/02/2026 19:15] altiami
I'm noticing the angles are perfectly aligned with the axis. It looks LuigiGamer's and my theory about reflection being buggy and about problematic angles could be relevant


[03/02/2026 19:40] wbmarioo
When did double wall jumps start happening


[03/02/2026 19:40] wbmarioo
I’ve only just seen people talking about it since yesterday


[03/02/2026 19:47] theincredibleholc
Many ages ago. Perhaps Millennia... Eons, even.


[03/02/2026 20:34] blocky.cmd
ever since coop was made


[03/02/2026 20:34] blocky.cmd
i'm pretty sure


[03/02/2026 20:49] theincredibleholc
Makes me wonder if it's in Sm64EX


[03/02/2026 20:50] theincredibleholc
-# (not EX-Coop)


[03/02/2026 20:51] maniscat2
makes me wonder if its in sm64


[03/02/2026 21:05] birdekek
makes me wonder if its in smb


[03/02/2026 21:20] altiami
soup


[03/02/2026 21:22] theincredibleholc


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468340870515261441/hXy2f1U.gif?ex=6983aa7f&is=698258ff&hm=a0e0625d6b27ea42ea2b4db9eb970bb93871862506752582ff16c48c316107b3&


[03/02/2026 21:24] emeraldlockdown
Oh, I did like a bunch of research into this bug and completely forgot to send it here. Seeing how this has evolved, I'll give a summarized copy that isn't me ranting about other things for 50 paragraphs

Double bonks, if I recall correctly, have been in the game ever since romhacks were added. I don't recall them existing beforehand, but perhaps I'm wrong.  A commit that lines up with this memory, and changes many things related to wallkicks, is [this commit](3e46cc1161). The tree for that commit so you can look around other commits is [here](https://github.com/coop-deluxe/sm64coopdx/commits/main/?before=6092488d1c4fc741b16a0789ef9c08ec0279333f+2651). This commit changes how wall normals work, so perhaps it's worth taking a look at. While I would love to look at it, I'm not really that good at math, so I couldn't help all that much, although I'll try to skim through it to find anything interesting.

{Reactions}
👀 (2)

[03/02/2026 21:46] altiami
something I'm noticing is that in `perform_air_quarter_step`, there's an iterator over walls that uses the wall collision data instead of the wall assigned to the mario state, but only if the fix collision bugs flag is set, which isn't by default


[03/02/2026 21:46] altiami
otherwise it uses the last wall, which should be the same as the wall assigned to the mario state in the new `mario_update_wall` function


[03/02/2026 21:49] altiami
the only way that flag can be set is through mods or with a special djui menu that's only there if the game is compiled with `DEVELOPMENT` defined


[03/02/2026 21:58] altiami
wait, I just realized in this video that Mario immediately turns around when hitting the wall, before the wall kick happens (shown by angle). That's not supposed to happen right?


[03/02/2026 22:19] theincredibleholc
Not sure. I did another video at 240 fps and used frame advance to look frame-by-frame.

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468355148718932241/2026-02-03_15-17-04.mp4?ex=6983b7cc&is=6982664c&hm=1b2ff76684239890abe996631612eb05a8bc5649875b7784bb13ce692a7f8aa6&


[03/02/2026 22:21] altiami
are you able to add more info to that display on the side?


[03/02/2026 22:21] theincredibleholc
Sure, what do you want?


[03/02/2026 22:22] altiami
let me make sure I'm gonna say the right thing


[03/02/2026 22:22] mysterd
Whoa I have no memory writing that lol. That may have been done before fixCollision stuff was a toggle, if so all of that should probably only happen if fixCollisions is enabled and vanilla behavior should be preserved otherwise.


[03/02/2026 22:23] altiami
I can see fixCollisionBugs in the level values struct


[03/02/2026 22:23] mysterd
oh yeah it is there


[03/02/2026 22:23] altiami
and there are some if conditions for it


[03/02/2026 22:23] mysterd
hmm


[03/02/2026 22:23] altiami
either way


[03/02/2026 22:23] altiami
holc, your frogger level doesn't use that value right?


[03/02/2026 22:23] altiami
and surely the sm64 levels don't


[03/02/2026 22:23] theincredibleholc
I use fixColBugs in Frogger.


[03/02/2026 22:24] theincredibleholc
But this recording is vanilla Sm64 with just a readout. No other mods.


[03/02/2026 22:24] altiami
okay, two things I cna say to add


[03/02/2026 22:24] altiami
first, add the flag for fix collision bugs


[03/02/2026 22:24] altiami
it'll be a sanity check


[03/02/2026 22:25] altiami
second, from the `MarioState`, add `wall`, and its `normal` values


[03/02/2026 22:25] blocky.cmd
you do NOT need this many frames 🙏 240 is insane


[03/02/2026 22:25] altiami
and also add, from the `MarioState`, `wallNormal`, which is a vec3f


[03/02/2026 22:26] altiami
the idea here is to see if there are any desyncs (redundancy desyncs, not network)


[03/02/2026 22:27] altiami
I think that's everything I can see being possibly relevant in that commit


[03/02/2026 22:28] altiami
also, that clip shows an angle that isn't on a 45 degree multiple, so my theory is out


[03/02/2026 22:29] blocky.cmd
i want to mention because it might be important


[03/02/2026 22:29] blocky.cmd
but if you get hit by an enemy (i.e a goomba) the bug gets fixed


[03/02/2026 22:29] blocky.cmd
and its a common fix to ask a player to punch you to fix the double bonk


[03/02/2026 22:30] altiami
tf


[03/02/2026 22:30] altiami
that feels like it'd be entirely unrelated. I can't tell if I hope that's a placebo effect or not


[03/02/2026 22:31] blocky.cmd
it would be an awful coincidence


[03/02/2026 22:31] altiami
on the one hand it'd be absurd if it was. On the other, it'd provide extra context that'd help in tracking it down


[03/02/2026 22:32] altiami
in my experience though it tends to just happen without any consistency


[03/02/2026 22:34] theincredibleholc
I think it has something to do with warping/resetting

{Reactions}


[03/02/2026 22:34] blocky.cmd
i wouldnt be surprised if any of the knockback actions did soemthing


[03/02/2026 22:35] theincredibleholc
So, as @ColbyRayz! pointed it you can get it to happen consistently by doing exactly what he did. Enter BOB and reset the server, then you can double bonk in CASTLE_GROUNDS. What I noticed is that after re-entering the castle, then going back to castle grounds, I can't double bonk.


[03/02/2026 22:35] altiami
https://tenor.com/bvZwe.gif


[03/02/2026 22:36] theincredibleholc


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468359516793082072/2026-02-03_15-36-01.mp4?ex=6983bbdd&is=69826a5d&hm=e15aeb9d18419cf29c67d5034ebf9deb56ed820ce5b99fe5dd5fa222718e2bd3&


[03/02/2026 22:37] altiami
and fix collision bugs is indeed 0


[03/02/2026 22:37] theincredibleholc
I turned it on for some tests too, and it made no difference.


[03/02/2026 22:38] theincredibleholc
proof

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468360133435461806/2026-02-03_15-38-29.mp4?ex=6983bc70&is=69826af0&hm=3df29070d9707fafd82d4a620a08ac88227be7e7168b33eb9f4e4fcedd1a768a&


[03/02/2026 22:40] altiami
I'm especially interested in the `MarioState.wallNormal` field now, because that's used in `mario_bonk_reflection`

{Reactions}
👀

[03/02/2026 22:40] altiami
and that's a field that was newly added in that commit


[03/02/2026 22:42] altiami
so the fields of interest are
`MarioState.wall` (pointer)
`MarioState.wall->normal.x`, `.y`, and `.z`
`MarioState.wallNormal[0]` to `[2]`


[03/02/2026 22:43] altiami
actually, maybe not the wall pointer yet


[03/02/2026 22:43] altiami
nothing to compare it to


[03/02/2026 22:43] altiami
unless we want to manually do a wall collision detection so we get that data lol


[03/02/2026 22:43] theincredibleholc
I'm not going to pretend I know enough to contribute more to this conversation, but you need me to test anything let me know!


[03/02/2026 22:43] theincredibleholc
https://tenor.com/view/ralph-wiggum-simpsons-eating-glue-gif-20921387


[03/02/2026 22:45] theincredibleholc
I'm wondering what specifically would change when Mario enters BOB (or maybe his falling level-entry Action) that would "store" the bug.


[03/02/2026 22:45] altiami
if you can show those two different normals in that sidebar with this test, that'd be great, because if they're not the same, then we have a big problem


[03/02/2026 22:45] theincredibleholc
**m.wall.normal** and **m.wallNormal** ?


[03/02/2026 22:45] blocky.cmd
.y


[03/02/2026 22:46] altiami
yeah, and keep in mind that `m.wall.normal` uses .x, .y, and .z, while `wallNormal` is an array


[03/02/2026 22:46] altiami
woah wtf


[03/02/2026 22:46] altiami
hold on


[03/02/2026 22:46] altiami
okay


[03/02/2026 22:46] blocky.cmd
i thought arrays automatically were converted


[03/02/2026 22:46] altiami
are they?


[03/02/2026 22:46] blocky.cmd
i think so yeah


[03/02/2026 22:46] altiami
mmk


[03/02/2026 22:47] blocky.cmd
i may be high af rn tho


[03/02/2026 22:47] altiami
can we get much higher


[03/02/2026 22:47] blocky.cmd
i wish


[03/02/2026 22:59] theincredibleholc


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468365251509489807/2026-02-03_15-58-34.mp4?ex=6983c134&is=69826fb4&hm=4385e7d104f6de68962aaeb866c3f7eef2e4caf7201b5bbcabe065cdf34e503c&


[03/02/2026 23:00] altiami
ok, and then `wallNormal`


[03/02/2026 23:01] altiami
interestingly though we can see that the normal does not change after hitting the wall, despite being turned around


[03/02/2026 23:02] altiami
so you're still technically wall kicking off of that wall


[03/02/2026 23:08] theincredibleholc


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468367655273500753/image.png?ex=6983c371&is=698271f1&hm=3092c87bf5044791c8da9d6959f28f3acd6cab7fd35f25f70d3161becfda781e&


[03/02/2026 23:08] theincredibleholc
lol


[03/02/2026 23:08] altiami
that would mean only the bonk would be relevant, and not the kick, I think


[03/02/2026 23:09] altiami
hrm


[03/02/2026 23:09] xluigigamerx
wall.normal


[03/02/2026 23:09] xluigigamerx
.x/y/z


[03/02/2026 23:09] altiami
no, there should be a `wallNormal` property too


[03/02/2026 23:09] altiami
unless it was removed


[03/02/2026 23:09] xluigigamerx
There isn't, there never was


[03/02/2026 23:09] theincredibleholc
It autofills for me, but that might be for something else.


[03/02/2026 23:09] xluigigamerx
Normals are vec3fs


[03/02/2026 23:10] altiami
3e46cc1161/include/types.h (L390)


[03/02/2026 23:10] altiami
and yeah it's still there
<https://github.com/coop-deluxe/sm64coopdx/blob/main/include/types.h#L571>


[03/02/2026 23:11] xluigigamerx
Well is it exposed


[03/02/2026 23:11] altiami
that's a good question


[03/02/2026 23:11] altiami
though I'm also seeing that error says "Surface"


[03/02/2026 23:11] xluigigamerx
It's a vec3f


[03/02/2026 23:11] peachypeachsm64
yes it is
m.wallNormal


[03/02/2026 23:11] altiami
you're trying to get the `wallNormal` of the `MarioState` right


[03/02/2026 23:12] xluigigamerx
Are you indexing something other than .x/y/z


[03/02/2026 23:12] xluigigamerx
Vec3fs are converted to .x/y/z in lua altiami


[03/02/2026 23:12] altiami
blocky mentioned that already


[03/02/2026 23:12] theincredibleholc
guys


[03/02/2026 23:12] theincredibleholc
I did m.wall.wallNormal


[03/02/2026 23:12] theincredibleholc
:>


[03/02/2026 23:12] altiami
OOPS


[03/02/2026 23:12] xluigigamerx
Wallnormal is a vec3f


[03/02/2026 23:12] theincredibleholc
Thanks peachy


[03/02/2026 23:13] xluigigamerx
GET OU-


[03/02/2026 23:13] theincredibleholc
https://tenor.com/view/wojak-loading-dumb-soyjak-brainlet-gif-5905960021355918533


[03/02/2026 23:13] blocky.cmd
add 
y


[03/02/2026 23:13] blocky.cmd
add .y


[03/02/2026 23:13] altiami
yes luigi I know, I'm looking right at the source code. I don't need it repeated to me three times


[03/02/2026 23:14] xluigigamerx
Ok, but may I interest you in... vec3fs


[03/02/2026 23:14] xluigigamerx
They are very peak, you can store position and get it without confusion


[03/02/2026 23:14] blocky.cmd
ok im home i might try myself at this too


[03/02/2026 23:14] altiami


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468369124223881297/reimuAAAAAAAAAAAAAAAAA.webp?ex=6983c4d0&is=69827350&hm=33117149457125ac19973c8b284af34edc719f27fbf9ab54cd3abd55ec5097ee&


[03/02/2026 23:15] altiami
anyway yes, blocky's right, since it's a vec3f it'll have the .x .y and .z properties


[03/02/2026 23:15] altiami
and luigi


[03/02/2026 23:15] xluigigamerx
Hello world!


[03/02/2026 23:16] altiami
hello world too bland, gotta make it with "from the earth I rise"


[03/02/2026 23:16] xluigigamerx
But on which axis


[03/02/2026 23:16] xluigigamerx
Are you a y up or a z up type of person


[03/02/2026 23:16] altiami
I forget, do the axes change depending on which type of space you're using in SM64, or is that only relevant to rotation order


[03/02/2026 23:17] xluigigamerx
Speaking of Ys and Zs, may I interest you in some vec3f action


[03/02/2026 23:17] xluigigamerx
You can reach infinite distance!


[03/02/2026 23:17] altiami
hello
I am in the NaN realm
please help me


[03/02/2026 23:18] wall_e20
oh you too?


[03/02/2026 23:18] xluigigamerx
The f in vec3f stands for a float, which becomes infinite when reaching the max float depending on the compiler I think


[03/02/2026 23:18] blocky.cmd
ok i checked


[03/02/2026 23:18] altiami
actually do we have any safeguards against that for mario's position since people love their BLJs


[03/02/2026 23:18] blocky.cmd
both match


[03/02/2026 23:18] xluigigamerx
Why


[03/02/2026 23:18] xluigigamerx
PUs are cinema


[03/02/2026 23:18] altiami
at least in the original sm64, it'd crash if you got to infinity


[03/02/2026 23:19] xluigigamerx
Well, I did go to infinity, the level just turns black, I accidentally entered the void


[03/02/2026 23:19] theincredibleholc
I have to step away for a bit and grind out some work for my actual job. Ping me if I can be of assistance and I'll try to check on it.


[03/02/2026 23:19] altiami
ok if it doesn't crash then I guess it's fine


[03/02/2026 23:19] xluigigamerx
You can still exit


[03/02/2026 23:19] blocky.cmd


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468370376210776310/Super_Mario_64_Coop_Deluxe_v1.4.1_2026-02-03_23-18-28.mp4?ex=6983c5fa&is=6982747a&hm=20de6bb2a795d32522389421c20d59e3260f49c3741613d00053f8d6bcc0b315&


[03/02/2026 23:19] blocky.cmd


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468370462722490541/image.png?ex=6983c60f&is=6982748f&hm=15efd49675b065a6135c7f4617d35188bae96c6f16a2920a43a7163ff0efaa95&


[03/02/2026 23:20] altiami
what about X and Z


[03/02/2026 23:20] xluigigamerx
How inaccurate is Mario's position in the farther PUs, since floats lose accuracy as the get bigger


[03/02/2026 23:20] theincredibleholc
I already posted those


[03/02/2026 23:20] theincredibleholc


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468370615865053409/image.png?ex=6983c633&is=698274b3&hm=3162419073f9706a70903260f3891556e9ddeff1f654121853d087d7196f5ec3&


[03/02/2026 23:20] xluigigamerx
0 when wall, 1 when floor, -1 when ceiling bruh


[03/02/2026 23:21] altiami
that's just for `wall.normal`. We still need to make sure `wallNormal` matches fully


[03/02/2026 23:21] xluigigamerx
Well check the source code and see where each is being set


[03/02/2026 23:22] altiami
the suspect parts are in `mario_bonk_reflection` and `perform_air_quarter_step`


[03/02/2026 23:23] xluigigamerx
My theory is that mario bonk reflection just runs twice for whatever reason


[03/02/2026 23:24] blocky.cmd


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468371530671984771/Super_Mario_64_Coop_Deluxe_v1.4.1_2026-02-03_23-24-02.mp4?ex=6983c70d&is=6982758d&hm=53a3e8fdd1c652e245271962fce1e101889bbe5d6736606771c3c254505f2140&


[03/02/2026 23:24] xluigigamerx
But it could be false, because I know that diving into the wall causes the bug to occur as well


[03/02/2026 23:24] blocky.cmd
okay if you want my opinion it looks like wall interactions are doubled in general


[03/02/2026 23:24] blocky.cmd
you can see when i dive into the wall i get like twice as much negative speed i should have


[03/02/2026 23:24] xluigigamerx
Yeah


[03/02/2026 23:24] blocky.cmd
i don't know if bonk actions hard set your velocity but i assume it does


[03/02/2026 23:24] peachypeachsm64
funny thing happened
I put a breakpoint on mario_bonk_reflection
before entering bob, bonking into a wall breaks once, in `common_air_action_step`
after doing bob + server reset, bonking breaks twice, in `common_air_action_step` AND `common_air_knockback_step`
after entering a level again, it "fixes" itself and only breaks once


[03/02/2026 23:24] xluigigamerx
I can confirm this happens


[03/02/2026 23:25] altiami
okay, so they do match


[03/02/2026 23:25] altiami
and peachy pretty much confirmed it runs twice on top of the empirical evidence of the increased speed


[03/02/2026 23:26] altiami
I noticed that increased speed before but I wasn't sure what to make of it


[03/02/2026 23:26] altiami
so now comes the part where we answer why it runs twice


[03/02/2026 23:26] xluigigamerx
I think whatever function is setting the wall kb speed is the one at fault


[03/02/2026 23:27] altiami
it's likely up the call stack, yeah


[03/02/2026 23:27] xluigigamerx
Which one sets the velocity after air hit wall


[03/02/2026 23:27] xluigigamerx
Check instances of air hit wall steps


[03/02/2026 23:28] altiami
`mario_bonk_reflection`can set the forward velocity but only if the `negateSpeed` argument is set


[03/02/2026 23:28] altiami
...wait


[03/02/2026 23:29] altiami
what?


[03/02/2026 23:29] altiami


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468372741777395945/image.png?ex=6983c82e&is=698276ae&hm=deca9bc76b84ac422764fd8bdd19feaddfcd983a5002a8672d480578c43bbb00&


[03/02/2026 23:29] altiami
is there ever a case where mario bonks and *does* turn around?


[03/02/2026 23:29] blocky.cmd
@Altiami

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468372840167374848/Super_Mario_64_Coop_Deluxe_v1.4.1_2026-02-03_23-28-42_online-video-cutter.com.mp4?ex=6983c846&is=698276c6&hm=8c2212526b95bc4142864cc00a7ded77896bdb65768bb5fa0adc8a7989cbbd1a&


[03/02/2026 23:29] blocky.cmd
i wasn't crazy


[03/02/2026 23:29] emeraldlockdown
This was also apart of my investigation. Since we're getting into act air hit wall, there's a quirk with this function. I logically thought through it, and I don't think it should be an issue, but it's something to note

`act_air_hit_wall` has an interesting quirk, it doesn’t actually return a value. I’ll let this code comment explain:

```c
//! Missing return statement. The returned value is the result of the call
// to set_character_animation (set_mario_animation in original decomp).
// In practice, this value is nonzero.
// This results in this action "cancelling" into itself. It is supposed to
// execute on two frames, but instead it executes twice on the same frame.
// This results in firsties only being possible for a single frame, instead
// of two.
```


[03/02/2026 23:30] blocky.cmd
i think it has to do with how mario is initialized at the beggining of a level


[03/02/2026 23:30] blocky.cmd
one of the knockback actions puts him back in a good state it seems


[03/02/2026 23:30] peachypeachsm64
.


[03/02/2026 23:31] altiami
dive bonk turns mario around?


[03/02/2026 23:31] altiami
period


[03/02/2026 23:31] blocky.cmd
💅


[03/02/2026 23:32] peachypeachsm64
well no
actually
he does turn around
but there is another += 0x8000 after that
so it does nothing lol


[03/02/2026 23:32] altiami
tf


[03/02/2026 23:32] altiami
mario 64 glue


[03/02/2026 23:32] peachypeachsm64


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468373577928540325/image.png?ex=6983c8f6&is=69827776&hm=507f3aec5f79c19b9ede42a8da95d2acdb7970c79ee8c21b8e86341bc816bcd3&


[03/02/2026 23:32] emeraldlockdown
It's so hard to analyze this code because it's literally running off of hopes and dreams


[03/02/2026 23:32] altiami
https://tenor.com/bukEv.gif


[03/02/2026 23:32] blocky.cmd
..hopes and dreams you say?


[03/02/2026 23:32] altiami
okay so


[03/02/2026 23:33] cooliokid956
hi

{Reactions}
🔥

[03/02/2026 23:33] altiami
we know that mario is being turned around for the wall hit action


[03/02/2026 23:33] altiami
...by what?


[03/02/2026 23:33] xluigigamerx
I was literally at that line lmao


[03/02/2026 23:33] blocky.cmd
it might just be a side effect of the walls interaction being doubled in general


[03/02/2026 23:33] xluigigamerx
Test it out, turn on bouncy level bounds


[03/02/2026 23:33] blocky.cmd
so he turns around twice


[03/02/2026 23:33] altiami
he's not supposed to turn around though


[03/02/2026 23:33] peachypeachsm64
omg
it does return a value
BUT
it returns the value of `set_character_animation(m, CHAR_ANIM_START_WALLKICK)`
WHICH CAN BE 0


[03/02/2026 23:34] peachypeachsm64
why would you use the animation current frame as a way to cancel out an action
wtf


[03/02/2026 23:35] altiami
and even if he bonked the same wall twice, that would mean he reflects twice off the same normal, so he'd end up being in the initial direction again


[03/02/2026 23:35] xluigigamerx
Firsties?


[03/02/2026 23:35] emeraldlockdown
Why would it sometimes be 0 though? That's sort of where my lead dried up, because this happens seemingly randomly, or due to an init issue. It just returns the animFrame, so why would that change in the first place?


[03/02/2026 23:35] altiami
it'd be 0 if it fails right?


[03/02/2026 23:35] xluigigamerx
AnimFrame starts at 0


[03/02/2026 23:36] peachypeachsm64
is that how firsties work?
no way


[03/02/2026 23:36] xluigigamerx
No


[03/02/2026 23:36] emeraldlockdown
Perhaps I need to rephrase it, the issue is why would the animation change when no mods are being ran? Why would how it set change? Maybe we should try returning 1 on the function and try to recreate the issue to see if it's the problem


[03/02/2026 23:37] emeraldlockdown
What inputs are done to recreate the issue? It looks like you access the pause menu in the level selector


[03/02/2026 23:37] altiami
doesn't it change the animation when you bonk though


[03/02/2026 23:37] xluigigamerx
The action change resets the animation to frame 0


[03/02/2026 23:37] blocky.cmd
firsties are immune to double bonks


[03/02/2026 23:37] emeraldlockdown
That's good to know


[03/02/2026 23:38] xluigigamerx
I know


[03/02/2026 23:38] xluigigamerx
It makes sense because firsties are firsties


[03/02/2026 23:38] blocky.cmd
ah yes


[03/02/2026 23:38] xluigigamerx
They're done on exactly the same frame as hitting the wall


[03/02/2026 23:38] blocky.cmd
i'm looking into why getting hit would reset the bug rn


[03/02/2026 23:38] xluigigamerx
Otherwise it's not a firstie


[03/02/2026 23:38] blocky.cmd
maybe we could trace it backwards 🤷


[03/02/2026 23:39] altiami
so we know it only happens if mario reaches the knnockback action


[03/02/2026 23:39] altiami
so, is something in the knockback action making mario turn around when it shouldn't?


[03/02/2026 23:39] emeraldlockdown
If I understand it correctly, it only happens if the second if statement is ran in `act_air_hit_wall`, which, sets the action to `ACT_BACKWARD_AIR_KB`


[03/02/2026 23:40] peachypeachsm64
and it happens when you enter bob and restart the server (???)


[03/02/2026 23:40] altiami
it has to be related to something stale


[03/02/2026 23:40] altiami
or maybe not being initialized correctly in the first place?


[03/02/2026 23:40] emeraldlockdown
It can still be something in `act_air_hit_wall`, since the double turn around happens when you hit the wall


[03/02/2026 23:41] altiami
peachy, what does the call stack look like for each break when it doubles up?


[03/02/2026 23:42] altiami
it's just occurred to me we sound like an investigation firm trying to track down a serial killer


[03/02/2026 23:42] altiami
not entirely incorrect; I'm sure this bug has killed many players


[03/02/2026 23:42] blocky.cmd
only if leaving right after the act select


[03/02/2026 23:43] blocky.cmd
doesn't work on levels without the act select


[03/02/2026 23:43] peachypeachsm64
perform_air_step runs only once per frame even when the double bonk occurs, I can't explain the double speed (yet)


[03/02/2026 23:44] altiami
try looking at the call stack when the breaks happen. That should let us track down the execution flow


[03/02/2026 23:44] emeraldlockdown
The weird thing to me is why does it only happen in `ACT_BACKWARD_AIR_KB`, and not `ACT_SOFT_BONK`? Both of these actions call `common_air_knockback_step`, and both call `check_wall_kick`. I'm going to be very interested in what the issue ends up actually being


[03/02/2026 23:45] xluigigamerx
Soft bonk doesn't have the star particles


[03/02/2026 23:45] xluigigamerx
Which seems to be a shared trait with all affected wall actions


[03/02/2026 23:45] xluigigamerx
Impact particles


[03/02/2026 23:47] xluigigamerx
It must be whatever triggers the particles


[03/02/2026 23:48] peachypeachsm64
nothing worth
1st is during long jump
2nd is during air knockback action (when double bonk happens only)

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468377650996183295/image.png?ex=6983ccc1&is=69827b41&hm=95e9bbcafdb75a76a05f52692fc0fe68081f04bf27e54cd212fc9e9587f6fb78&
https://cdn.discordapp.com/attachments/1264640346957021195/1468377651419943084/image.png?ex=6983ccc1&is=69827b41&hm=33a2207d5c14b0fe4068427156f1c7f410fd9451b0a389e1cfbcd08f928807de&


[03/02/2026 23:49] emeraldlockdown
I remember cross checking the 2nd line with sm64ex, incase anyone is curious, I believe they are the exact same


[03/02/2026 23:49] xluigigamerx
What about decomp


[03/02/2026 23:49] emeraldlockdown
I have not, I can check right now though


[03/02/2026 23:52] emeraldlockdown
Yea they're the same, so it's something outside of it


[03/02/2026 23:52] xluigigamerx
Can you compare the airborne files entirely


[03/02/2026 23:52] emeraldlockdown
Sure why not


[03/02/2026 23:53] altiami
I just zeroed in on that part of the code myself for the knockback action


[03/02/2026 23:54] peachypeachsm64
after further investigation
there is no double step
Mario just retains his speed, but it gets reverted (dive speed 48 becomes -48 for example)


[03/02/2026 23:55] emeraldlockdown
Here's the diff for the decomp vs coop mario_actions_airborne.c file. I'll scan through this as well, but you can look aswell if you'd like

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468379324104315132/diff.patch?ex=6983ce50&is=69827cd0&hm=b7403326958873d63f17458cbdb9fb8289f3203c0260dec05076c444db97f4bd&


[04/02/2026 00:00] blocky.cmd
something in take_damage_from_interact_object fixes the bug


[04/02/2026 00:00] altiami
wait


[04/02/2026 00:00] altiami
would that involve the knockbackTimer


[04/02/2026 00:00] blocky.cmd
```lua
function take_damage_from_interact_object(m)
    if (not m or not m.interactObj) then return 0 end
    local shake
    local damage = m.interactObj.oDamageOrCoinValue

    if (damage >= 4) then
        shake = SHAKE_LARGE_DAMAGE
    elseif (damage >= 2) then
        shake = SHAKE_MED_DAMAGE
    else
        shake = SHAKE_SMALL_DAMAGE
    end

    if ((m.flags & MARIO_CAP_ON_HEAD) == 0) then
        damage = damage + (damage + 1) / 2
    end

    if (m.flags & MARIO_METAL_CAP) ~= 0 then
        damage = 0
    end

    -- disable player-to-player damage if the server says so
    if (m.interactObj and (m.interactObj.oInteractType & INTERACT_PLAYER) ~= 0 ) then
        if (gServerSettings.playerInteractions ~= PLAYER_INTERACTIONS_PVP) then
            damage = 0
        end
    end

    m.hurtCounter = m.hurtCounter + 4 * damage

    queue_rumble_data_mario(m, 5, 80)
    if (m.playerIndex == 0) then set_camera_shake_from_hit(shake) end
    return damage
end

local function mario_update(m)
    if m.playerIndex ~= 0 then return end

    if m.controller.buttonPressed & X_BUTTON ~= 0 then
        local test = obj_get_first_with_behavior_id(id_bhvDoorWarp)
        test.oDamageOrCoinValue = 1
        m.interactObj = test
        take_damage_from_interact_object(m)
    end
end

hook_event(HOOK_MARIO_UPDATE, mario_update)```


[04/02/2026 00:00] blocky.cmd
i made this and the bug was consistently fixed


[04/02/2026 00:01] blocky.cmd
had to translate the function since it wasn't exposed


[04/02/2026 00:02] altiami
there's that interact player thing again...


[04/02/2026 00:02] blocky.cmd
i thought so too but i couldn't find anything


[04/02/2026 00:02] blocky.cmd
relevant


[04/02/2026 00:02] blocky.cmd
i'll try to disect this function further if notyhing is found


[04/02/2026 00:04] emeraldlockdown
Does it work if you don't set the hurt counter?


[04/02/2026 00:06] altiami
that would be CRAZY


[04/02/2026 00:06] blocky.cmd
yes it does


[04/02/2026 00:06] blocky.cmd
i checked if it was the camera shake JUST IN CASE


[04/02/2026 00:07] blocky.cmd
(it wasn't)


[04/02/2026 00:07] blocky.cmd
i'm just going line by line rn


[04/02/2026 00:07] emeraldlockdown
The only 2 things it can be then is something with interactObj or, my favorite theory, `queue_rumble_data_mario`.


[04/02/2026 00:07] altiami
rumble data is a bit weird iirc


[04/02/2026 00:07] blocky.cmd
tried ``queue_rumble_data_mario`` on its own it didn't do anything


[04/02/2026 00:07] blocky.cmd
at least not when isolated


[04/02/2026 00:07] peachypeachsm64
I FOUND IT

{Reactions}
👀 (3) 🔥 (2) mariopog beware_the_polygonal  🍕 🍞 🇬 🇴 🅰️ 🇹 eyesshaking

[04/02/2026 00:07] emeraldlockdown
BIG


[04/02/2026 00:08] altiami
tell us


[04/02/2026 00:08] blocky.cmd
TELL


[04/02/2026 00:08] blocky.cmd
🐟


[04/02/2026 00:09] peachypeachsm64
THIS
you know that every Mario has oInteractType INTERACT_PLAYER
and when you enter a level, you "interact" with the inactive players (maybe for 1 frame idk)
resetting the server doesn't clear the interactObj, so it's always a remote Mario, unless you interact with something else, for example, a door
SO
this weird ass pvp stuff is the cause of the double bonk

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468383008741654658/image.png?ex=6983d1be&is=6982803e&hm=612eddaac7e7c7855619c9ead1db86b6d15e3b09b16d59a0b871ac07e6cb128a&


[04/02/2026 00:10] altiami
this only strengthens what I offhandedly mentioned the other day about how we need to properly handle unloading network players


[04/02/2026 00:10] blocky.cmd
IN YOUR FACE


[04/02/2026 00:11] blocky.cmd
STUPID


[04/02/2026 00:11] xluigigamerx
Bro, you can activate it without prior pvp, how is it pvp related


[04/02/2026 00:11] altiami


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468383477488681241/DAAAMN.mp4?ex=6983d22e&is=698280ae&hm=496c9ff4ea5e6aa145accc5e3bf543c9b39a0e8d011d5ed2b3720c4260bb3487&


[04/02/2026 00:11] peachypeachsm64
read bro


[04/02/2026 00:11] emeraldlockdown
Thank you peachy for your incredible service to finding this bug that's plagued this game for centuries. Now I'm curious how long it's been around. What file is that and what line?

{Reactions}
⬆️ (2)

[04/02/2026 00:11] xluigigamerx
I can't im doing something for college


[04/02/2026 00:11] altiami
what's really funny is


[04/02/2026 00:12] altiami
I saw that condition


[04/02/2026 00:12] altiami
and was like


[04/02/2026 00:12] altiami
hmmmmmmmmmmmmmmmmmmmmmmmmmm


[04/02/2026 00:12] xluigigamerx
Read it


[04/02/2026 00:12] peachypeachsm64
`mario_action_airborne.c`
`common_air_knockback_step`
line 1240


[04/02/2026 00:12] emeraldlockdown
Thanks


[04/02/2026 00:12] xluigigamerx
(Past tense)


[04/02/2026 00:12] altiami
yup, that's the one


[04/02/2026 00:12] xluigigamerx
Who added that line


[04/02/2026 00:12] emeraldlockdown
Yup, 3 years ago


[04/02/2026 00:13] altiami
but, something's still weird. Doesn't that only set mario's forward velocity when that check passes?


[04/02/2026 00:13] blocky.cmd
2023 :faceholdingbacktears:


[04/02/2026 00:13] emeraldlockdown
Ah it may have been even earlier, let me check real quick


[04/02/2026 00:13] xluigigamerx
I want to know who's walls I need to live in


[04/02/2026 00:14] altiami
or is the problem that it's *not* passing the condition


[04/02/2026 00:14] peachypeachsm64
that's the problem
if the fvel is not set to -16, you continue bonking into the wall
or, for the dive, get sent backwards violently


[04/02/2026 00:14] altiami
ah, that's where I was mistaken


[04/02/2026 00:15] altiami
I thought the speed has been set already


[04/02/2026 00:15] altiami
yeah I see, it's not here in the hit wall action


[04/02/2026 00:16] altiami
alright gang, let's lift the mask and see whose kneecaps need to be gently tapped


[04/02/2026 00:16] altiami


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468384692775555277/image.png?ex=6983d350&is=698281d0&hm=0806f2c53e9b8c4649e2bf21833e160928f6dfbd696d7add1e0269441a644c2f&


[04/02/2026 00:16] blocky.cmd
FIXED?


[04/02/2026 00:16] blocky.cmd
# FIXED??


[04/02/2026 00:16] altiami
<bf435d5aa9>


[04/02/2026 00:17] altiami
it clearly had good intentions


[04/02/2026 00:17] altiami
but dormant network players are scuffed


[04/02/2026 00:17] blocky.cmd
aw it was when too much knockback setting got nerfed :(

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468384968592855165/image.png?ex=6983d391&is=69828211&hm=64f8675f995e4fabc9145eaca84d8069e3b7f9aa628c99d7a84eb08b1d0938f2&


[04/02/2026 00:17] blocky.cmd
i remember that


[04/02/2026 00:17] emeraldlockdown
No I don't know if that one is it, since, if I understand it correctly, ` if (m->interactObj == NULL || !(m->interactObj->oInteractType & INTERACT_PLAYER)) {` caused the issue, and that existed beforehand


[04/02/2026 00:18] altiami
the git blame tracks it back to this commit


[04/02/2026 00:18] altiami


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468385134880362551/image.png?ex=6983d3b9&is=69828239&hm=fe08108418b3326b8a5952f8002fcb5d057515f199c55a5c126813406e684788&


[04/02/2026 00:18] emeraldlockdown
51940d6a82


[04/02/2026 00:19] emeraldlockdown


{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468385345015124245/Screenshot_2026-02-03_at_5.19.04_PM.png?ex=6983d3eb&is=6982826b&hm=c834fdd510a80f007c61b2ababf197312930b85c4b2a4b402b4e6cc72f7a4215&


[04/02/2026 00:19] altiami
oh wait I see what you mean


[04/02/2026 00:19] altiami
it was already in there in the diff


[04/02/2026 00:19] emeraldlockdown
Dang my memory is vividly off


[04/02/2026 00:19] emeraldlockdown
2020 is crazy


[04/02/2026 00:19] blocky.cmd
yeah


[04/02/2026 00:19] blocky.cmd
i did remember it existing since the beggining


[04/02/2026 00:20] theincredibleholc
https://tenor.com/view/renuu-thanos-rest-peaceful-gif-20831938


[04/02/2026 00:20] theincredibleholc
It's all ogre now 🥹


[04/02/2026 00:21] altiami
yeah emerald you found it


[04/02/2026 00:21] peachypeachsm64
well, some update
it's not when entering a level
it's specifically when restarting the server
it somehow interacts with a random mario object (13?)
(object pointer | is mario obj | playerIndex)

{Attachments}
https://cdn.discordapp.com/attachments/1264640346957021195/1468385977859969185/image.png?ex=6983d482&is=69828302&hm=59f49bd2f11d4a48eaa781966d24cf45affadf285983114e52a34ab6db79bd4e&


[04/02/2026 00:22] theincredibleholc
Huge shoutout to @ColbyRayz! for finding a way to replicate it. That was a seriously obscure find!


[04/02/2026 00:22] peachypeachsm64
wait


[04/02/2026 00:22] peachypeachsm64
no


[04/02/2026 00:22] emeraldlockdown
Starting the server, or closing the server?


[04/02/2026 00:22] peachypeachsm64
it doesn't interact
it uses whatever was in that object slot
which happens to be a mario


[04/02/2026 00:22] peachypeachsm64
stale pointer lmao


[04/02/2026 00:22] altiami
so I was right in a super roundabout way


[04/02/2026 00:22] altiami
goddamn


[04/02/2026 00:23] altiami
I didn't expect stale object pointer though


[04/02/2026 00:23] peachypeachsm64
tldr
mario was never reset properly


[04/02/2026 00:23] blocky.cmd
i'm close to doing a pr for a bunch of star road fixes does a romhack port repo still exist


[04/02/2026 00:23] blocky.cmd
coop-romhacks-blahblah


[04/02/2026 00:23] altiami
<RTD sound effect>
Mario HAS A TUMOR!


[04/02/2026 00:24] altiami
okay well


[04/02/2026 00:24] altiami
that was fun


[04/02/2026 00:24] emeraldlockdown
Indeed


[04/02/2026 00:24] altiami
roleplaying as bloodhounds


[04/02/2026 00:24] peachypeachsm64
https://github.com/coop-deluxe/rom-hacks


[04/02/2026 00:25] altiami
https://tenor.com/view/bear-sniffing-spartan370-big-blue-house-gif-22010873


[04/02/2026 00:25] altiami
this us finding the bug


[04/02/2026 00:25] blocky.cmd
thanks!


[04/02/2026 00:25] emeraldlockdown
The only other bug I can think of that has been in the community for waay too long is the doors disappearing bug, but something tells me that won't be as easy to fix. But seeing how colby somehow found a way to reproduce this bug, I'll hold out hope


[04/02/2026 00:25] peachypeachsm64
we found it
now, let's find a way to fix it


[04/02/2026 00:26] altiami
oh I thought you had an idea now


[04/02/2026 00:26] altiami
since you found it was a stale pointer


[04/02/2026 00:26] peachypeachsm64
reset interactObj
but
where


[04/02/2026 00:26] peachypeachsm64
and when


[04/02/2026 00:26] emeraldlockdown
Can't you just reset it on `network_shutdown`, or am I thinking in super simple ways


[04/02/2026 00:26] altiami
level load imo


[04/02/2026 00:26] altiami
when the mario is initialized anyway


[04/02/2026 00:26] altiami
at least, I hope he is


[04/02/2026 00:26] emeraldlockdown
Oh yea


[04/02/2026 00:26] altiami
he better be


[04/02/2026 00:27] altiami
or I'm throwing hands with miyamoto himself


[04/02/2026 00:27] emeraldlockdown
Wait can't you just reset it in `init_single_mario`?


[04/02/2026 00:27] sharen462
thats what i was gonna suggest


[04/02/2026 00:27] sharen462
that function doesnt reset ot


[04/02/2026 00:27] sharen462
you could just add it


[04/02/2026 00:27] altiami
really, *all* marios should be initialized on level load if they aren't already


[04/02/2026 00:27] emeraldlockdown
```c
m->heldObj = NULL;
m->heldByObj = NULL;
m->riddenObj = NULL;
m->usedObj = NULL;
m->bubbleObj = NULL;
```

They were so close!


[04/02/2026 00:27] altiami
LMAO


[04/02/2026 00:27] sharen462
it even resets other obj fields like ``riddenObj`` and stuff


[04/02/2026 00:28] sharen462
yeah lmfao


[04/02/2026 00:35] peachypeachsm64
yeah that works
now all I have left to do is making a comically long commit description for a one-line change


[04/02/2026 00:36] altiami
just screenshot this entire discord conversation, put it in a google doc, and attach it to the commit message

* Fix all double bonk related bugs

Here's some explanation about the infamous wall double bonk glitch.

First, why does it happen seemingly randomly?

When the server resets or when entering a level, Mario is fully initialized
again, but, for some reason, interactObj is not reset to NULL.
Because of that, it keeps the pointer of the last object Mario interacted
with, which becomes a stale object pointer (the object it points to no
longer exists).

Because objects are stored in a static buffer rather than being
allocated dynamically on the heap, this pointer always points to valid
memory (it cannot crash the game), but could potentially point to a
random Mario object depending on various conditions I won't list here.

Why interactObj pointing to a Mario object has anything to do with
wall bonks?!?
Because PVP.
sm64coopdx adds PVP. And the way it adds it is kinda questionable.
But that's a topic for another day.

To handle player vs player interactions, all Mario objects get the
unique INTERACT_PLAYER interaction type.
For the sake of code reusability, all PVP interactions use regular
interactions functions, with a Mario's interactObj temporarily set
to another Mario.

When the interaction is done, the interactObj is properly reset to NULL.
Meaning in regular gameplay, Mario's interactObj is NEVER another
Mario object.
Unless stale pointer as mentioned above.
What's important here is the interaction type INTERACT_PLAYER.

Because PVP is about punching and kicking other people's face with
force, it would be a shame if someone threw one of their best blows just
to see their opponent slightly move backwards like nothing happened.
It had to be impactful. For that, knockbacks had to be changed.

In SM64, ground knockbacks have capped speed and air knockbacks set the
speed to a predefined value. Not really usable for in the context of PVP.
So, for the sake of code reusability again, these limits had to be
temporarily ignored during PVP knockbacks.

Now the question is... how do you recognize a PVP knockback?
...
What about checking m->interactObj->oInteractType?!?!?

Because of this stupid check that does nothing most of the time because
Mario's interactObj is NEVER another Mario object, BUT suddenly treats
all knockbacks as PVP attacks because of a stale pointer, the following
happens:
- Mario bonks into a wall, entering the backwards air knockback action
- Due to the check above, Mario's speed is not set properly, keeping
  him moving forward instead of backwards
- Mario bonks into the wall again, but he's no longer facing the wall

(Firsties are not affected by the bug, because they allow Mario to wall
kick before he enters the backwards knockback.)

Just remove the check and for proper measure, reset interactObj during
Mario init and that's it, right?
...

NO.

Now, why does it happen AGAIN?

There is still an obscure bug that probably nobody ever encountered
before, but exists.
During a 10-frame window after exiting a PVP knockback, the next
knockbacks are treated as PVP knockbacks.

To prevent players from being knockbacked again and again, a
knockbackTimer is set and starts counting down as soon as Mario exits
any knockback action.
But!
When not zero, this timer also makes the knockback actions ignore
their corresponding speed cap.

Not one, but TWO broken checks, that can't even properly identify a PVP
knockback, causing one of the most infamous glitch of the game.

Solution?

First, use a specific actionArg to flag a knockback action as a PVP
attack.

Second, ignore the knockback speed caps only if this flag is set.

Third, because some mods implement their own PVP knockbacks in a bad
way (not their fault, just tried to mimic what was already in place),
set the default knockback speed during set_mario_action if the PVP attack
flag is not set.

With this, no more double bonk, no more janky knockbacks.

That's all, folks!

* I'M A CHUCKSTER
2026-02-12 20:28:01 +10:00

126 KiB

Lua Reference

Supported Constants


area.h

  • INSTANT_WARP_INDEX_START
  • INSTANT_WARP_INDEX_STOP
  • MAX_AREAS
  • WARP_TRANSITION_FADE_FROM_COLOR
  • WARP_TRANSITION_FADE_INTO_COLOR
  • WARP_TRANSITION_FADE_FROM_STAR
  • WARP_TRANSITION_FADE_INTO_STAR
  • WARP_TRANSITION_FADE_FROM_CIRCLE
  • WARP_TRANSITION_FADE_INTO_CIRCLE
  • WARP_TRANSITION_FADE_FROM_MARIO
  • WARP_TRANSITION_FADE_INTO_MARIO
  • WARP_TRANSITION_FADE_FROM_BOWSER
  • WARP_TRANSITION_FADE_INTO_BOWSER
  • VERSION_REGION

🔼


behavior_table.h

enum BehaviorId

Identifier Value
id_bhv1Up 0
id_bhv1upJumpOnApproach 1
id_bhv1upRunningAway 2
id_bhv1upSliding 3
id_bhv1upWalking 4
id_bhvActivatedBackAndForthPlatform 5
id_bhvActSelector 6
id_bhvActSelectorStarType 7
id_bhvAirborneDeathWarp 8
id_bhvAirborneStarCollectWarp 9
id_bhvAirborneWarp 10
id_bhvAlphaBooKey 11
id_bhvAmbientSounds 12
id_bhvAnimatedTexture 13
id_bhvAnimatesOnFloorSwitchPress 14
id_bhvAnotherElavator 15
id_bhvAnotherTiltingPlatform 16
id_bhvArrowLift 17
id_bhvBalconyBigBoo 18
id_bhvBbhTiltingTrapPlatform 19
id_bhvBbhTumblingBridge 20
id_bhvBeginningLakitu 21
id_bhvBeginningPeach 22
id_bhvBetaBooKey 23
id_bhvBetaBowserAnchor 24
id_bhvBetaChestBottom 25
id_bhvBetaChestLid 26
id_bhvBetaFishSplashSpawner 27
id_bhvBetaHoldableObject 28
id_bhvBetaMovingFlames 29
id_bhvBetaMovingFlamesSpawn 30
id_bhvBetaTrampolineSpring 31
id_bhvBetaTrampolineTop 32
id_bhvBigBoulder 33
id_bhvBigBoulderGenerator 34
id_bhvBigBully 35
id_bhvBigBullyWithMinions 36
id_bhvBigChillBully 37
id_bhvBigSnowmanWhole 38
id_bhvBird 39
id_bhvBirdsSoundLoop 40
id_bhvBitfsSinkingCagePlatform 41
id_bhvBitfsSinkingPlatforms 42
id_bhvBitfsTiltingInvertedPyramid 43
id_bhvBlackSmokeBowser 44
id_bhvBlackSmokeMario 45
id_bhvBlackSmokeUpward 46
id_bhvBlueBowserFlame 47
id_bhvBlueCoinJumping 48
id_bhvBlueCoinSliding 49
id_bhvBlueCoinSwitch 50
id_bhvBlueFish 51
id_bhvBlueFlamesGroup 52
id_bhvBobBowlingBallSpawner 53
id_bhvBobomb 54
id_bhvBobombAnchorMario 55
id_bhvBobombBuddy 56
id_bhvBobombBuddyOpensCannon 57
id_bhvBobombBullyDeathSmoke 58
id_bhvBobombExplosionBubble 59
id_bhvBobombExplosionBubble3600 60
id_bhvBobombFuseSmoke 61
id_bhvBoo 62
id_bhvBooBossSpawnedBridge 63
id_bhvBooCage 64
id_bhvBooInCastle 65
id_bhvBookendSpawn 66
id_bhvBookSwitch 67
id_bhvBooWithCage 68
id_bhvBouncingFireball 69
id_bhvBouncingFireballFlame 70
id_bhvBowlingBall 71
id_bhvBowser 72
id_bhvBowserBodyAnchor 73
id_bhvBowserBomb 74
id_bhvBowserBombExplosion 75
id_bhvBowserBombSmoke 76
id_bhvBowserCourseRedCoinStar 77
id_bhvBowserFlameSpawn 78
id_bhvBowserKey 79
id_bhvBowserKeyCourseExit 80
id_bhvBowserKeyUnlockDoor 81
id_bhvBowserShockWave 82
id_bhvBowsersSub 83
id_bhvBowserSubDoor 84
id_bhvBowserTailAnchor 85
id_bhvBreakableBox 86
id_bhvBreakableBoxSmall 87
id_bhvBreakBoxTriangle 88
id_bhvBreathParticleSpawner 89
id_bhvBub 90
id_bhvBubba 91
id_bhvBubbleMaybe 92
id_bhvBubbleParticleSpawner 93
id_bhvBubblePlayer 94
id_bhvBubbleSplash 95
id_bhvBulletBill 96
id_bhvBulletBillCannon 97
id_bhvButterfly 98
id_bhvCameraLakitu 99
id_bhvCannon 100
id_bhvCannonBarrel 101
id_bhvCannonBarrelBubbles 102
id_bhvCannonBaseUnused 103
id_bhvCannonClosed 104
id_bhvCapSwitch 105
id_bhvCapSwitchBase 106
id_bhvCarrySomething1 107
id_bhvCarrySomething2 108
id_bhvCarrySomething3 109
id_bhvCarrySomething4 110
id_bhvCarrySomething5 111
id_bhvCarrySomething6 112
id_bhvCastleFlagWaving 113
id_bhvCastleFloorTrap 114
id_bhvCcmTouchedStarSpawn 115
id_bhvCelebrationStar 116
id_bhvCelebrationStarSparkle 117
id_bhvChainChomp 118
id_bhvChainChompChainPart 119
id_bhvChainChompGate 120
id_bhvCheckerboardElevatorGroup 121
id_bhvCheckerboardPlatformSub 122
id_bhvChirpChirp 123
id_bhvChirpChirpUnused 124
id_bhvChuckya 125
id_bhvChuckyaAnchorMario 126
id_bhvCirclingAmp 127
id_bhvClamShell 128
id_bhvClockHourHand 129
id_bhvClockMinuteHand 130
id_bhvCloud 131
id_bhvCloudPart 132
id_bhvCoffin 133
id_bhvCoffinSpawner 134
id_bhvCoinFormation 135
id_bhvCoinFormationSpawn 136
id_bhvCoinInsideBoo 137
id_bhvCoinSparkles 138
id_bhvControllablePlatform 139
id_bhvControllablePlatformSub 140
id_bhvCourtyardBooTriplet 141
id_bhvCutOutObject 142
id_bhvDddMovingPole 143
id_bhvDDDPole 144
id_bhvDddWarp 145
id_bhvDeathWarp 146
id_bhvDecorativePendulum 147
id_bhvDirtParticleSpawner 148
id_bhvDonutPlatform 149
id_bhvDonutPlatformSpawner 150
id_bhvDoor 151
id_bhvDoorWarp 152
id_bhvDorrie 153
id_bhvEndBirds1 154
id_bhvEndBirds2 155
id_bhvEndPeach 156
id_bhvEndToad 157
id_bhvEnemyLakitu 158
id_bhvExclamationBox 159
id_bhvExitPodiumWarp 160
id_bhvExplosion 161
id_bhvEyerokBoss 162
id_bhvEyerokHand 163
id_bhvFadingWarp 164
id_bhvFallingBowserPlatform 165
id_bhvFallingPillar 166
id_bhvFallingPillarHitbox 167
id_bhvFerrisWheelAxle 168
id_bhvFerrisWheelPlatform 169
id_bhvFewBlueFishSpawner 170
id_bhvFireParticleSpawner 171
id_bhvFirePiranhaPlant 172
id_bhvFireSpitter 173
id_bhvFish 174
id_bhvFishGroup 175
id_bhvFishSpawner 176
id_bhvFlame 177
id_bhvFlameBouncing 178
id_bhvFlameBowser 179
id_bhvFlameFloatingLanding 180
id_bhvFlameLargeBurningOut 181
id_bhvFlameMovingForwardGrowing 182
id_bhvFlamethrower 183
id_bhvFlamethrowerFlame 184
id_bhvFloorSwitchAnimatesObject 185
id_bhvFloorSwitchGrills 186
id_bhvFloorSwitchHardcodedModel 187
id_bhvFloorSwitchHiddenObjects 188
id_bhvFloorTrapInCastle 189
id_bhvFlyGuy 190
id_bhvFlyguyFlame 191
id_bhvFlyingBookend 192
id_bhvFlyingWarp 193
id_bhvFreeBowlingBall 194
id_bhvGhostHuntBigBoo 195
id_bhvGhostHuntBoo 196
id_bhvGiantPole 197
id_bhvGoldenCoinSparkles 198
id_bhvGoomba 199
id_bhvGoombaTripletSpawner 200
id_bhvGrandStar 201
id_bhvGrindel 202
id_bhvHardAirKnockBackWarp 203
id_bhvHauntedBookshelf 204
id_bhvHauntedBookshelfManager 205
id_bhvHauntedChair 206
id_bhvHeaveHo 207
id_bhvHeaveHoThrowMario 208
id_bhvHidden1up 209
id_bhvHidden1upInPole 210
id_bhvHidden1upInPoleSpawner 211
id_bhvHidden1upInPoleTrigger 212
id_bhvHidden1upTrigger 213
id_bhvHiddenAt120Stars 214
id_bhvHiddenBlueCoin 215
id_bhvHiddenObject 216
id_bhvHiddenRedCoinStar 217
id_bhvHiddenStaircaseStep 218
id_bhvHiddenStar 219
id_bhvHiddenStarTrigger 220
id_bhvHmcElevatorPlatform 221
id_bhvHomingAmp 222
id_bhvHoot 223
id_bhvHorizontalGrindel 224
id_bhvHorStarParticleSpawner 225
id_bhvIdleWaterWave 226
id_bhvIgloo 227
id_bhvInitializeChangingWaterLevel 228
id_bhvInsideCannon 229
id_bhvInstantActiveWarp 230
id_bhvInSunkenShip 231
id_bhvInSunkenShip2 232
id_bhvInSunkenShip3 233
id_bhvIntroScene 234
id_bhvInvisibleObjectsUnderBridge 235
id_bhvJetStream 236
id_bhvJetStreamRingSpawner 237
id_bhvJetStreamWaterRing 238
id_bhvJrbFloatingBox 239
id_bhvJrbFloatingPlatform 240
id_bhvJrbSlidingBox 241
id_bhvJumpingBox 242
id_bhvKickableBoard 243
id_bhvKingBobomb 244
id_bhvKlepto 245
id_bhvKoopa 246
id_bhvKoopaFlag 247
id_bhvKoopaRaceEndpoint 248
id_bhvKoopaShell 249
id_bhvKoopaShellFlame 250
id_bhvKoopaShellUnderwater 251
id_bhvLargeBomp 252
id_bhvLaunchDeathWarp 253
id_bhvLaunchStarCollectWarp 254
id_bhvLeafParticleSpawner 255
id_bhvLllBowserPuzzle 256
id_bhvLllBowserPuzzlePiece 257
id_bhvLllDrawbridge 258
id_bhvLllDrawbridgeSpawner 259
id_bhvLllFloatingWoodBridge 260
id_bhvLllHexagonalMesh 261
id_bhvLllMovingOctagonalMeshPlatform 262
id_bhvLllRollingLog 263
id_bhvLllRotatingBlockWithFireBars 264
id_bhvLllRotatingHexagonalPlatform 265
id_bhvLllRotatingHexagonalRing 266
id_bhvLllRotatingHexFlame 267
id_bhvLllSinkingRectangularPlatform 268
id_bhvLllSinkingRockBlock 269
id_bhvLllSinkingSquarePlatforms 270
id_bhvLllTiltingInvertedPyramid 271
id_bhvLllTumblingBridge 272
id_bhvLllVolcanoFallingTrap 273
id_bhvLllWoodPiece 274
id_bhvMacroUkiki 275
id_bhvMadPiano 276
id_bhvMantaRay 277
id_bhvMantaRayRingManager 278
id_bhvMantaRayWaterRing 279
id_bhvManyBlueFishSpawner 280
id_bhvMario 281
id_bhvMenuButton 282
id_bhvMenuButtonManager 283
id_bhvMerryGoRound 284
id_bhvMerryGoRoundBigBoo 285
id_bhvMerryGoRoundBoo 286
id_bhvMerryGoRoundBooManager 287
id_bhvMeshElevator 288
id_bhvMessagePanel 289
id_bhvMetalCap 290
id_bhvMips 291
id_bhvMistCircParticleSpawner 292
id_bhvMistParticleSpawner 293
id_bhvMoatGrills 294
id_bhvMoneybag 295
id_bhvMoneybagHidden 296
id_bhvMontyMole 297
id_bhvMontyMoleHole 298
id_bhvMontyMoleRock 299
id_bhvMovingBlueCoin 300
id_bhvMovingYellowCoin 301
id_bhvMrBlizzard 302
id_bhvMrBlizzardSnowball 303
id_bhvMrI 304
id_bhvMrIBlueCoin 305
id_bhvMrIBody 306
id_bhvMrIParticle 307
id_bhvNormalCap 308
id_bhvObjectBubble 309
id_bhvObjectWaterSplash 310
id_bhvObjectWaterWave 311
id_bhvObjectWaveTrail 312
id_bhvOctagonalPlatformRotating 313
id_bhvOneCoin 314
id_bhvOpenableCageDoor 315
id_bhvOpenableGrill 316
id_bhvOrangeNumber 317
id_bhvPaintingDeathWarp 318
id_bhvPaintingStarCollectWarp 319
id_bhvPenguinBaby 320
id_bhvPenguinRaceFinishLine 321
id_bhvPenguinRaceShortcutCheck 322
id_bhvPillarBase 323
id_bhvPiranhaPlant 324
id_bhvPiranhaPlantBubble 325
id_bhvPiranhaPlantWakingBubbles 326
id_bhvPitBowlingBall 327
id_bhvPlatformOnTrack 328
id_bhvPlaysMusicTrackWhenTouched 329
id_bhvPlungeBubble 330
id_bhvPokey 331
id_bhvPokeyBodyPart 332
id_bhvPoleGrabbing 333
id_bhvPoundTinyStarParticle 334
id_bhvPunchTinyTriangle 335
id_bhvPurpleParticle 336
id_bhvPurpleSwitchHiddenBoxes 337
id_bhvPushableMetalBox 338
id_bhvPyramidElevator 339
id_bhvPyramidElevatorTrajectoryMarkerBall 340
id_bhvPyramidPillarTouchDetector 341
id_bhvPyramidTop 342
id_bhvPyramidTopFragment 343
id_bhvRacingPenguin 344
id_bhvRandomAnimatedTexture 345
id_bhvRecoveryHeart 346
id_bhvRedCoin 347
id_bhvRedCoinStarMarker 348
id_bhvRespawner 349
id_bhvRockSolid 350
id_bhvRotatingCounterClockwise 351
id_bhvRotatingExclamationMark 352
id_bhvRotatingPlatform 353
id_bhvRrCruiserWing 354
id_bhvRrElevatorPlatform 355
id_bhvRrRotatingBridgePlatform 356
id_bhvSandSoundLoop 357
id_bhvScuttlebug 358
id_bhvScuttlebugSpawn 359
id_bhvSeaweed 360
id_bhvSeaweedBundle 361
id_bhvSeesawPlatform 362
id_bhvShallowWaterSplash 363
id_bhvShallowWaterWave 364
id_bhvShipPart3 365
id_bhvSignOnWall 366
id_bhvSingleCoinGetsSpawned 367
id_bhvSkeeter 368
id_bhvSkeeterWave 369
id_bhvSlidingPlatform2 370
id_bhvSlidingSnowMound 371
id_bhvSLSnowmanWind 372
id_bhvSLWalkingPenguin 373
id_bhvSmallBomp 374
id_bhvSmallBully 375
id_bhvSmallChillBully 376
id_bhvSmallParticle 377
id_bhvSmallParticleBubbles 378
id_bhvSmallParticleSnow 379
id_bhvSmallPenguin 380
id_bhvSmallPiranhaFlame 381
id_bhvSmallWaterWave 382
id_bhvSmallWaterWave398 383
id_bhvSmallWhomp 384
id_bhvSmoke 385
id_bhvSnowBall 386
id_bhvSnowmansBodyCheckpoint 387
id_bhvSnowmansBottom 388
id_bhvSnowmansHead 389
id_bhvSnowMoundSpawn 390
id_bhvSnowParticleSpawner 391
id_bhvSnufit 392
id_bhvSnufitBalls 393
id_bhvSoundSpawner 394
id_bhvSparkle 395
id_bhvSparkleParticleSpawner 396
id_bhvSparkleSpawn 397
id_bhvSpawnedStar 398
id_bhvSpawnedStarNoLevelExit 399
id_bhvSpinAirborneCircleWarp 400
id_bhvSpinAirborneWarp 401
id_bhvSpindel 402
id_bhvSpindrift 403
id_bhvSpiny 404
id_bhvSquarishPathMoving 405
id_bhvSquarishPathParent 406
id_bhvSquishablePlatform 407
id_bhvSslMovingPyramidWall 408
id_bhvStar 409
id_bhvStarDoor 410
id_bhvStarKeyCollectionPuffSpawner 411
id_bhvStarSpawnCoordinates 412
id_bhvStaticCheckeredPlatform 413
id_bhvStaticObject 414
id_bhvStrongWindParticle 415
id_bhvStub 416
id_bhvStub1D0C 417
id_bhvStub1D70 418
id_bhvSunkenShipPart 419
id_bhvSunkenShipPart2 420
id_bhvSunkenShipSetRotation 421
id_bhvSushiShark 422
id_bhvSushiSharkCollisionChild 423
id_bhvSwimmingWarp 424
id_bhvSwingPlatform 425
id_bhvSwoop 426
id_bhvTankFishGroup 427
id_bhvTemporaryYellowCoin 428
id_bhvTenCoinsSpawn 429
id_bhvThiBowlingBallSpawner 430
id_bhvThiHugeIslandTop 431
id_bhvThiTinyIslandTop 432
id_bhvThreeCoinsSpawn 433
id_bhvThwomp 434
id_bhvThwomp2 435
id_bhvTiltingBowserLavaPlatform 436
id_bhvTinyStrongWindParticle 437
id_bhvToadMessage 438
id_bhvTower 439
id_bhvTowerDoor 440
id_bhvTowerPlatformGroup 441
id_bhvToxBox 442
id_bhvTrackBall 443
id_bhvTreasureChestBottom 444
id_bhvTreasureChests 445
id_bhvTreasureChestsJrb 446
id_bhvTreasureChestsShip 447
id_bhvTreasureChestTop 448
id_bhvTree 449
id_bhvTreeLeaf 450
id_bhvTreeSnow 451
id_bhvTriangleParticleSpawner 452
id_bhvTripletButterfly 453
id_bhvTTC2DRotator 454
id_bhvTTCCog 455
id_bhvTTCElevator 456
id_bhvTTCMovingBar 457
id_bhvTTCPendulum 458
id_bhvTTCPitBlock 459
id_bhvTTCRotatingSolid 460
id_bhvTTCSpinner 461
id_bhvTTCTreadmill 462
id_bhvTtmBowlingBallSpawner 463
id_bhvTtmRollingLog 464
id_bhvTumblingBridgePlatform 465
id_bhvTuxiesMother 466
id_bhvTweester 467
id_bhvTweesterSandParticle 468
id_bhvUkiki 469
id_bhvUkikiCage 470
id_bhvUkikiCageChild 471
id_bhvUkikiCageStar 472
id_bhvUnagi 473
id_bhvUnagiSubobject 474
id_bhvUnlockDoorStar 475
id_bhvUnused05A8 476
id_bhvUnused0DFC 477
id_bhvUnused1820 478
id_bhvUnused1F30 479
id_bhvUnused20E0 480
id_bhvUnused2A10 481
id_bhvUnused2A54 482
id_bhvUnusedFakeStar 483
id_bhvUnusedParticleSpawn 484
id_bhvUnusedPoundablePlatform 485
id_bhvVanishCap 486
id_bhvVertStarParticleSpawner 487
id_bhvVolcanoFlames 488
id_bhvVolcanoSoundLoop 489
id_bhvWallTinyStarParticle 490
id_bhvWarp 491
id_bhvWarpPipe 492
id_bhvWaterAirBubble 493
id_bhvWaterBomb 494
id_bhvWaterBombCannon 495
id_bhvWaterBombShadow 496
id_bhvWaterBombSpawner 497
id_bhvWaterDroplet 498
id_bhvWaterDropletSplash 499
id_bhvWaterfallSoundLoop 500
id_bhvWaterLevelDiamond 501
id_bhvWaterLevelPillar 502
id_bhvWaterMist 503
id_bhvWaterMist2 504
id_bhvWaterSplash 505
id_bhvWaveTrail 506
id_bhvWdwExpressElevator 507
id_bhvWdwExpressElevatorPlatform 508
id_bhvWdwRectangularFloatingPlatform 509
id_bhvWdwSquareFloatingPlatform 510
id_bhvWfBreakableWallLeft 511
id_bhvWfBreakableWallRight 512
id_bhvWfElevatorTowerPlatform 513
id_bhvWfRotatingWoodenPlatform 514
id_bhvWfSlidingPlatform 515
id_bhvWfSlidingTowerPlatform 516
id_bhvWfSolidTowerPlatform 517
id_bhvWfTumblingBridge 518
id_bhvWhirlpool 519
id_bhvWhitePuff1 520
id_bhvWhitePuff2 521
id_bhvWhitePuffExplosion 522
id_bhvWhitePuffSmoke 523
id_bhvWhitePuffSmoke2 524
id_bhvWhompKingBoss 525
id_bhvWigglerBody 526
id_bhvWigglerHead 527
id_bhvWind 528
id_bhvWingCap 529
id_bhvWoodenPost 530
id_bhvYellowBackgroundInMenu 531
id_bhvYellowBall 532
id_bhvYellowCoin 533
id_bhvYoshi 534
id_RM_Scroll_Texture 535
id_editor_Scroll_Texture 536
id_bhvBlueCoinNumber 537
id_bhvStarNumber 538
id_bhvAmbientLight 539
id_bhvPointLight 540
id_bhv_max_count 541

🔼


camera.h

enum RomhackCameraOverride

Identifier Value
RCO_ALL 0
RCO_ALL_EXCEPT_BOWSER 1
RCO_NONE 2
RCO_ALL_INCLUDING_VANILLA 3
RCO_ALL_VANILLA_EXCEPT_BOWSER 4
RCO_DISABLE 5

enum RomhackCameraEnable

Identifier Value
RCE_AUTOMATIC 0
RCE_ON 1
RCE_OFF 2
  • CAM_MODE_MARIO_ACTIVE
  • CAM_MODE_LAKITU_WAS_ZOOMED_OUT
  • CAM_MODE_MARIO_SELECTED
  • CAM_SELECTION_MARIO
  • CAM_SELECTION_FIXED
  • CAM_ANGLE_MARIO
  • CAM_ANGLE_LAKITU
  • CAMERA_MODE_NONE
  • CAMERA_MODE_RADIAL
  • CAMERA_MODE_OUTWARD_RADIAL
  • CAMERA_MODE_BEHIND_MARIO
  • CAMERA_MODE_CLOSE
  • CAMERA_MODE_C_UP
  • CAMERA_MODE_WATER_SURFACE
  • CAMERA_MODE_SLIDE_HOOT
  • CAMERA_MODE_INSIDE_CANNON
  • CAMERA_MODE_BOSS_FIGHT
  • CAMERA_MODE_PARALLEL_TRACKING
  • CAMERA_MODE_FIXED
  • CAMERA_MODE_8_DIRECTIONS
  • CAMERA_MODE_FREE_ROAM
  • CAMERA_MODE_SPIRAL_STAIRS
  • CAMERA_MODE_NEWCAM
  • CAMERA_MODE_ROM_HACK
  • CAM_MOVE_RETURN_TO_MIDDLE
  • CAM_MOVE_ZOOMED_OUT
  • CAM_MOVE_ROTATE_RIGHT
  • CAM_MOVE_ROTATE_LEFT
  • CAM_MOVE_ENTERED_ROTATE_SURFACE
  • CAM_MOVE_METAL_BELOW_WATER
  • CAM_MOVE_FIX_IN_PLACE
  • CAM_MOVE_UNKNOWN_8
  • CAM_MOVING_INTO_MODE
  • CAM_MOVE_STARTED_EXITING_C_UP
  • CAM_MOVE_UNKNOWN_11
  • CAM_MOVE_INIT_CAMERA
  • CAM_MOVE_ALREADY_ZOOMED_OUT
  • CAM_MOVE_C_UP_MODE
  • CAM_MOVE_SUBMERGED
  • CAM_MOVE_PAUSE_SCREEN
  • CAM_MOVE_ROTATE
  • CAM_MOVE_RESTRICT
  • CAM_SOUND_C_UP_PLAYED
  • CAM_SOUND_MARIO_ACTIVE
  • CAM_SOUND_NORMAL_ACTIVE
  • CAM_SOUND_UNUSED_SELECT_MARIO
  • CAM_SOUND_UNUSED_SELECT_FIXED
  • CAM_SOUND_FIXED_ACTIVE
  • CAM_FLAG_SMOOTH_MOVEMENT
  • CAM_FLAG_BLOCK_SMOOTH_MOVEMENT
  • CAM_FLAG_FRAME_AFTER_CAM_INIT
  • CAM_FLAG_CHANGED_PARTRACK_INDEX
  • CAM_FLAG_CCM_SLIDE_SHORTCUT
  • CAM_FLAG_CAM_NEAR_WALL
  • CAM_FLAG_SLEEPING
  • CAM_FLAG_UNUSED_7
  • CAM_FLAG_UNUSED_8
  • CAM_FLAG_COLLIDED_WITH_WALL
  • CAM_FLAG_START_TRANSITION
  • CAM_FLAG_TRANSITION_OUT_OF_C_UP
  • CAM_FLAG_BLOCK_AREA_PROCESSING
  • CAM_FLAG_UNUSED_13
  • CAM_FLAG_UNUSED_CUTSCENE_ACTIVE
  • CAM_FLAG_BEHIND_MARIO_POST_DOOR
  • CAM_STATUS_NONE
  • CAM_STATUS_MARIO
  • CAM_STATUS_LAKITU
  • CAM_STATUS_FIXED
  • CAM_STATUS_C_DOWN
  • CAM_STATUS_C_UP
  • CAM_STATUS_MODE_GROUP
  • CAM_STATUS_C_MODE_GROUP
  • SHAKE_ATTACK
  • SHAKE_GROUND_POUND
  • SHAKE_SMALL_DAMAGE
  • SHAKE_MED_DAMAGE
  • SHAKE_LARGE_DAMAGE
  • SHAKE_HIT_FROM_BELOW
  • SHAKE_FALL_DAMAGE
  • SHAKE_SHOCK
  • SHAKE_ENV_EXPLOSION
  • SHAKE_ENV_BOWSER_THROW_BOUNCE
  • SHAKE_ENV_BOWSER_JUMP
  • SHAKE_ENV_UNUSED_5
  • SHAKE_ENV_UNUSED_6
  • SHAKE_ENV_UNUSED_7
  • SHAKE_ENV_PYRAMID_EXPLODE
  • SHAKE_ENV_JRB_SHIP_DRAIN
  • SHAKE_ENV_FALLING_BITS_PLAT
  • SHAKE_FOV_SMALL
  • SHAKE_FOV_UNUSED
  • SHAKE_FOV_MEDIUM
  • SHAKE_FOV_LARGE
  • SHAKE_POS_SMALL
  • SHAKE_POS_MEDIUM
  • SHAKE_POS_LARGE
  • SHAKE_POS_BOWLING_BALL
  • CUTSCENE_DOOR_PULL
  • CUTSCENE_DOOR_PUSH
  • CUTSCENE_ENTER_CANNON
  • CUTSCENE_ENTER_PAINTING
  • CUTSCENE_DEATH_EXIT
  • CUTSCENE_DOOR_WARP
  • CUTSCENE_DOOR_PULL_MODE
  • CUTSCENE_DOOR_PUSH_MODE
  • CUTSCENE_INTRO_PEACH
  • CUTSCENE_DANCE_ROTATE
  • CUTSCENE_ENTER_BOWSER_ARENA
  • CUTSCENE_0F_UNUSED
  • CUTSCENE_UNUSED_EXIT
  • CUTSCENE_SLIDING_DOORS_OPEN
  • CUTSCENE_PREPARE_CANNON
  • CUTSCENE_UNLOCK_KEY_DOOR
  • CUTSCENE_STANDING_DEATH
  • CUTSCENE_DEATH_ON_STOMACH
  • CUTSCENE_DEATH_ON_BACK
  • CUTSCENE_QUICKSAND_DEATH
  • CUTSCENE_SUFFOCATION_DEATH
  • CUTSCENE_EXIT_BOWSER_SUCC
  • CUTSCENE_EXIT_BOWSER_DEATH
  • CUTSCENE_WATER_DEATH
  • CUTSCENE_EXIT_PAINTING_SUCC
  • CUTSCENE_CAP_SWITCH_PRESS
  • CUTSCENE_DIALOG
  • CUTSCENE_RACE_DIALOG
  • CUTSCENE_ENTER_PYRAMID_TOP
  • CUTSCENE_DANCE_FLY_AWAY
  • CUTSCENE_DANCE_CLOSEUP
  • CUTSCENE_KEY_DANCE
  • CUTSCENE_SSL_PYRAMID_EXPLODE
  • CUTSCENE_EXIT_SPECIAL_SUCC
  • CUTSCENE_NONPAINTING_DEATH
  • CUTSCENE_READ_MESSAGE
  • CUTSCENE_ENDING
  • CUTSCENE_STAR_SPAWN
  • CUTSCENE_GRAND_STAR
  • CUTSCENE_DANCE_DEFAULT
  • CUTSCENE_RED_COIN_STAR_SPAWN
  • CUTSCENE_END_WAVING
  • CUTSCENE_CREDITS
  • CUTSCENE_EXIT_WATERFALL
  • CUTSCENE_EXIT_FALL_WMOTR
  • CUTSCENE_ENTER_POOL
  • CUTSCENE_PALETTE_EDITOR
  • CUTSCENE_STOP
  • CUTSCENE_LOOP
  • HAND_CAM_SHAKE_OFF
  • HAND_CAM_SHAKE_CUTSCENE
  • HAND_CAM_SHAKE_UNUSED
  • HAND_CAM_SHAKE_HANG_OWL
  • HAND_CAM_SHAKE_HIGH
  • HAND_CAM_SHAKE_STAR_DANCE
  • HAND_CAM_SHAKE_LOW
  • DOOR_DEFAULT
  • DOOR_LEAVING_SPECIAL
  • DOOR_ENTER_LOBBY
  • CAM_FOV_SET_45
  • CAM_FOV_DEFAULT
  • CAM_FOV_APP_45
  • CAM_FOV_SET_30
  • CAM_FOV_APP_20
  • CAM_FOV_BBH
  • CAM_FOV_APP_80
  • CAM_FOV_APP_30
  • CAM_FOV_APP_60
  • CAM_FOV_ZOOM_30
  • CAM_FOV_SET_29
  • CAM_EVENT_CANNON
  • CAM_EVENT_SHOT_FROM_CANNON
  • CAM_EVENT_UNUSED_3
  • CAM_EVENT_BOWSER_INIT
  • CAM_EVENT_DOOR_WARP
  • CAM_EVENT_DOOR
  • CAM_EVENT_BOWSER_JUMP
  • CAM_EVENT_BOWSER_THROW_BOUNCE
  • CAM_EVENT_START_INTRO
  • CAM_EVENT_START_GRAND_STAR
  • CAM_EVENT_START_ENDING
  • CAM_EVENT_START_END_WAVING
  • CAM_EVENT_START_CREDITS

🔼


characters.h

enum CharacterType

Identifier Value
CT_MARIO 0
CT_LUIGI 1
CT_TOAD 2
CT_WALUIGI 3
CT_WARIO 4
CT_MAX 5

enum CharacterSound

Identifier Value
CHAR_SOUND_YAH_WAH_HOO 0
CHAR_SOUND_HOOHOO 1
CHAR_SOUND_YAHOO 2
CHAR_SOUND_UH 3
CHAR_SOUND_HRMM 4
CHAR_SOUND_WAH2 5
CHAR_SOUND_WHOA 6
CHAR_SOUND_EEUH 7
CHAR_SOUND_ATTACKED 8
CHAR_SOUND_OOOF 9
CHAR_SOUND_OOOF2 10
CHAR_SOUND_HERE_WE_GO 11
CHAR_SOUND_YAWNING 12
CHAR_SOUND_SNORING1 13
CHAR_SOUND_SNORING2 14
CHAR_SOUND_WAAAOOOW 15
CHAR_SOUND_HAHA 16
CHAR_SOUND_HAHA_2 17
CHAR_SOUND_UH2 18
CHAR_SOUND_UH2_2 19
CHAR_SOUND_ON_FIRE 20
CHAR_SOUND_DYING 21
CHAR_SOUND_PANTING_COLD 22
CHAR_SOUND_PANTING 23
CHAR_SOUND_COUGHING1 24
CHAR_SOUND_COUGHING2 25
CHAR_SOUND_COUGHING3 26
CHAR_SOUND_PUNCH_YAH 27
CHAR_SOUND_PUNCH_HOO 28
CHAR_SOUND_MAMA_MIA 29
CHAR_SOUND_GROUND_POUND_WAH 30
CHAR_SOUND_DROWNING 31
CHAR_SOUND_PUNCH_WAH 32
CHAR_SOUND_YAHOO_WAHA_YIPPEE 33
CHAR_SOUND_DOH 34
CHAR_SOUND_GAME_OVER 35
CHAR_SOUND_HELLO 36
CHAR_SOUND_PRESS_START_TO_PLAY 37
CHAR_SOUND_TWIRL_BOUNCE 38
CHAR_SOUND_SNORING3 39
CHAR_SOUND_SO_LONGA_BOWSER 40
CHAR_SOUND_IMA_TIRED 41
CHAR_SOUND_LETS_A_GO 42
CHAR_SOUND_OKEY_DOKEY 43
CHAR_SOUND_MAX 44

🔼


controller_mouse.h

  • MOUSE_BUTTON_1
  • MOUSE_BUTTON_2
  • MOUSE_BUTTON_3
  • MOUSE_BUTTON_4
  • MOUSE_BUTTON_5
  • L_MOUSE_BUTTON
  • M_MOUSE_BUTTON
  • R_MOUSE_BUTTON

🔼


dialog_ids.h

enum DialogId

Identifier Value
DIALOG_NONE -1
DIALOG_000 0
DIALOG_001 1
DIALOG_002 2
DIALOG_003 3
DIALOG_004 4
DIALOG_005 5
DIALOG_006 6
DIALOG_007 7
DIALOG_008 8
DIALOG_009 9
DIALOG_010 10
DIALOG_011 11
DIALOG_012 12
DIALOG_013 13
DIALOG_014 14
DIALOG_015 15
DIALOG_016 16
DIALOG_017 17
DIALOG_018 18
DIALOG_019 19
DIALOG_020 20
DIALOG_021 21
DIALOG_022 22
DIALOG_023 23
DIALOG_024 24
DIALOG_025 25
DIALOG_026 26
DIALOG_027 27
DIALOG_028 28
DIALOG_029 29
DIALOG_030 30
DIALOG_031 31
DIALOG_032 32
DIALOG_033 33
DIALOG_034 34
DIALOG_035 35
DIALOG_036 36
DIALOG_037 37
DIALOG_038 38
DIALOG_039 39
DIALOG_040 40
DIALOG_041 41
DIALOG_042 42
DIALOG_043 43
DIALOG_044 44
DIALOG_045 45
DIALOG_046 46
DIALOG_047 47
DIALOG_048 48
DIALOG_049 49
DIALOG_050 50
DIALOG_051 51
DIALOG_052 52
DIALOG_053 53
DIALOG_054 54
DIALOG_055 55
DIALOG_056 56
DIALOG_057 57
DIALOG_058 58
DIALOG_059 59
DIALOG_060 60
DIALOG_061 61
DIALOG_062 62
DIALOG_063 63
DIALOG_064 64
DIALOG_065 65
DIALOG_066 66
DIALOG_067 67
DIALOG_068 68
DIALOG_069 69
DIALOG_070 70
DIALOG_071 71
DIALOG_072 72
DIALOG_073 73
DIALOG_074 74
DIALOG_075 75
DIALOG_076 76
DIALOG_077 77
DIALOG_078 78
DIALOG_079 79
DIALOG_080 80
DIALOG_081 81
DIALOG_082 82
DIALOG_083 83
DIALOG_084 84
DIALOG_085 85
DIALOG_086 86
DIALOG_087 87
DIALOG_088 88
DIALOG_089 89
DIALOG_090 90
DIALOG_091 91
DIALOG_092 92
DIALOG_093 93
DIALOG_094 94
DIALOG_095 95
DIALOG_096 96
DIALOG_097 97
DIALOG_098 98
DIALOG_099 99
DIALOG_100 100
DIALOG_101 101
DIALOG_102 102
DIALOG_103 103
DIALOG_104 104
DIALOG_105 105
DIALOG_106 106
DIALOG_107 107
DIALOG_108 108
DIALOG_109 109
DIALOG_110 110
DIALOG_111 111
DIALOG_112 112
DIALOG_113 113
DIALOG_114 114
DIALOG_115 115
DIALOG_116 116
DIALOG_117 117
DIALOG_118 118
DIALOG_119 119
DIALOG_120 120
DIALOG_121 121
DIALOG_122 122
DIALOG_123 123
DIALOG_124 124
DIALOG_125 125
DIALOG_126 126
DIALOG_127 127
DIALOG_128 128
DIALOG_129 129
DIALOG_130 130
DIALOG_131 131
DIALOG_132 132
DIALOG_133 133
DIALOG_134 134
DIALOG_135 135
DIALOG_136 136
DIALOG_137 137
DIALOG_138 138
DIALOG_139 139
DIALOG_140 140
DIALOG_141 141
DIALOG_142 142
DIALOG_143 143
DIALOG_144 144
DIALOG_145 145
DIALOG_146 146
DIALOG_147 147
DIALOG_148 148
DIALOG_149 149
DIALOG_150 150
DIALOG_151 151
DIALOG_152 152
DIALOG_153 153
DIALOG_154 154
DIALOG_155 155
DIALOG_156 156
DIALOG_157 157
DIALOG_158 158
DIALOG_159 159
DIALOG_160 160
DIALOG_161 161
DIALOG_162 162
DIALOG_163 163
DIALOG_164 164
DIALOG_165 165
DIALOG_166 166
DIALOG_167 167
DIALOG_168 168
DIALOG_169 169
DIALOG_COUNT 170

🔼


djui_console.h

enum ConsoleMessageLevel

Identifier Value
CONSOLE_MESSAGE_INFO 0
CONSOLE_MESSAGE_WARNING 1
CONSOLE_MESSAGE_ERROR 2

🔼


djui_hud_utils.h

enum HudUtilsResolution

Identifier Value
RESOLUTION_DJUI 0
RESOLUTION_N64 1
RESOLUTION_COUNT 2

enum HudUtilsFilter

Identifier Value
FILTER_NEAREST 0
FILTER_LINEAR 1
FILTER_COUNT 2

enum DjuiFontType

Identifier Value
FONT_NORMAL 0
FONT_MENU 1
FONT_HUD 2
FONT_ALIASED 3
FONT_CUSTOM_HUD 4
FONT_RECOLOR_HUD 5
FONT_SPECIAL 6
FONT_COUNT 7

🔼


djui_panel_menu.h

enum DjuiRainbowColor

Identifier Value
DJUI_RAINBOW_COLOR_RED 0
DJUI_RAINBOW_COLOR_GREEN 1
DJUI_RAINBOW_COLOR_BLUE 2
DJUI_RAINBOW_COLOR_YELLOW 3

🔼


envfx_snow.h

  • ENVFX_MODE_NONE
  • ENVFX_SNOW_NORMAL
  • ENVFX_SNOW_WATER
  • ENVFX_SNOW_BLIZZARD
  • ENVFX_BUBBLE_START
  • ENVFX_FLOWERS
  • ENVFX_LAVA_BUBBLES
  • ENVFX_WHIRLPOOL_BUBBLES
  • ENVFX_JETSTREAM_BUBBLES
  • ENVFX_MODE_NO_OVERRIDE

🔼


external.h

  • SEQ_PLAYER_LEVEL
  • SEQ_PLAYER_ENV
  • SEQ_PLAYER_SFX

enum DialogSound

Identifier Value
DS_UKIKI 0
DS_TUXIE 1
DS_BOWS1 2
DS_KOOPA 3
DS_KBOMB 4
DS_BOO 5
DS_BOMB 6
DS_BOWS2 7
DS_GRUNT 8
DS_WIGLR 9
DS_YOSHI 10
DS_MAX 11
DS_NONE 0xff

🔼


first_person_cam.h

  • FIRST_PERSON_DEFAULT_FOV
  • FIRST_PERSON_MARIO_HEAD_POS
  • FIRST_PERSON_MARIO_HEAD_POS_SHORT

🔼


gbi.h

  • G_COPYMEM
  • G_NOOP
  • G_SETOTHERMODE_H
  • G_SETOTHERMODE_L
  • G_ENDDL
  • G_DL
  • G_MOVEMEM
  • G_MOVEWORD
  • G_MTX
  • G_GEOMETRYMODE
  • G_POPMTX
  • G_TEXTURE
  • G_VTX
  • G_TRI1
  • G_TRI2
  • G_MTX
  • G_MOVEMEM
  • G_VTX
  • G_DL
  • G_TRI1
  • G_POPMTX
  • G_MOVEWORD
  • G_TEXTURE
  • G_SETOTHERMODE_H
  • G_SETOTHERMODE_L
  • G_ENDDL
  • G_NOOP
  • G_SETCIMG
  • G_SETZIMG
  • G_SETTIMG
  • G_SETCOMBINE
  • G_SETENVCOLOR
  • G_SETPRIMCOLOR
  • G_SETBLENDCOLOR
  • G_SETFOGCOLOR
  • G_SETFILLCOLOR
  • G_FILLRECT
  • G_SETTILE
  • G_LOADTILE
  • G_LOADBLOCK
  • G_SETTILESIZE
  • G_LOADTLUT
  • G_SETSCISSOR
  • G_TEXRECTFLIP
  • G_TEXRECT

🔼


gbi_extension.h

  • G_VTX_EXT
  • G_SETENVRGB
  • G_PPARTTOCOLOR

🔼


geo_commands.h

enum SkyBackgroundParams

Identifier Value
BACKGROUND_OCEAN_SKY 0
BACKGROUND_FLAMING_SKY 1
BACKGROUND_UNDERWATER_CITY 2
BACKGROUND_BELOW_CLOUDS 3
BACKGROUND_SNOW_MOUNTAINS 4
BACKGROUND_DESERT 5
BACKGROUND_HAUNTED 6
BACKGROUND_GREEN_SKY 7
BACKGROUND_ABOVE_CLOUDS 8
BACKGROUND_PURPLE_SKY 9
BACKGROUND_CUSTOM 10

🔼


graph_node.h

  • GRAPH_RENDER_ACTIVE
  • GRAPH_RENDER_CHILDREN_FIRST
  • GRAPH_RENDER_BILLBOARD
  • GRAPH_RENDER_Z_BUFFER
  • GRAPH_RENDER_INVISIBLE
  • GRAPH_RENDER_HAS_ANIMATION
  • GRAPH_RENDER_CYLBOARD
  • GRAPH_RENDER_PLAYER
  • GRAPH_EXTRA_FORCE_3D
  • GRAPH_EXTRA_ROTATE_HELD
  • GRAPH_NODE_TYPE_FUNCTIONAL
  • GRAPH_NODE_TYPE_400
  • GRAPH_NODE_TYPE_ROOT
  • GRAPH_NODE_TYPE_ORTHO_PROJECTION
  • GRAPH_NODE_TYPE_PERSPECTIVE
  • GRAPH_NODE_TYPE_MASTER_LIST
  • GRAPH_NODE_TYPE_START
  • GRAPH_NODE_TYPE_LEVEL_OF_DETAIL
  • GRAPH_NODE_TYPE_SWITCH_CASE
  • GRAPH_NODE_TYPE_CAMERA
  • GRAPH_NODE_TYPE_TRANSLATION_ROTATION
  • GRAPH_NODE_TYPE_TRANSLATION
  • GRAPH_NODE_TYPE_ROTATION
  • GRAPH_NODE_TYPE_OBJECT
  • GRAPH_NODE_TYPE_ANIMATED_PART
  • GRAPH_NODE_TYPE_BILLBOARD
  • GRAPH_NODE_TYPE_DISPLAY_LIST
  • GRAPH_NODE_TYPE_SCALE
  • GRAPH_NODE_TYPE_SCALE_XYZ
  • GRAPH_NODE_TYPE_SHADOW
  • GRAPH_NODE_TYPE_OBJECT_PARENT
  • GRAPH_NODE_TYPE_GENERATED_LIST
  • GRAPH_NODE_TYPE_BACKGROUND
  • GRAPH_NODE_TYPE_HELD_OBJ
  • GRAPH_NODE_TYPE_CULLING_RADIUS
  • GRAPH_NODE_TYPE_BONE
  • GFX_NUM_MASTER_LISTS
  • GEO_CONTEXT_CREATE
  • GEO_CONTEXT_RENDER
  • GEO_CONTEXT_AREA_UNLOAD
  • GEO_CONTEXT_AREA_LOAD
  • GEO_CONTEXT_AREA_INIT
  • GEO_CONTEXT_HELD_OBJ

🔼


interaction.c

🔼


interaction.h

enum InteractionType

Identifier Value
INTERACT_HOOT (1 << 0)
INTERACT_GRABBABLE (1 << 1)
INTERACT_DOOR (1 << 2)
INTERACT_DAMAGE (1 << 3)
INTERACT_COIN (1 << 4)
INTERACT_CAP (1 << 5)
INTERACT_POLE (1 << 6)
INTERACT_KOOPA (1 << 7)
INTERACT_SPINY_WALKING (1 << 8)
INTERACT_BREAKABLE (1 << 9)
INTERACT_STRONG_WIND (1 << 10)
INTERACT_WARP_DOOR (1 << 11)
INTERACT_STAR_OR_KEY (1 << 12)
INTERACT_WARP (1 << 13)
INTERACT_CANNON_BASE (1 << 14)
INTERACT_BOUNCE_TOP (1 << 15)
INTERACT_WATER_RING (1 << 16)
INTERACT_BULLY (1 << 17)
INTERACT_FLAME (1 << 18)
INTERACT_KOOPA_SHELL (1 << 19)
INTERACT_BOUNCE_TOP2 (1 << 20)
INTERACT_MR_BLIZZARD (1 << 21)
INTERACT_HIT_FROM_BELOW (1 << 22)
INTERACT_TEXT (1 << 23)
INTERACT_TORNADO (1 << 24)
INTERACT_WHIRLPOOL (1 << 25)
INTERACT_CLAM_OR_BUBBA (1 << 26)
INTERACT_BBH_ENTRANCE (1 << 27)
INTERACT_SNUFIT_BULLET (1 << 28)
INTERACT_SHOCK (1 << 29)
INTERACT_IGLOO_BARRIER (1 << 30)
INTERACT_PLAYER (1 << 31)

enum InteractionFlag

Identifier Value
INT_GROUND_POUND (1 << 0)
INT_PUNCH (1 << 1)
INT_KICK (1 << 2)
INT_TRIP (1 << 3)
INT_SLIDE_KICK (1 << 4)
INT_FAST_ATTACK_OR_SHELL (1 << 5)
INT_HIT_FROM_ABOVE (1 << 6)
INT_HIT_FROM_BELOW (1 << 7)
INT_TWIRL (1 << 8)
INT_GROUND_POUND_OR_TWIRL (INT_GROUND_POUND
  • INT_ATTACK_NOT_FROM_BELOW
  • INT_ANY_ATTACK
  • INT_ATTACK_NOT_WEAK_FROM_ABOVE
  • INT_ATTACK_SLIDE
  • INT_SUBTYPE_FADING_WARP
  • INT_SUBTYPE_DELAY_INVINCIBILITY
  • INT_SUBTYPE_BIG_KNOCKBACK
  • INT_SUBTYPE_GRABS_MARIO
  • INT_SUBTYPE_HOLDABLE_NPC
  • INT_SUBTYPE_DROP_IMMEDIATELY
  • INT_SUBTYPE_KICKABLE
  • INT_SUBTYPE_NOT_GRABBABLE
  • INT_SUBTYPE_STAR_DOOR
  • INT_SUBTYPE_TWIRL_BOUNCE
  • INT_SUBTYPE_NO_EXIT
  • INT_SUBTYPE_GRAND_STAR
  • INT_SUBTYPE_SIGN
  • INT_SUBTYPE_NPC
  • INT_SUBTYPE_EATS_MARIO
  • ATTACK_PUNCH
  • ATTACK_KICK_OR_TRIP
  • ATTACK_FROM_ABOVE
  • ATTACK_GROUND_POUND_OR_TWIRL
  • ATTACK_FAST_ATTACK
  • ATTACK_FROM_BELOW
  • PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT
  • PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE
  • PVP_ATTACK_KNOCKBACK_ACTION_ARG
  • INT_STATUS_ATTACK_MASK
  • INT_STATUS_HOOT_GRABBED_BY_MARIO
  • INT_STATUS_MARIO_UNK1
  • INT_STATUS_MARIO_UNK2
  • INT_STATUS_MARIO_DROP_OBJECT
  • INT_STATUS_HIT_BY_SHOCKWAVE
  • INT_STATUS_MARIO_UNK5
  • INT_STATUS_MARIO_UNK6
  • INT_STATUS_MARIO_UNK7
  • INT_STATUS_GRABBED_MARIO
  • INT_STATUS_ATTACKED_MARIO
  • INT_STATUS_WAS_ATTACKED
  • INT_STATUS_INTERACTED
  • INT_STATUS_TRAP_TURN
  • INT_STATUS_HIT_MINE
  • INT_STATUS_STOP_RIDING
  • INT_STATUS_TOUCHED_BOB_OMB

🔼


lag_compensation.h

  • MAX_LOCAL_STATE_HISTORY

🔼


level_commands.h

  • WARP_CHECKPOINT
  • WARP_NO_CHECKPOINT

🔼


level_defines.h

enum LevelNum

Identifier Value
LEVEL_NONE 0
LEVEL_UNKNOWN_1 1
LEVEL_UNKNOWN_2 2
LEVEL_UNKNOWN_3 3
LEVEL_BBH 4
LEVEL_CCM 5
LEVEL_CASTLE 6
LEVEL_HMC 7
LEVEL_SSL 8
LEVEL_BOB 9
LEVEL_SL 10
LEVEL_WDW 11
LEVEL_JRB 12
LEVEL_THI 13
LEVEL_TTC 14
LEVEL_RR 15
LEVEL_CASTLE_GROUNDS 16
LEVEL_BITDW 17
LEVEL_VCUTM 18
LEVEL_BITFS 19
LEVEL_SA 20
LEVEL_BITS 21
LEVEL_LLL 22
LEVEL_DDD 23
LEVEL_WF 24
LEVEL_ENDING 25
LEVEL_CASTLE_COURTYARD 26
LEVEL_PSS 27
LEVEL_COTMC 28
LEVEL_TOTWC 29
LEVEL_BOWSER_1 30
LEVEL_WMOTR 31
LEVEL_UNKNOWN_32 32
LEVEL_BOWSER_2 33
LEVEL_BOWSER_3 34
LEVEL_UNKNOWN_35 35
LEVEL_TTM 36
LEVEL_UNKNOWN_37 37
LEVEL_UNKNOWN_38 38
LEVEL_COUNT 39

🔼


level_update.h

  • TIMER_CONTROL_SHOW
  • TIMER_CONTROL_START
  • TIMER_CONTROL_STOP
  • TIMER_CONTROL_HIDE
  • WARP_OP_NONE
  • WARP_OP_LOOK_UP
  • WARP_OP_SPIN_SHRINK
  • WARP_OP_WARP_DOOR
  • WARP_OP_WARP_OBJECT
  • WARP_OP_TELEPORT
  • WARP_OP_STAR_EXIT
  • WARP_OP_DEATH
  • WARP_OP_WARP_FLOOR
  • WARP_OP_GAME_OVER
  • WARP_OP_CREDITS_END
  • WARP_OP_DEMO_NEXT
  • WARP_OP_CREDITS_START
  • WARP_OP_CREDITS_NEXT
  • WARP_OP_DEMO_END
  • WARP_OP_FORCE_SYNC
  • WARP_OP_EXIT
  • WARP_OP_TRIGGERS_LEVEL_SELECT
  • SPECIAL_WARP_CAKE
  • SPECIAL_WARP_GODDARD
  • SPECIAL_WARP_GODDARD_GAMEOVER
  • SPECIAL_WARP_TITLE
  • SPECIAL_WARP_LEVEL_SELECT

enum MarioSpawnType

Identifier Value
MARIO_SPAWN_NONE 0
MARIO_SPAWN_DOOR_WARP 1
MARIO_SPAWN_IDLE 2
MARIO_SPAWN_PIPE 3
MARIO_SPAWN_TELEPORT 4
MARIO_SPAWN_INSTANT_ACTIVE 0x10
MARIO_SPAWN_SWIMMING 17
MARIO_SPAWN_AIRBORNE 18
MARIO_SPAWN_HARD_AIR_KNOCKBACK 19
MARIO_SPAWN_SPIN_AIRBORNE_CIRCLE 20
MARIO_SPAWN_DEATH 21
MARIO_SPAWN_SPIN_AIRBORNE 22
MARIO_SPAWN_FLYING 23
MARIO_SPAWN_PAINTING_STAR_COLLECT 0x20
MARIO_SPAWN_PAINTING_DEATH 33
MARIO_SPAWN_AIRBORNE_STAR_COLLECT 34
MARIO_SPAWN_AIRBORNE_DEATH 35
MARIO_SPAWN_LAUNCH_STAR_COLLECT 36
MARIO_SPAWN_LAUNCH_DEATH 37
MARIO_SPAWN_UNUSED_38 38
MARIO_SPAWN_FADE_FROM_BLACK 39
  • MARIO_SPAWN_UNKNOWN_02
  • MARIO_SPAWN_UNKNOWN_03
  • MARIO_SPAWN_UNKNOWN_27
  • WARP_NODE_F0
  • WARP_NODE_DEATH
  • WARP_NODE_F2
  • WARP_NODE_WARP_FLOOR
  • WARP_NODE_CREDITS_START
  • WARP_NODE_CREDITS_NEXT
  • WARP_NODE_CREDITS_END
  • WARP_NODE_CREDITS_MIN
  • WARP_TYPE_NOT_WARPING
  • WARP_TYPE_CHANGE_LEVEL
  • WARP_TYPE_CHANGE_AREA
  • WARP_TYPE_SAME_AREA
  • WARP_ARG_EXIT_COURSE
  • PRESS_START_DEMO_TIMER
  • PAINTING_WARP_INDEX_START
  • PAINTING_WARP_INDEX_FA
  • PAINTING_WARP_INDEX_END

enum HUDDisplayFlag

Identifier Value
HUD_DISPLAY_FLAG_LIVES 0x0001
HUD_DISPLAY_FLAG_COIN_COUNT 0x0002
HUD_DISPLAY_FLAG_STAR_COUNT 0x0004
HUD_DISPLAY_FLAG_CAMERA_AND_POWER 0x0008
HUD_DISPLAY_FLAG_KEYS 0x0010
HUD_DISPLAY_FLAG_UNKNOWN_0020 0x0020
HUD_DISPLAY_FLAG_TIMER 0x0040
HUD_DISPLAY_FLAG_CAMERA 0x0080
HUD_DISPLAY_FLAG_POWER 0x0100
HUD_DISPLAY_FLAG_EMPHASIZE_POWER 0x8000
HUD_DISPLAY_NONE 0x0000
HUD_DISPLAY_DEFAULT HUD_DISPLAY_FLAG_LIVES

🔼


lighting_engine.h

  • LE_MAX_LIGHTS

enum LEMode

Identifier Value
LE_MODE_AFFECT_ALL_SHADED_AND_COLORED 0
LE_MODE_AFFECT_ALL_SHADED 1
LE_MODE_AFFECT_ONLY_GEOMETRY_MODE 2

enum LEToneMapping

Identifier Value
LE_TONE_MAPPING_TOTAL_WEIGHTED 0
LE_TONE_MAPPING_WEIGHTED 1
LE_TONE_MAPPING_CLAMP 2
LE_TONE_MAPPING_REINHARD 3

🔼


mario_animation_ids.h

enum MarioAnimID

Identifier Value
MARIO_ANIM_SLOW_LEDGE_GRAB 0
MARIO_ANIM_FALL_OVER_BACKWARDS 1
MARIO_ANIM_BACKWARD_AIR_KB 2
MARIO_ANIM_DYING_ON_BACK 3
MARIO_ANIM_BACKFLIP 4
MARIO_ANIM_CLIMB_UP_POLE 5
MARIO_ANIM_GRAB_POLE_SHORT 6
MARIO_ANIM_GRAB_POLE_SWING_PART1 7
MARIO_ANIM_GRAB_POLE_SWING_PART2 8
MARIO_ANIM_HANDSTAND_IDLE 9
MARIO_ANIM_HANDSTAND_JUMP 10
MARIO_ANIM_START_HANDSTAND 11
MARIO_ANIM_RETURN_FROM_HANDSTAND 12
MARIO_ANIM_IDLE_ON_POLE 13
MARIO_ANIM_A_POSE 14
MARIO_ANIM_SKID_ON_GROUND 15
MARIO_ANIM_STOP_SKID 16
MARIO_ANIM_CROUCH_FROM_FAST_LONGJUMP 17
MARIO_ANIM_CROUCH_FROM_SLOW_LONGJUMP 18
MARIO_ANIM_FAST_LONGJUMP 19
MARIO_ANIM_SLOW_LONGJUMP 20
MARIO_ANIM_AIRBORNE_ON_STOMACH 21
MARIO_ANIM_WALK_WITH_LIGHT_OBJ 22
MARIO_ANIM_RUN_WITH_LIGHT_OBJ 23
MARIO_ANIM_SLOW_WALK_WITH_LIGHT_OBJ 24
MARIO_ANIM_SHIVERING_WARMING_HAND 25
MARIO_ANIM_SHIVERING_RETURN_TO_IDLE 26
MARIO_ANIM_SHIVERING 27
MARIO_ANIM_CLIMB_DOWN_LEDGE 28
MARIO_ANIM_CREDITS_WAVING 29
MARIO_ANIM_CREDITS_LOOK_UP 30
MARIO_ANIM_CREDITS_RETURN_FROM_LOOK_UP 31
MARIO_ANIM_CREDITS_RAISE_HAND 32
MARIO_ANIM_CREDITS_LOWER_HAND 33
MARIO_ANIM_CREDITS_TAKE_OFF_CAP 34
MARIO_ANIM_CREDITS_START_WALK_LOOK_UP 35
MARIO_ANIM_CREDITS_LOOK_BACK_THEN_RUN 36
MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN 37
MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF 38
MARIO_ANIM_CREDITS_PEACE_SIGN 39
MARIO_ANIM_STAND_UP_FROM_LAVA_BOOST 40
MARIO_ANIM_FIRE_LAVA_BURN 41
MARIO_ANIM_WING_CAP_FLY 42
MARIO_ANIM_HANG_ON_OWL 43
MARIO_ANIM_LAND_ON_STOMACH 44
MARIO_ANIM_AIR_FORWARD_KB 45
MARIO_ANIM_DYING_ON_STOMACH 46
MARIO_ANIM_SUFFOCATING 47
MARIO_ANIM_COUGHING 48
MARIO_ANIM_THROW_CATCH_KEY 49
MARIO_ANIM_DYING_FALL_OVER 50
MARIO_ANIM_IDLE_ON_LEDGE 51
MARIO_ANIM_FAST_LEDGE_GRAB 52
MARIO_ANIM_HANG_ON_CEILING 53
MARIO_ANIM_PUT_CAP_ON 54
MARIO_ANIM_TAKE_CAP_OFF_THEN_ON 55
MARIO_ANIM_QUICKLY_PUT_CAP_ON 56
MARIO_ANIM_HEAD_STUCK_IN_GROUND 57
MARIO_ANIM_GROUND_POUND_LANDING 58
MARIO_ANIM_TRIPLE_JUMP_GROUND_POUND 59
MARIO_ANIM_START_GROUND_POUND 60
MARIO_ANIM_GROUND_POUND 61
MARIO_ANIM_BOTTOM_STUCK_IN_GROUND 62
MARIO_ANIM_IDLE_WITH_LIGHT_OBJ 63
MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ 64
MARIO_ANIM_JUMP_WITH_LIGHT_OBJ 65
MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ 66
MARIO_ANIM_FALL_WITH_LIGHT_OBJ 67
MARIO_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ 68
MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ 69
MARIO_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ 70
MARIO_ANIM_RIDING_SHELL 71
MARIO_ANIM_WALKING 72
MARIO_ANIM_FORWARD_FLIP 73
MARIO_ANIM_JUMP_RIDING_SHELL 74
MARIO_ANIM_LAND_FROM_DOUBLE_JUMP 75
MARIO_ANIM_DOUBLE_JUMP_FALL 76
MARIO_ANIM_SINGLE_JUMP 77
MARIO_ANIM_LAND_FROM_SINGLE_JUMP 78
MARIO_ANIM_AIR_KICK 79
MARIO_ANIM_DOUBLE_JUMP_RISE 80
MARIO_ANIM_START_FORWARD_SPINNING 81
MARIO_ANIM_THROW_LIGHT_OBJECT 82
MARIO_ANIM_FALL_FROM_SLIDE_KICK 83
MARIO_ANIM_BEND_KNESS_RIDING_SHELL 84
MARIO_ANIM_LEGS_STUCK_IN_GROUND 85
MARIO_ANIM_GENERAL_FALL 86
MARIO_ANIM_GENERAL_LAND 87
MARIO_ANIM_BEING_GRABBED 88
MARIO_ANIM_GRAB_HEAVY_OBJECT 89
MARIO_ANIM_SLOW_LAND_FROM_DIVE 90
MARIO_ANIM_FLY_FROM_CANNON 91
MARIO_ANIM_MOVE_ON_WIRE_NET_RIGHT 92
MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT 93
MARIO_ANIM_MISSING_CAP 94
MARIO_ANIM_PULL_DOOR_WALK_IN 95
MARIO_ANIM_PUSH_DOOR_WALK_IN 96
MARIO_ANIM_UNLOCK_DOOR 97
MARIO_ANIM_START_REACH_POCKET 98
MARIO_ANIM_REACH_POCKET 99
MARIO_ANIM_STOP_REACH_POCKET 100
MARIO_ANIM_GROUND_THROW 101
MARIO_ANIM_GROUND_KICK 102
MARIO_ANIM_FIRST_PUNCH 103
MARIO_ANIM_SECOND_PUNCH 104
MARIO_ANIM_FIRST_PUNCH_FAST 105
MARIO_ANIM_SECOND_PUNCH_FAST 106
MARIO_ANIM_PICK_UP_LIGHT_OBJ 107
MARIO_ANIM_PUSHING 108
MARIO_ANIM_START_RIDING_SHELL 109
MARIO_ANIM_PLACE_LIGHT_OBJ 110
MARIO_ANIM_FORWARD_SPINNING 111
MARIO_ANIM_BACKWARD_SPINNING 112
MARIO_ANIM_BREAKDANCE 113
MARIO_ANIM_RUNNING 114
MARIO_ANIM_RUNNING_UNUSED 115
MARIO_ANIM_SOFT_BACK_KB 116
MARIO_ANIM_SOFT_FRONT_KB 117
MARIO_ANIM_DYING_IN_QUICKSAND 118
MARIO_ANIM_IDLE_IN_QUICKSAND 119
MARIO_ANIM_MOVE_IN_QUICKSAND 120
MARIO_ANIM_ELECTROCUTION 121
MARIO_ANIM_SHOCKED 122
MARIO_ANIM_BACKWARD_KB 123
MARIO_ANIM_FORWARD_KB 124
MARIO_ANIM_IDLE_HEAVY_OBJ 125
MARIO_ANIM_STAND_AGAINST_WALL 126
MARIO_ANIM_SIDESTEP_LEFT 127
MARIO_ANIM_SIDESTEP_RIGHT 128
MARIO_ANIM_START_SLEEP_IDLE 129
MARIO_ANIM_START_SLEEP_SCRATCH 130
MARIO_ANIM_START_SLEEP_YAWN 131
MARIO_ANIM_START_SLEEP_SITTING 132
MARIO_ANIM_SLEEP_IDLE 133
MARIO_ANIM_SLEEP_START_LYING 134
MARIO_ANIM_SLEEP_LYING 135
MARIO_ANIM_DIVE 136
MARIO_ANIM_SLIDE_DIVE 137
MARIO_ANIM_GROUND_BONK 138
MARIO_ANIM_STOP_SLIDE_LIGHT_OBJ 139
MARIO_ANIM_SLIDE_KICK 140
MARIO_ANIM_CROUCH_FROM_SLIDE_KICK 141
MARIO_ANIM_SLIDE_MOTIONLESS 142
MARIO_ANIM_STOP_SLIDE 143
MARIO_ANIM_FALL_FROM_SLIDE 144
MARIO_ANIM_SLIDE 145
MARIO_ANIM_TIPTOE 146
MARIO_ANIM_TWIRL_LAND 147
MARIO_ANIM_TWIRL 148
MARIO_ANIM_START_TWIRL 149
MARIO_ANIM_STOP_CROUCHING 150
MARIO_ANIM_START_CROUCHING 151
MARIO_ANIM_CROUCHING 152
MARIO_ANIM_CRAWLING 153
MARIO_ANIM_STOP_CRAWLING 154
MARIO_ANIM_START_CRAWLING 155
MARIO_ANIM_SUMMON_STAR 156
MARIO_ANIM_RETURN_STAR_APPROACH_DOOR 157
MARIO_ANIM_BACKWARDS_WATER_KB 158
MARIO_ANIM_SWIM_WITH_OBJ_PART1 159
MARIO_ANIM_SWIM_WITH_OBJ_PART2 160
MARIO_ANIM_FLUTTERKICK_WITH_OBJ 161
MARIO_ANIM_WATER_ACTION_END_WITH_OBJ 162
MARIO_ANIM_STOP_GRAB_OBJ_WATER 163
MARIO_ANIM_WATER_IDLE_WITH_OBJ 164
MARIO_ANIM_DROWNING_PART1 165
MARIO_ANIM_DROWNING_PART2 166
MARIO_ANIM_WATER_DYING 167
MARIO_ANIM_WATER_FORWARD_KB 168
MARIO_ANIM_FALL_FROM_WATER 169
MARIO_ANIM_SWIM_PART1 170
MARIO_ANIM_SWIM_PART2 171
MARIO_ANIM_FLUTTERKICK 172
MARIO_ANIM_WATER_ACTION_END 173
MARIO_ANIM_WATER_PICK_UP_OBJ 174
MARIO_ANIM_WATER_GRAB_OBJ_PART2 175
MARIO_ANIM_WATER_GRAB_OBJ_PART1 176
MARIO_ANIM_WATER_THROW_OBJ 177
MARIO_ANIM_WATER_IDLE 178
MARIO_ANIM_WATER_STAR_DANCE 179
MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE 180
MARIO_ANIM_GRAB_BOWSER 181
MARIO_ANIM_SWINGING_BOWSER 182
MARIO_ANIM_RELEASE_BOWSER 183
MARIO_ANIM_HOLDING_BOWSER 184
MARIO_ANIM_HEAVY_THROW 185
MARIO_ANIM_WALK_PANTING 186
MARIO_ANIM_WALK_WITH_HEAVY_OBJ 187
MARIO_ANIM_TURNING_PART1 188
MARIO_ANIM_TURNING_PART2 189
MARIO_ANIM_SLIDEFLIP_LAND 190
MARIO_ANIM_SLIDEFLIP 191
MARIO_ANIM_TRIPLE_JUMP_LAND 192
MARIO_ANIM_TRIPLE_JUMP 193
MARIO_ANIM_FIRST_PERSON 194
MARIO_ANIM_IDLE_HEAD_LEFT 195
MARIO_ANIM_IDLE_HEAD_RIGHT 196
MARIO_ANIM_IDLE_HEAD_CENTER 197
MARIO_ANIM_HANDSTAND_LEFT 198
MARIO_ANIM_HANDSTAND_RIGHT 199
MARIO_ANIM_WAKE_FROM_SLEEP 200
MARIO_ANIM_WAKE_FROM_LYING 201
MARIO_ANIM_START_TIPTOE 202
MARIO_ANIM_SLIDEJUMP 203
MARIO_ANIM_START_WALLKICK 204
MARIO_ANIM_STAR_DANCE 205
MARIO_ANIM_RETURN_FROM_STAR_DANCE 206
MARIO_ANIM_FORWARD_SPINNING_FLIP 207
MARIO_ANIM_TRIPLE_JUMP_FLY 208

enum CharacterAnimID

Identifier Value
CHAR_ANIM_SLOW_LEDGE_GRAB 0
CHAR_ANIM_FALL_OVER_BACKWARDS 1
CHAR_ANIM_BACKWARD_AIR_KB 2
CHAR_ANIM_DYING_ON_BACK 3
CHAR_ANIM_BACKFLIP 4
CHAR_ANIM_CLIMB_UP_POLE 5
CHAR_ANIM_GRAB_POLE_SHORT 6
CHAR_ANIM_GRAB_POLE_SWING_PART1 7
CHAR_ANIM_GRAB_POLE_SWING_PART2 8
CHAR_ANIM_HANDSTAND_IDLE 9
CHAR_ANIM_HANDSTAND_JUMP 10
CHAR_ANIM_START_HANDSTAND 11
CHAR_ANIM_RETURN_FROM_HANDSTAND 12
CHAR_ANIM_IDLE_ON_POLE 13
CHAR_ANIM_A_POSE 14
CHAR_ANIM_SKID_ON_GROUND 15
CHAR_ANIM_STOP_SKID 16
CHAR_ANIM_CROUCH_FROM_FAST_LONGJUMP 17
CHAR_ANIM_CROUCH_FROM_SLOW_LONGJUMP 18
CHAR_ANIM_FAST_LONGJUMP 19
CHAR_ANIM_SLOW_LONGJUMP 20
CHAR_ANIM_AIRBORNE_ON_STOMACH 21
CHAR_ANIM_WALK_WITH_LIGHT_OBJ 22
CHAR_ANIM_RUN_WITH_LIGHT_OBJ 23
CHAR_ANIM_SLOW_WALK_WITH_LIGHT_OBJ 24
CHAR_ANIM_SHIVERING_WARMING_HAND 25
CHAR_ANIM_SHIVERING_RETURN_TO_IDLE 26
CHAR_ANIM_SHIVERING 27
CHAR_ANIM_CLIMB_DOWN_LEDGE 28
CHAR_ANIM_CREDITS_WAVING 29
CHAR_ANIM_CREDITS_LOOK_UP 30
CHAR_ANIM_CREDITS_RETURN_FROM_LOOK_UP 31
CHAR_ANIM_CREDITS_RAISE_HAND 32
CHAR_ANIM_CREDITS_LOWER_HAND 33
CHAR_ANIM_CREDITS_TAKE_OFF_CAP 34
CHAR_ANIM_CREDITS_START_WALK_LOOK_UP 35
CHAR_ANIM_CREDITS_LOOK_BACK_THEN_RUN 36
CHAR_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN 37
CHAR_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF 38
CHAR_ANIM_CREDITS_PEACE_SIGN 39
CHAR_ANIM_STAND_UP_FROM_LAVA_BOOST 40
CHAR_ANIM_FIRE_LAVA_BURN 41
CHAR_ANIM_WING_CAP_FLY 42
CHAR_ANIM_HANG_ON_OWL 43
CHAR_ANIM_LAND_ON_STOMACH 44
CHAR_ANIM_AIR_FORWARD_KB 45
CHAR_ANIM_DYING_ON_STOMACH 46
CHAR_ANIM_SUFFOCATING 47
CHAR_ANIM_COUGHING 48
CHAR_ANIM_THROW_CATCH_KEY 49
CHAR_ANIM_DYING_FALL_OVER 50
CHAR_ANIM_IDLE_ON_LEDGE 51
CHAR_ANIM_FAST_LEDGE_GRAB 52
CHAR_ANIM_HANG_ON_CEILING 53
CHAR_ANIM_PUT_CAP_ON 54
CHAR_ANIM_TAKE_CAP_OFF_THEN_ON 55
CHAR_ANIM_QUICKLY_PUT_CAP_ON 56
CHAR_ANIM_HEAD_STUCK_IN_GROUND 57
CHAR_ANIM_GROUND_POUND_LANDING 58
CHAR_ANIM_TRIPLE_JUMP_GROUND_POUND 59
CHAR_ANIM_START_GROUND_POUND 60
CHAR_ANIM_GROUND_POUND 61
CHAR_ANIM_BOTTOM_STUCK_IN_GROUND 62
CHAR_ANIM_IDLE_WITH_LIGHT_OBJ 63
CHAR_ANIM_JUMP_LAND_WITH_LIGHT_OBJ 64
CHAR_ANIM_JUMP_WITH_LIGHT_OBJ 65
CHAR_ANIM_FALL_LAND_WITH_LIGHT_OBJ 66
CHAR_ANIM_FALL_WITH_LIGHT_OBJ 67
CHAR_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ 68
CHAR_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ 69
CHAR_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ 70
CHAR_ANIM_RIDING_SHELL 71
CHAR_ANIM_WALKING 72
CHAR_ANIM_FORWARD_FLIP 73
CHAR_ANIM_JUMP_RIDING_SHELL 74
CHAR_ANIM_LAND_FROM_DOUBLE_JUMP 75
CHAR_ANIM_DOUBLE_JUMP_FALL 76
CHAR_ANIM_SINGLE_JUMP 77
CHAR_ANIM_LAND_FROM_SINGLE_JUMP 78
CHAR_ANIM_AIR_KICK 79
CHAR_ANIM_DOUBLE_JUMP_RISE 80
CHAR_ANIM_START_FORWARD_SPINNING 81
CHAR_ANIM_THROW_LIGHT_OBJECT 82
CHAR_ANIM_FALL_FROM_SLIDE_KICK 83
CHAR_ANIM_BEND_KNESS_RIDING_SHELL 84
CHAR_ANIM_LEGS_STUCK_IN_GROUND 85
CHAR_ANIM_GENERAL_FALL 86
CHAR_ANIM_GENERAL_LAND 87
CHAR_ANIM_BEING_GRABBED 88
CHAR_ANIM_GRAB_HEAVY_OBJECT 89
CHAR_ANIM_SLOW_LAND_FROM_DIVE 90
CHAR_ANIM_FLY_FROM_CANNON 91
CHAR_ANIM_MOVE_ON_WIRE_NET_RIGHT 92
CHAR_ANIM_MOVE_ON_WIRE_NET_LEFT 93
CHAR_ANIM_MISSING_CAP 94
CHAR_ANIM_PULL_DOOR_WALK_IN 95
CHAR_ANIM_PUSH_DOOR_WALK_IN 96
CHAR_ANIM_UNLOCK_DOOR 97
CHAR_ANIM_START_REACH_POCKET 98
CHAR_ANIM_REACH_POCKET 99
CHAR_ANIM_STOP_REACH_POCKET 100
CHAR_ANIM_GROUND_THROW 101
CHAR_ANIM_GROUND_KICK 102
CHAR_ANIM_FIRST_PUNCH 103
CHAR_ANIM_SECOND_PUNCH 104
CHAR_ANIM_FIRST_PUNCH_FAST 105
CHAR_ANIM_SECOND_PUNCH_FAST 106
CHAR_ANIM_PICK_UP_LIGHT_OBJ 107
CHAR_ANIM_PUSHING 108
CHAR_ANIM_START_RIDING_SHELL 109
CHAR_ANIM_PLACE_LIGHT_OBJ 110
CHAR_ANIM_FORWARD_SPINNING 111
CHAR_ANIM_BACKWARD_SPINNING 112
CHAR_ANIM_BREAKDANCE 113
CHAR_ANIM_RUNNING 114
CHAR_ANIM_RUNNING_UNUSED 115
CHAR_ANIM_SOFT_BACK_KB 116
CHAR_ANIM_SOFT_FRONT_KB 117
CHAR_ANIM_DYING_IN_QUICKSAND 118
CHAR_ANIM_IDLE_IN_QUICKSAND 119
CHAR_ANIM_MOVE_IN_QUICKSAND 120
CHAR_ANIM_ELECTROCUTION 121
CHAR_ANIM_SHOCKED 122
CHAR_ANIM_BACKWARD_KB 123
CHAR_ANIM_FORWARD_KB 124
CHAR_ANIM_IDLE_HEAVY_OBJ 125
CHAR_ANIM_STAND_AGAINST_WALL 126
CHAR_ANIM_SIDESTEP_LEFT 127
CHAR_ANIM_SIDESTEP_RIGHT 128
CHAR_ANIM_START_SLEEP_IDLE 129
CHAR_ANIM_START_SLEEP_SCRATCH 130
CHAR_ANIM_START_SLEEP_YAWN 131
CHAR_ANIM_START_SLEEP_SITTING 132
CHAR_ANIM_SLEEP_IDLE 133
CHAR_ANIM_SLEEP_START_LYING 134
CHAR_ANIM_SLEEP_LYING 135
CHAR_ANIM_DIVE 136
CHAR_ANIM_SLIDE_DIVE 137
CHAR_ANIM_GROUND_BONK 138
CHAR_ANIM_STOP_SLIDE_LIGHT_OBJ 139
CHAR_ANIM_SLIDE_KICK 140
CHAR_ANIM_CROUCH_FROM_SLIDE_KICK 141
CHAR_ANIM_SLIDE_MOTIONLESS 142
CHAR_ANIM_STOP_SLIDE 143
CHAR_ANIM_FALL_FROM_SLIDE 144
CHAR_ANIM_SLIDE 145
CHAR_ANIM_TIPTOE 146
CHAR_ANIM_TWIRL_LAND 147
CHAR_ANIM_TWIRL 148
CHAR_ANIM_START_TWIRL 149
CHAR_ANIM_STOP_CROUCHING 150
CHAR_ANIM_START_CROUCHING 151
CHAR_ANIM_CROUCHING 152
CHAR_ANIM_CRAWLING 153
CHAR_ANIM_STOP_CRAWLING 154
CHAR_ANIM_START_CRAWLING 155
CHAR_ANIM_SUMMON_STAR 156
CHAR_ANIM_RETURN_STAR_APPROACH_DOOR 157
CHAR_ANIM_BACKWARDS_WATER_KB 158
CHAR_ANIM_SWIM_WITH_OBJ_PART1 159
CHAR_ANIM_SWIM_WITH_OBJ_PART2 160
CHAR_ANIM_FLUTTERKICK_WITH_OBJ 161
CHAR_ANIM_WATER_ACTION_END_WITH_OBJ 162
CHAR_ANIM_STOP_GRAB_OBJ_WATER 163
CHAR_ANIM_WATER_IDLE_WITH_OBJ 164
CHAR_ANIM_DROWNING_PART1 165
CHAR_ANIM_DROWNING_PART2 166
CHAR_ANIM_WATER_DYING 167
CHAR_ANIM_WATER_FORWARD_KB 168
CHAR_ANIM_FALL_FROM_WATER 169
CHAR_ANIM_SWIM_PART1 170
CHAR_ANIM_SWIM_PART2 171
CHAR_ANIM_FLUTTERKICK 172
CHAR_ANIM_WATER_ACTION_END 173
CHAR_ANIM_WATER_PICK_UP_OBJ 174
CHAR_ANIM_WATER_GRAB_OBJ_PART2 175
CHAR_ANIM_WATER_GRAB_OBJ_PART1 176
CHAR_ANIM_WATER_THROW_OBJ 177
CHAR_ANIM_WATER_IDLE 178
CHAR_ANIM_WATER_STAR_DANCE 179
CHAR_ANIM_RETURN_FROM_WATER_STAR_DANCE 180
CHAR_ANIM_GRAB_BOWSER 181
CHAR_ANIM_SWINGING_BOWSER 182
CHAR_ANIM_RELEASE_BOWSER 183
CHAR_ANIM_HOLDING_BOWSER 184
CHAR_ANIM_HEAVY_THROW 185
CHAR_ANIM_WALK_PANTING 186
CHAR_ANIM_WALK_WITH_HEAVY_OBJ 187
CHAR_ANIM_TURNING_PART1 188
CHAR_ANIM_TURNING_PART2 189
CHAR_ANIM_SLIDEFLIP_LAND 190
CHAR_ANIM_SLIDEFLIP 191
CHAR_ANIM_TRIPLE_JUMP_LAND 192
CHAR_ANIM_TRIPLE_JUMP 193
CHAR_ANIM_FIRST_PERSON 194
CHAR_ANIM_IDLE_HEAD_LEFT 195
CHAR_ANIM_IDLE_HEAD_RIGHT 196
CHAR_ANIM_IDLE_HEAD_CENTER 197
CHAR_ANIM_HANDSTAND_LEFT 198
CHAR_ANIM_HANDSTAND_RIGHT 199
CHAR_ANIM_WAKE_FROM_SLEEP 200
CHAR_ANIM_WAKE_FROM_LYING 201
CHAR_ANIM_START_TIPTOE 202
CHAR_ANIM_SLIDEJUMP 203
CHAR_ANIM_START_WALLKICK 204
CHAR_ANIM_STAR_DANCE 205
CHAR_ANIM_RETURN_FROM_STAR_DANCE 206
CHAR_ANIM_FORWARD_SPINNING_FLIP 207
CHAR_ANIM_TRIPLE_JUMP_FLY 208
CHAR_ANIM_MAX 209

🔼


mario_geo_switch_case_ids.h

enum MarioEyesGSCId

Identifier Value
MARIO_EYES_BLINK 0
MARIO_EYES_OPEN 1
MARIO_EYES_HALF_CLOSED 2
MARIO_EYES_CLOSED 3
MARIO_EYES_LOOK_LEFT 4
MARIO_EYES_LOOK_RIGHT 5
MARIO_EYES_LOOK_UP 6
MARIO_EYES_LOOK_DOWN 7
MARIO_EYES_DEAD 8

enum MarioHandGSCId

Identifier Value
MARIO_HAND_FISTS 0
MARIO_HAND_OPEN 1
MARIO_HAND_PEACE_SIGN 2
MARIO_HAND_HOLDING_CAP 3
MARIO_HAND_HOLDING_WING_CAP 4
MARIO_HAND_RIGHT_OPEN 5

enum MarioCapGSCId

Identifier Value
MARIO_HAS_DEFAULT_CAP_ON 0
MARIO_HAS_DEFAULT_CAP_OFF 1
MARIO_HAS_WING_CAP_ON 2
MARIO_HAS_WING_CAP_OFF 3

enum MarioGrabPosGSCId

Identifier Value
GRAB_POS_NULL 0
GRAB_POS_LIGHT_OBJ 1
GRAB_POS_HEAVY_OBJ 2
GRAB_POS_BOWSER 3

🔼


mod_fs.h

  • MOD_FS_MAX_SIZE
  • MOD_FS_MAX_FILES
  • MOD_FS_MAX_PATH
  • MOD_FS_URI_PREFIX
  • MOD_FS_URI_FORMAT

enum ModFsFileIntType

Identifier Value
INT_TYPE_U8 0
INT_TYPE_U16 1
INT_TYPE_U32 2
INT_TYPE_U64 3
INT_TYPE_S8 4
INT_TYPE_S16 5
INT_TYPE_S32 6
INT_TYPE_S64 7

enum ModFsFileFloatType

Identifier Value
FLOAT_TYPE_F32 0
FLOAT_TYPE_F64 1

enum ModFsFileSeek

Identifier Value
FILE_SEEK_SET 0
FILE_SEEK_CUR 1
FILE_SEEK_END 2

🔼


mod_storage.h

  • MAX_KEYS
  • MAX_KEY_VALUE_LENGTH

🔼


network.h

  • SYNC_DISTANCE_ONLY_DEATH
  • SYNC_DISTANCE_ONLY_EVENTS
  • SYNC_DISTANCE_INFINITE
  • PACKET_LENGTH

enum NetworkSystemType

Identifier Value
NS_SOCKET 0
NS_COOPNET 1
NS_MAX 2

enum PlayerInteractions

Identifier Value
PLAYER_INTERACTIONS_NONE 0
PLAYER_INTERACTIONS_SOLID 1
PLAYER_INTERACTIONS_PVP 2

enum BouncyLevelBounds

Identifier Value
BOUNCY_LEVEL_BOUNDS_OFF 0
BOUNCY_LEVEL_BOUNDS_ON 1
BOUNCY_LEVEL_BOUNDS_ON_CAP 2

enum PvpType

Identifier Value
PLAYER_PVP_CLASSIC 0
PLAYER_PVP_REVAMPED 1

🔼


network_player.h

  • UNKNOWN_LOCAL_INDEX
  • UNKNOWN_GLOBAL_INDEX
  • UNKNOWN_NETWORK_INDEX
  • NETWORK_PLAYER_TIMEOUT
  • NETWORK_PLAYER_PING_TIMEOUT
  • MAX_RX_SEQ_IDS
  • USE_REAL_PALETTE_VAR
  • MAX_DESCRIPTION_STRING

enum NetworkPlayerType

Identifier Value
NPT_UNKNOWN 0
NPT_LOCAL 1
NPT_SERVER 2
NPT_CLIENT 3

🔼


obj_behaviors.c

  • OBJ_COL_FLAG_GROUNDED
  • OBJ_COL_FLAG_HIT_WALL
  • OBJ_COL_FLAG_UNDERWATER
  • OBJ_COL_FLAG_NO_Y_VEL
  • OBJ_COL_FLAGS_LANDED

🔼


obj_behaviors_2.h

  • ATTACK_HANDLER_NOP
  • ATTACK_HANDLER_DIE_IF_HEALTH_NON_POSITIVE
  • ATTACK_HANDLER_KNOCKBACK
  • ATTACK_HANDLER_SQUISHED
  • ATTACK_HANDLER_SPECIAL_KOOPA_LOSE_SHELL
  • ATTACK_HANDLER_SET_SPEED_TO_ZERO
  • ATTACK_HANDLER_SPECIAL_WIGGLER_JUMPED_ON
  • ATTACK_HANDLER_SPECIAL_HUGE_GOOMBA_WEAKLY_ATTACKED
  • ATTACK_HANDLER_SQUISHED_WITH_BLUE_COIN

🔼


object_constants.h

  • ACTIVE_FLAG_DEACTIVATED
  • ACTIVE_FLAG_ACTIVE
  • ACTIVE_FLAG_FAR_AWAY
  • ACTIVE_FLAG_UNK2
  • ACTIVE_FLAG_IN_DIFFERENT_ROOM
  • ACTIVE_FLAG_UNIMPORTANT
  • ACTIVE_FLAG_INITIATED_TIME_STOP
  • ACTIVE_FLAG_MOVE_THROUGH_GRATE
  • ACTIVE_FLAG_DITHERED_ALPHA
  • ACTIVE_FLAG_UNK8
  • ACTIVE_FLAG_UNK9
  • ACTIVE_FLAG_UNK10
  • ACTIVE_FLAG_DORMANT
  • RESPAWN_INFO_TYPE_NULL
  • RESPAWN_INFO_TYPE_32
  • RESPAWN_INFO_TYPE_16
  • RESPAWN_INFO_DONT_RESPAWN
  • OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
  • OBJ_FLAG_MOVE_XZ_USING_FVEL
  • OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL
  • OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW
  • OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE
  • OBJ_FLAG_0020
  • OBJ_FLAG_COMPUTE_DIST_TO_MARIO
  • OBJ_FLAG_ACTIVE_FROM_AFAR
  • OBJ_FLAG_0100
  • OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT
  • OBJ_FLAG_HOLDABLE
  • OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM
  • OBJ_FLAG_1000
  • OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO
  • OBJ_FLAG_PERSISTENT_RESPAWN
  • OBJ_FLAG_8000
  • OBJ_FLAG_30
  • HELD_FREE
  • HELD_HELD
  • HELD_THROWN
  • HELD_DROPPED
  • DIALOG_UNK1_ENABLE_TIME_STOP
  • DIALOG_UNK1_INTERRUPT_MARIO_ACTION
  • DIALOG_UNK1_BEGIN_DIALOG
  • DIALOG_UNK1_AWAIT_DIALOG
  • DIALOG_UNK1_DISABLE_TIME_STOP
  • DIALOG_UNK1_FLAG_DEFAULT
  • DIALOG_UNK1_FLAG_RESPONSE
  • DIALOG_UNK1_FLAG_4
  • DIALOG_UNK2_ENABLE_TIME_STOP
  • DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION
  • DIALOG_UNK2_AWAIT_DIALOG
  • DIALOG_UNK2_END_DIALOG
  • DIALOG_UNK2_FLAG_0
  • DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED
  • OBJ_MOVE_LANDED
  • OBJ_MOVE_ON_GROUND
  • OBJ_MOVE_LEFT_GROUND
  • OBJ_MOVE_ENTERED_WATER
  • OBJ_MOVE_AT_WATER_SURFACE
  • OBJ_MOVE_UNDERWATER_OFF_GROUND
  • OBJ_MOVE_UNDERWATER_ON_GROUND
  • OBJ_MOVE_IN_AIR
  • OBJ_MOVE_OUT_SCOPE
  • OBJ_MOVE_HIT_WALL
  • OBJ_MOVE_HIT_EDGE
  • OBJ_MOVE_ABOVE_LAVA
  • OBJ_MOVE_LEAVING_WATER
  • OBJ_MOVE_BOUNCE
  • OBJ_MOVE_ABOVE_DEATH_BARRIER
  • OBJ_MOVE_MASK_ON_GROUND
  • OBJ_MOVE_MASK_IN_WATER
  • ACTIVE_PARTICLE_DUST
  • ACTIVE_PARTICLE_UNUSED_1
  • ACTIVE_PARTICLE_UNUSED_2
  • ACTIVE_PARTICLE_SPARKLES
  • ACTIVE_PARTICLE_H_STAR
  • ACTIVE_PARTICLE_BUBBLE
  • ACTIVE_PARTICLE_WATER_SPLASH
  • ACTIVE_PARTICLE_IDLE_WATER_WAVE
  • ACTIVE_PARTICLE_SHALLOW_WATER_WAVE
  • ACTIVE_PARTICLE_PLUNGE_BUBBLE
  • ACTIVE_PARTICLE_WAVE_TRAIL
  • ACTIVE_PARTICLE_FIRE
  • ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH
  • ACTIVE_PARTICLE_LEAF
  • ACTIVE_PARTICLE_DIRT
  • ACTIVE_PARTICLE_MIST_CIRCLE
  • ACTIVE_PARTICLE_SNOW
  • ACTIVE_PARTICLE_BREATH
  • ACTIVE_PARTICLE_V_STAR
  • ACTIVE_PARTICLE_TRIANGLE
  • OBJ_ACT_LAVA_DEATH
  • OBJ_ACT_DEATH_PLANE_DEATH
  • OBJ_ACT_HORIZONTAL_KNOCKBACK
  • OBJ_ACT_VERTICAL_KNOCKBACK
  • OBJ_ACT_SQUISHED
  • TTC_SPEED_SLOW
  • TTC_SPEED_FAST
  • TTC_SPEED_RANDOM
  • TTC_SPEED_STOPPED
  • BOBOMB_BP_STYPE_GENERIC
  • BOBOMB_BP_STYPE_STATIONARY
  • BOBOMB_ACT_PATROL
  • BOBOMB_ACT_LAUNCHED
  • BOBOMB_ACT_CHASE_MARIO
  • BOBOMB_ACT_EXPLODE
  • BOBOMB_ACT_LAVA_DEATH
  • BOBOMB_ACT_DEATH_PLANE_DEATH
  • HIDDEN_BLUE_COIN_ACT_INACTIVE
  • HIDDEN_BLUE_COIN_ACT_WAITING
  • HIDDEN_BLUE_COIN_ACT_ACTIVE
  • BLUE_COIN_SWITCH_ACT_IDLE
  • BLUE_COIN_SWITCH_ACT_RECEDING
  • BLUE_COIN_SWITCH_ACT_TICKING
  • BLUE_COIN_SWITCH_ACT_RESPAWNING
  • MOV_BCOIN_ACT_STILL
  • MOV_BCOIN_ACT_MOVING
  • MOV_YCOIN_ACT_IDLE
  • MOV_YCOIN_ACT_BLINKING
  • MOV_YCOIN_ACT_LAVA_DEATH
  • MOV_YCOIN_ACT_DEATH_PLANE_DEATH
  • BOBOMB_BUDDY_BP_STYPE_GENERIC
  • BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB
  • BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB
  • BOBOMB_BUDDY_BP_STYPE_BOB_GRASS
  • BOBOMB_BUDDY_ACT_IDLE
  • BOBOMB_BUDDY_ACT_TURN_TO_TALK
  • BOBOMB_BUDDY_ACT_TALK
  • BOBOMB_BUDDY_ROLE_ADVICE
  • BOBOMB_BUDDY_ROLE_CANNON
  • BOBOMB_BUDDY_CANNON_UNOPENED
  • BOBOMB_BUDDY_CANNON_OPENING
  • BOBOMB_BUDDY_CANNON_OPENED
  • BOBOMB_BUDDY_CANNON_STOP_TALKING
  • BOBOMB_BUDDY_HAS_NOT_TALKED
  • BOBOMB_BUDDY_HAS_TALKED
  • FISH_SPAWNER_ACT_SPAWN
  • FISH_SPAWNER_ACT_IDLE
  • FISH_SPAWNER_ACT_RESPAWN
  • FISH_SPAWNER_BP_MANY_BLUE
  • FISH_SPAWNER_BP_FEW_BLUE
  • FISH_SPAWNER_BP_MANY_CYAN
  • FISH_SPAWNER_BP_FEW_CYAN
  • FISH_ACT_INIT
  • FISH_ACT_ROAM
  • FISH_ACT_FLEE
  • BLUE_FISH_ACT_DIVE
  • BLUE_FISH_ACT_TURN
  • BLUE_FISH_ACT_ASCEND
  • BLUE_FISH_ACT_TURN_BACK
  • BLUE_FISH_ACT_SPAWN
  • BLUE_FISH_ACT_ROOM
  • BLUE_FISH_ACT_DUPLICATE
  • CANNON_TRAP_DOOR_ACT_CLOSED
  • CANNON_TRAP_DOOR_ACT_CAM_ZOOM
  • CANNON_TRAP_DOOR_ACT_OPENING
  • CANNON_TRAP_DOOR_ACT_OPEN
  • HOMING_AMP_ACT_INACTIVE
  • HOMING_AMP_ACT_APPEAR
  • HOMING_AMP_ACT_CHASE
  • HOMING_AMP_ACT_GIVE_UP
  • HOMING_AMP_ACT_ATTACK_COOLDOWN
  • AMP_BP_ROT_RADIUS_200
  • AMP_BP_ROT_RADIUS_300
  • AMP_BP_ROT_RADIUS_400
  • AMP_BP_ROT_RADIUS_0
  • AMP_ACT_IDLE
  • AMP_ACT_ATTACK_COOLDOWN
  • BUTTERFLY_ACT_RESTING
  • BUTTERFLY_ACT_FOLLOW_MARIO
  • BUTTERFLY_ACT_RETURN_HOME
  • HOOT_AVAIL_ASLEEP_IN_TREE
  • HOOT_AVAIL_WANTS_TO_TALK
  • HOOT_AVAIL_READY_TO_FLY
  • HOOT_ACT_ASCENT
  • HOOT_ACT_CARRY
  • HOOT_ACT_TIRED
  • BULLY_BP_SIZE_SMALL
  • BULLY_BP_SIZE_BIG
  • BULLY_ACT_PATROL
  • BULLY_ACT_CHASE_MARIO
  • BULLY_ACT_KNOCKBACK
  • BULLY_ACT_BACK_UP
  • BULLY_ACT_INACTIVE
  • BULLY_ACT_ACTIVATE_AND_FALL
  • BULLY_ACT_LAVA_DEATH
  • BULLY_ACT_DEATH_PLANE_DEATH
  • BULLY_STYPE_GENERIC
  • BULLY_STYPE_MINION
  • BULLY_STYPE_CHILL
  • WATER_RING_ACT_NOT_COLLECTED
  • WATER_RING_ACT_COLLECTED
  • JS_RING_SPAWNER_ACT_ACTIVE
  • JS_RING_SPAWNER_ACT_INACTIVE
  • CELEB_STAR_ACT_SPIN_AROUND_MARIO
  • CELEB_STAR_ACT_FACE_CAMERA
  • LLL_DRAWBRIDGE_ACT_LOWER
  • LLL_DRAWBRIDGE_ACT_RAISE
  • BOMP_ACT_WAIT
  • BOMP_ACT_POKE_OUT
  • BOMP_ACT_EXTEND
  • BOMP_ACT_RETRACT
  • WF_SLID_BRICK_PTFM_BP_MOV_VEL_10
  • WF_SLID_BRICK_PTFM_BP_MOV_VEL_15
  • WF_SLID_BRICK_PTFM_BP_MOV_VEL_20
  • WF_SLID_BRICK_PTFM_ACT_WAIT
  • WF_SLID_BRICK_PTFM_ACT_EXTEND
  • WF_SLID_BRICK_PTFM_ACT_RETRACT
  • FAKE_MONEYBAG_COIN_ACT_IDLE
  • FAKE_MONEYBAG_COIN_ACT_TRANSFORM
  • MONEYBAG_ACT_APPEAR
  • MONEYBAG_ACT_UNUSED_APPEAR
  • MONEYBAG_ACT_MOVE_AROUND
  • MONEYBAG_ACT_RETURN_HOME
  • MONEYBAG_ACT_DISAPPEAR
  • MONEYBAG_ACT_DEATH
  • MONEYBAG_JUMP_LANDING
  • MONEYBAG_JUMP_PREPARE
  • MONEYBAG_JUMP_JUMP
  • MONEYBAG_JUMP_JUMP_AND_BOUNCE
  • MONEYBAG_JUMP_WALK_AROUND
  • MONEYBAG_JUMP_WALK_HOME
  • BBALL_ACT_INITIALIZE
  • BBALL_ACT_ROLL
  • BBALL_BP_STYPE_BOB_UPPER
  • BBALL_BP_STYPE_TTM
  • BBALL_BP_STYPE_BOB_LOWER
  • BBALL_BP_STYPE_THI_LARGE
  • BBALL_BP_STYPE_THI_SMALL
  • FREE_BBALL_ACT_IDLE
  • FREE_BBALL_ACT_ROLL
  • FREE_BBALL_ACT_RESET
  • BETA_CHEST_ACT_IDLE_CLOSED
  • BETA_CHEST_ACT_OPENING
  • BETA_CHEST_ACT_IDLE_OPEN
  • BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON
  • BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF
  • BOO_DEATH_STATUS_ALIVE
  • BOO_DEATH_STATUS_DYING
  • BOO_DEATH_STATUS_DEAD
  • BOO_NOT_ATTACKED
  • BOO_ATTACKED
  • BOO_BOUNCED_ON
  • BETA_BOO_KEY_ACT_IN_BOO
  • BETA_BOO_KEY_ACT_DROPPING
  • BETA_BOO_KEY_ACT_DROPPED
  • BOO_CAGE_ACT_IN_BOO
  • BOO_CAGE_ACT_FALLING
  • BOO_CAGE_ACT_ON_GROUND
  • BOO_CAGE_ACT_MARIO_JUMPING_IN
  • BOO_CAGE_ACT_USELESS
  • HAUNTED_BOOKSHELF_ACT_IDLE
  • HAUNTED_BOOKSHELF_ACT_RECEDE
  • BBH_NEAR_MERRY_GO_ROUND_ROOM
  • BBH_DYNAMIC_SURFACE_ROOM
  • BBH_OUTSIDE_ROOM
  • COFFIN_SPAWNER_ACT_COFFINS_UNLOADED
  • COFFIN_ACT_IDLE
  • COFFIN_ACT_STAND_UP
  • COFFIN_BP_STATIC
  • ARROW_LIFT_ACT_IDLE
  • ARROW_LIFT_ACT_MOVING_AWAY
  • ARROW_LIFT_ACT_MOVING_BACK
  • ARROW_LIFT_NOT_DONE_MOVING
  • ARROW_LIFT_DONE_MOVING
  • YOSHI_ACT_IDLE
  • YOSHI_ACT_WALK
  • YOSHI_ACT_TALK
  • YOSHI_ACT_WALK_JUMP_OFF_ROOF
  • YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN
  • YOSHI_ACT_GIVE_PRESENT
  • YOSHI_ACT_CREDITS
  • KOOPA_UNSHELLED_ACT_RUN
  • KOOPA_UNSHELLED_ACT_DIVE
  • KOOPA_UNSHELLED_ACT_LYING
  • KOOPA_UNSHELLED_ACT_UNUSED3
  • KOOPA_SHELLED_ACT_STOPPED
  • KOOPA_SHELLED_ACT_WALK
  • KOOPA_SHELLED_ACT_RUN_FROM_MARIO
  • KOOPA_SHELLED_ACT_LYING
  • KOOPA_SHELLED_ACT_DIE
  • KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE
  • KOOPA_THE_QUICK_ACT_UNUSED1
  • KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT
  • KOOPA_THE_QUICK_ACT_RACE
  • KOOPA_THE_QUICK_ACT_DECELERATE
  • KOOPA_THE_QUICK_ACT_STOP
  • KOOPA_THE_QUICK_ACT_AFTER_RACE
  • KOOPA_SHELLED_SUB_ACT_START_WALK
  • KOOPA_SHELLED_SUB_ACT_WALK
  • KOOPA_SHELLED_SUB_ACT_STOP_WALK
  • KOOPA_THE_QUICK_SUB_ACT_START_RUN
  • KOOPA_THE_QUICK_SUB_ACT_RUN
  • KOOPA_THE_QUICK_SUB_ACT_JUMP
  • KOOPA_THE_QUICK_BOB_INDEX
  • KOOPA_THE_QUICK_THI_INDEX
  • KOOPA_BP_UNSHELLED
  • KOOPA_BP_NORMAL
  • KOOPA_BP_KOOPA_THE_QUICK_BASE
  • KOOPA_BP_KOOPA_THE_QUICK_BOB
  • KOOPA_BP_KOOPA_THE_QUICK_THI
  • KOOPA_BP_TINY
  • POKEY_ACT_UNINITIALIZED
  • POKEY_ACT_WANDER
  • POKEY_ACT_UNLOAD_PARTS
  • SWOOP_ACT_IDLE
  • SWOOP_ACT_MOVE
  • FLY_GUY_ACT_IDLE
  • FLY_GUY_ACT_APPROACH_MARIO
  • FLY_GUY_ACT_LUNGE
  • FLY_GUY_ACT_SHOOT_FIRE
  • GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK
  • GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK
  • GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED
  • GOOMBA_TRIPLET_SPAWNER_ACT_LOADED
  • GOOMBA_BP_SIZE_MASK
  • GOOMBA_SIZE_REGULAR
  • GOOMBA_SIZE_HUGE
  • GOOMBA_SIZE_TINY
  • GOOMBA_BP_TRIPLET_FLAG_MASK
  • GOOMBA_ACT_WALK
  • GOOMBA_ACT_ATTACKED_MARIO
  • GOOMBA_ACT_JUMP
  • CHAIN_CHOMP_ACT_UNINITIALIZED
  • CHAIN_CHOMP_ACT_MOVE
  • CHAIN_CHOMP_ACT_UNLOAD_CHAIN
  • CHAIN_CHOMP_SUB_ACT_TURN
  • CHAIN_CHOMP_SUB_ACT_LUNGE
  • CHAIN_CHOMP_NOT_RELEASED
  • CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE
  • CHAIN_CHOMP_RELEASED_LUNGE_AROUND
  • CHAIN_CHOMP_RELEASED_BREAK_GATE
  • CHAIN_CHOMP_RELEASED_JUMP_AWAY
  • CHAIN_CHOMP_RELEASED_END_CUTSCENE
  • CHAIN_CHOMP_CHAIN_PART_BP_PIVOT
  • WOODEN_POST_BP_NO_COINS_MASK
  • WIGGLER_ACT_UNINITIALIZED
  • WIGGLER_ACT_WALK
  • WIGGLER_ACT_KNOCKBACK
  • WIGGLER_ACT_JUMPED_ON
  • WIGGLER_ACT_SHRINK
  • WIGGLER_ACT_FALL_THROUGH_FLOOR
  • WIGGLER_TEXT_STATUS_AWAIT_DIALOG
  • WIGGLER_TEXT_STATUS_SHOWING_DIALOG
  • WIGGLER_TEXT_STATUS_COMPLETED_DIALOG
  • SPINY_ACT_WALK
  • SPINY_ACT_HELD_BY_LAKITU
  • SPINY_ACT_THROWN_BY_LAKITU
  • SPINY_ACT_ATTACKED_MARIO
  • ENEMY_LAKITU_ACT_UNINITIALIZED
  • ENEMY_LAKITU_ACT_MAIN
  • ENEMY_LAKITU_SUB_ACT_NO_SPINY
  • ENEMY_LAKITU_SUB_ACT_HOLD_SPINY
  • ENEMY_LAKITU_SUB_ACT_THROW_SPINY
  • CLOUD_ACT_SPAWN_PARTS
  • CLOUD_ACT_MAIN
  • CLOUD_ACT_UNLOAD
  • CLOUD_ACT_FWOOSH_HIDDEN
  • CLOUD_BP_FWOOSH
  • CLOUD_BP_LAKITU_CLOUD
  • CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE
  • CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD
  • CAMERA_LAKITU_INTRO_ACT_UNK2
  • CAMERA_LAKITU_BP_FOLLOW_CAMERA
  • CAMERA_LAKITU_BP_INTRO
  • MANTA_ACT_SPAWN_RINGS
  • MANTA_ACT_NO_RINGS
  • MONTY_MOLE_ACT_SELECT_HOLE
  • MONTY_MOLE_ACT_RISE_FROM_HOLE
  • MONTY_MOLE_ACT_SPAWN_ROCK
  • MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE
  • MONTY_MOLE_ACT_THROW_ROCK
  • MONTY_MOLE_ACT_JUMP_INTO_HOLE
  • MONTY_MOLE_ACT_HIDE
  • MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE
  • MONTY_MOLE_BP_NO_ROCK
  • MONTY_MOLE_ROCK_ACT_HELD
  • MONTY_MOLE_ROCK_ACT_MOVE
  • UKIKI_ACT_IDLE
  • UKIKI_ACT_RUN
  • UKIKI_ACT_TURN_TO_MARIO
  • UKIKI_ACT_JUMP
  • UKIKI_ACT_GO_TO_CAGE
  • UKIKI_ACT_WAIT_TO_RESPAWN
  • UKIKI_ACT_UNUSED_TURN
  • UKIKI_ACT_RETURN_HOME
  • UKIKI_SUB_ACT_TAUNT_NONE
  • UKIKI_SUB_ACT_TAUNT_ITCH
  • UKIKI_SUB_ACT_TAUNT_SCREECH
  • UKIKI_SUB_ACT_TAUNT_JUMP_CLAP
  • UKIKI_SUB_ACT_TAUNT_HANDSTAND
  • UKIKI_SUB_ACT_CAGE_RUN_TO_CAGE
  • UKIKI_SUB_ACT_CAGE_WAIT_FOR_MARIO
  • UKIKI_SUB_ACT_CAGE_TALK_TO_MARIO
  • UKIKI_SUB_ACT_CAGE_TURN_TO_CAGE
  • UKIKI_SUB_ACT_CAGE_JUMP_TO_CAGE
  • UKIKI_SUB_ACT_CAGE_LAND_ON_CAGE
  • UKIKI_SUB_ACT_CAGE_SPIN_ON_CAGE
  • UKIKI_SUB_ACT_CAGE_DESPAWN
  • UKIKI_TEXT_DEFAULT
  • UKIKI_TEXT_CAGE_TEXTBOX
  • UKIKI_TEXT_GO_TO_CAGE
  • UKIKI_TEXT_STOLE_CAP
  • UKIKI_TEXT_HAS_CAP
  • UKIKI_TEXT_GAVE_CAP_BACK
  • UKIKI_TEXT_DO_NOT_LET_GO
  • UKIKI_TEXT_STEAL_CAP
  • UKIKI_CAGE
  • UKIKI_CAP
  • UKIKI_ANIM_RUN
  • UKIKI_ANIM_UNUSED_WALK
  • UKIKI_ANIM_UNUSED_APOSE
  • UKIKI_ANIM_UNUSED_DEATH
  • UKIKI_ANIM_SCREECH
  • UKIKI_ANIM_JUMP_CLAP
  • UKIKI_ANIM_UNUSED_HOP
  • UKIKI_ANIM_LAND
  • UKIKI_ANIM_JUMP
  • UKIKI_ANIM_ITCH
  • UKIKI_ANIM_HANDSTAND
  • UKIKI_ANIM_TURN
  • UKIKI_ANIM_HELD
  • UKIKI_ANIM_STATE_DEFAULT
  • UKIKI_ANIM_STATE_EYE_CLOSED
  • UKIKI_ANIM_STATE_CAP_ON
  • UKIKI_CAP_ON
  • UKIKI_CAGE_STAR_ACT_IN_CAGE
  • UKIKI_CAGE_STAR_ACT_SPAWN_STAR
  • UKIKI_CAGE_ACT_WAIT_FOR_UKIKI
  • UKIKI_CAGE_ACT_SPIN
  • UKIKI_CAGE_ACT_FALL
  • UKIKI_CAGE_ACT_HIDE
  • PIRANHA_PLANT_ACT_IDLE
  • PIRANHA_PLANT_ACT_SLEEPING
  • PIRANHA_PLANT_ACT_BITING
  • PIRANHA_PLANT_ACT_WOKEN_UP
  • PIRANHA_PLANT_ACT_STOPPED_BITING
  • PIRANHA_PLANT_ACT_ATTACKED
  • PIRANHA_PLANT_ACT_SHRINK_AND_DIE
  • PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN
  • PIRANHA_PLANT_ACT_RESPAWN
  • PIRANHA_PLANT_BUBBLE_ACT_IDLE
  • PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP
  • PIRANHA_PLANT_BUBBLE_ACT_BURST
  • PLATFORM_ON_TRACK_ACT_INIT
  • PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO
  • PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK
  • PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY
  • PLATFORM_ON_TRACK_ACT_FALL
  • PLATFORM_ON_TRACK_BP_MASK_PATH
  • PLATFORM_ON_TRACK_BP_MASK_TYPE
  • PLATFORM_ON_TRACK_BP_RETURN_TO_START
  • PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR
  • PLATFORM_ON_TRACK_BP_DONT_TURN_YAW
  • PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL
  • PLATFORM_ON_TRACK_TYPE_CARPET
  • PLATFORM_ON_TRACK_TYPE_SKI_LIFT
  • PLATFORM_ON_TRACK_TYPE_CHECKERED
  • PLATFORM_ON_TRACK_TYPE_GRATE
  • PURPLE_SWITCH_IDLE
  • PURPLE_SWITCH_PRESSED
  • PURPLE_SWITCH_TICKING
  • PURPLE_SWITCH_UNPRESSED
  • PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF
  • PYRAMID_ELEVATOR_IDLE
  • PYRAMID_ELEVATOR_START_MOVING
  • PYRAMID_ELEVATOR_CONSTANT_VELOCITY
  • PYRAMID_ELEVATOR_END_MOVING
  • PYRAMID_ELEVATOR_AT_BOTTOM
  • PYRAMID_TOP_ACT_CHECK_IF_SOLVED
  • PYRAMID_TOP_ACT_SPINNING
  • PYRAMID_TOP_ACT_EXPLODE
  • PYRAMID_WALL_ACT_MOVING_DOWN
  • PYRAMID_WALL_ACT_MOVING_UP
  • PYRAMID_WALL_BP_POSITION_HIGH
  • PYRAMID_WALL_BP_POSITION_MIDDLE
  • PYRAMID_WALL_BP_POSITION_LOW
  • PENGUIN_WALK_BABY
  • PENGUIN_WALK_BIG
  • PENGUIN_ANIM_WALK
  • PENGUIN_ANIM_IDLE
  • RACING_PENGUIN_ACT_WAIT_FOR_MARIO
  • RACING_PENGUIN_ACT_SHOW_INIT_TEXT
  • RACING_PENGUIN_ACT_PREPARE_FOR_RACE
  • RACING_PENGUIN_ACT_RACE
  • RACING_PENGUIN_ACT_FINISH_RACE
  • RACING_PENGUIN_ACT_SHOW_FINAL_TEXT
  • SL_WALKING_PENGUIN_ACT_MOVING_FORWARDS
  • SL_WALKING_PENGUIN_ACT_TURNING_BACK
  • SL_WALKING_PENGUIN_ACT_RETURNING
  • SL_WALKING_PENGUIN_ACT_TURNING_FORWARDS
  • SL_SNOWMAN_WIND_ACT_IDLE
  • SL_SNOWMAN_WIND_ACT_TALKING
  • SL_SNOWMAN_WIND_ACT_BLOWING
  • WATER_BOMB_ACT_SHOT_FROM_CANNON
  • WATER_BOMB_ACT_INIT
  • WATER_BOMB_ACT_DROP
  • WATER_BOMB_ACT_EXPLODE
  • TTC_ROTATING_SOLID_BP_CUBE
  • TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM
  • TTC_MOVING_BAR_ACT_WAIT
  • TTC_MOVING_BAR_ACT_PULL_BACK
  • TTC_MOVING_BAR_ACT_EXTEND
  • TTC_MOVING_BAR_ACT_RETRACT
  • TTC_COG_BP_SHAPE_MASK
  • TTC_COG_BP_SHAPE_HEXAGON
  • TTC_COG_BP_SHAPE_TRIANGLE
  • TTC_COG_BP_DIR_MASK
  • TTC_COG_BP_DIR_CCW
  • TTC_COG_BP_DIR_CW
  • TTC_2D_ROTATOR_BP_HAND
  • TTC_2D_ROTATOR_BP_2D_COG
  • ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT
  • ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT
  • ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR
  • DORRIE_ACT_MOVE
  • DORRIE_ACT_LOWER_HEAD
  • DORRIE_ACT_RAISE_HEAD
  • MAD_PIANO_ACT_WAIT
  • MAD_PIANO_ACT_ATTACK
  • FIRE_PIRANHA_PLANT_ACT_HIDE
  • FIRE_PIRANHA_PLANT_ACT_GROW
  • FIRE_SPITTER_ACT_IDLE
  • FIRE_SPITTER_ACT_SPIT_FIRE
  • EYEROK_BOSS_ACT_SLEEP
  • EYEROK_BOSS_ACT_WAKE_UP
  • EYEROK_BOSS_ACT_SHOW_INTRO_TEXT
  • EYEROK_BOSS_ACT_FIGHT
  • EYEROK_BOSS_ACT_DIE
  • EYEROK_BOSS_ACT_DEAD
  • EYEROK_BOSS_ACT_PAUSE
  • EYEROK_HAND_ACT_SLEEP
  • EYEROK_HAND_ACT_IDLE
  • EYEROK_HAND_ACT_OPEN
  • EYEROK_HAND_ACT_SHOW_EYE
  • EYEROK_HAND_ACT_CLOSE
  • EYEROK_HAND_ACT_RETREAT
  • EYEROK_HAND_ACT_TARGET_MARIO
  • EYEROK_HAND_ACT_SMASH
  • EYEROK_HAND_ACT_FIST_PUSH
  • EYEROK_HAND_ACT_FIST_SWEEP
  • EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND
  • EYEROK_HAND_ACT_DOUBLE_POUND
  • EYEROK_HAND_ACT_ATTACKED
  • EYEROK_HAND_ACT_RECOVER
  • EYEROK_HAND_ACT_BECOME_ACTIVE
  • EYEROK_HAND_ACT_DIE
  • EYEROK_HAND_ACT_DEAD
  • EYEROK_HAND_ACT_PAUSE
  • KLEPTO_ACT_CIRCLE_TARGET_HOLDING
  • KLEPTO_ACT_APPROACH_TARGET_HOLDING
  • KLEPTO_ACT_WAIT_FOR_MARIO
  • KLEPTO_ACT_TURN_TOWARD_MARIO
  • KLEPTO_ACT_DIVE_AT_MARIO
  • KLEPTO_ACT_RESET_POSITION
  • KLEPTO_ACT_STRUCK_BY_MARIO
  • KLEPTO_ACT_RETREAT
  • KLEPTO_ANIM_STATE_HOLDING_NOTHING
  • KLEPTO_ANIM_STATE_HOLDING_CAP
  • KLEPTO_ANIM_STATE_HOLDING_STAR
  • BIRD_ACT_INACTIVE
  • BIRD_ACT_FLY
  • BIRD_BP_SPAWNED
  • BIRD_BP_SPAWNER
  • SKEETER_ACT_IDLE
  • SKEETER_ACT_LUNGE
  • SKEETER_ACT_WALK
  • SNUFIT_ACT_IDLE
  • SNUFIT_ACT_SHOOT
  • TWEESTER_ACT_IDLE
  • TWEESTER_ACT_CHASE
  • TWEESTER_ACT_HIDE
  • TWEESTER_SUB_ACT_WAIT
  • TWEESTER_SUB_ACT_CHASE
  • TRIPLET_BUTTERFLY_ACT_INIT
  • TRIPLET_BUTTERFLY_ACT_WANDER
  • TRIPLET_BUTTERFLY_ACT_ACTIVATE
  • TRIPLET_BUTTERFLY_ACT_EXPLODE
  • TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM
  • TRIPLET_BUTTERFLY_BP_NO_BOMBS
  • TRIPLET_BUTTERFLY_TYPE_NORMAL
  • TRIPLET_BUTTERFLY_TYPE_EXPLODES
  • TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP
  • WATER_LEVEL_DIAMOND_ACT_INIT
  • WATER_LEVEL_DIAMOND_ACT_IDLE
  • WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL
  • WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING
  • MIPS_ACT_WAIT_FOR_NEARBY_MARIO
  • MIPS_ACT_FOLLOW_PATH
  • MIPS_ACT_WAIT_FOR_ANIMATION_DONE
  • MIPS_ACT_FALL_DOWN
  • MIPS_ACT_IDLE
  • MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR
  • MIPS_STAR_STATUS_SHOULD_SPAWN_STAR
  • MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR
  • FALLING_PILLAR_ACT_IDLE
  • FALLING_PILLAR_ACT_TURNING
  • FALLING_PILLAR_ACT_FALLING
  • BOWSER_PUZZLE_ACT_SPAWN_PIECES
  • BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE
  • BOWSER_PUZZLE_ACT_DONE
  • MR_BLIZZARD_ACT_SPAWN_SNOWBALL
  • MR_BLIZZARD_ACT_HIDE_UNHIDE
  • MR_BLIZZARD_ACT_RISE_FROM_GROUND
  • MR_BLIZZARD_ACT_ROTATE
  • MR_BLIZZARD_ACT_THROW_SNOWBALL
  • MR_BLIZZARD_ACT_BURROW
  • MR_BLIZZARD_ACT_DEATH
  • MR_BLIZZARD_ACT_JUMP
  • MR_BLIZZARD_STYPE_NO_CAP
  • MR_BLIZZARD_STYPE_JUMPING

🔼


object_list_processor.h

  • TIME_STOP_UNKNOWN_0
  • TIME_STOP_ENABLED
  • TIME_STOP_DIALOG
  • TIME_STOP_MARIO_AND_DOORS
  • TIME_STOP_ALL_OBJECTS
  • TIME_STOP_MARIO_OPENED_DOOR
  • TIME_STOP_ACTIVE
  • OBJECT_POOL_CAPACITY

enum ObjectList

Identifier Value
OBJ_LIST_PLAYER 0
OBJ_LIST_EXT 1
OBJ_LIST_DESTRUCTIVE 2
OBJ_LIST_UNUSED_3 3
OBJ_LIST_GENACTOR 4
OBJ_LIST_PUSHABLE 5
OBJ_LIST_LEVEL 6
OBJ_LIST_UNUSED_7 7
OBJ_LIST_DEFAULT 8
OBJ_LIST_SURFACE 9
OBJ_LIST_POLELIKE 10
OBJ_LIST_SPAWNER 11
OBJ_LIST_UNIMPORTANT 12
NUM_OBJ_LISTS 13

🔼


os_cont.h

  • CONT_NO_RESPONSE_ERROR
  • CONT_OVERRUN_ERROR
  • CONT_FRAME_ERROR
  • CONT_COLLISION_ERROR
  • CONT_ABSOLUTE
  • CONT_RELATIVE
  • CONT_JOYPORT
  • CONT_EEPROM
  • CONT_EEP16K
  • CONT_TYPE_MASK
  • CONT_TYPE_NORMAL
  • CONT_TYPE_MOUSE
  • CONT_TYPE_VOICE
  • CONT_CARD_ON
  • CONT_CARD_PULL
  • CONT_ADDR_CRC_ER
  • CONT_EEPROM_BUSY
  • CONT_A
  • CONT_B
  • CONT_X
  • CONT_Y
  • CONT_G
  • CONT_START
  • CONT_UP
  • CONT_DOWN
  • CONT_LEFT
  • CONT_RIGHT
  • CONT_L
  • CONT_R
  • CONT_E
  • CONT_D
  • CONT_C
  • CONT_F
  • A_BUTTON
  • B_BUTTON
  • X_BUTTON
  • Y_BUTTON
  • L_TRIG
  • R_TRIG
  • Z_TRIG
  • START_BUTTON
  • U_JPAD
  • L_JPAD
  • R_JPAD
  • D_JPAD
  • U_CBUTTONS
  • L_CBUTTONS
  • R_CBUTTONS
  • D_CBUTTONS

🔼


player_palette.h

  • PALETTES_DIRECTORY
  • MAX_PRESET_PALETTES

enum PlayerPart

Identifier Value
PANTS 0
SHIRT 1
GLOVES 2
SHOES 3
HAIR 4
SKIN 5
CAP 6
EMBLEM 7
PLAYER_PART_MAX 8
METAL CAP

🔼


save_file.h

  • NUM_SAVE_FILES

enum SaveFileIndex

Identifier Value
SAVE_FILE_A 0
SAVE_FILE_B 1
SAVE_FILE_C 2
SAVE_FILE_D 3
  • SAVE_FLAG_FILE_EXISTS
  • SAVE_FLAG_HAVE_WING_CAP
  • SAVE_FLAG_HAVE_METAL_CAP
  • SAVE_FLAG_HAVE_VANISH_CAP
  • SAVE_FLAG_HAVE_KEY_1
  • SAVE_FLAG_HAVE_KEY_2
  • SAVE_FLAG_UNLOCKED_BASEMENT_DOOR
  • SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR
  • SAVE_FLAG_DDD_MOVED_BACK
  • SAVE_FLAG_MOAT_DRAINED
  • SAVE_FLAG_UNLOCKED_PSS_DOOR
  • SAVE_FLAG_UNLOCKED_WF_DOOR
  • SAVE_FLAG_UNLOCKED_CCM_DOOR
  • SAVE_FLAG_UNLOCKED_JRB_DOOR
  • SAVE_FLAG_UNLOCKED_BITDW_DOOR
  • SAVE_FLAG_UNLOCKED_BITFS_DOOR
  • SAVE_FLAG_CAP_ON_GROUND
  • SAVE_FLAG_CAP_ON_KLEPTO
  • SAVE_FLAG_CAP_ON_UKIKI
  • SAVE_FLAG_CAP_ON_MR_BLIZZARD
  • SAVE_FLAG_UNLOCKED_50_STAR_DOOR
  • SAVE_FLAG_COLLECTED_TOAD_STAR_1
  • SAVE_FLAG_COLLECTED_TOAD_STAR_2
  • SAVE_FLAG_COLLECTED_TOAD_STAR_3
  • SAVE_FLAG_COLLECTED_MIPS_STAR_1
  • SAVE_FLAG_COLLECTED_MIPS_STAR_2

enum EuLanguages

Identifier Value
LANGUAGE_ENGLISH 0
LANGUAGE_FRENCH 1
LANGUAGE_GERMAN 2
LANGUAGE_MAX 3

🔼


seq_ids.h

  • SEQ_BASE_ID
  • SEQ_VARIATION

enum SeqId

Identifier Value
SEQ_SOUND_PLAYER 0
SEQ_EVENT_CUTSCENE_COLLECT_STAR 1
SEQ_MENU_TITLE_SCREEN 2
SEQ_LEVEL_GRASS 3
SEQ_LEVEL_INSIDE_CASTLE 4
SEQ_LEVEL_WATER 5
SEQ_LEVEL_HOT 6
SEQ_LEVEL_BOSS_KOOPA 7
SEQ_LEVEL_SNOW 8
SEQ_LEVEL_SLIDE 9
SEQ_LEVEL_SPOOKY 10
SEQ_EVENT_PIRANHA_PLANT 11
SEQ_LEVEL_UNDERGROUND 12
SEQ_MENU_STAR_SELECT 13
SEQ_EVENT_POWERUP 14
SEQ_EVENT_METAL_CAP 15
SEQ_EVENT_KOOPA_MESSAGE 16
SEQ_LEVEL_KOOPA_ROAD 17
SEQ_EVENT_HIGH_SCORE 18
SEQ_EVENT_MERRY_GO_ROUND 19
SEQ_EVENT_RACE 20
SEQ_EVENT_CUTSCENE_STAR_SPAWN 21
SEQ_EVENT_BOSS 22
SEQ_EVENT_CUTSCENE_COLLECT_KEY 23
SEQ_EVENT_ENDLESS_STAIRS 24
SEQ_LEVEL_BOSS_KOOPA_FINAL 25
SEQ_EVENT_CUTSCENE_CREDITS 26
SEQ_EVENT_SOLVE_PUZZLE 27
SEQ_EVENT_TOAD_MESSAGE 28
SEQ_EVENT_PEACH_MESSAGE 29
SEQ_EVENT_CUTSCENE_INTRO 30
SEQ_EVENT_CUTSCENE_VICTORY 31
SEQ_EVENT_CUTSCENE_ENDING 32
SEQ_MENU_FILE_SELECT 33
SEQ_EVENT_CUTSCENE_LAKITU 34
SEQ_COUNT 35

🔼


sm64.h

  • LAYER_FORCE
  • LAYER_OPAQUE
  • LAYER_OPAQUE_DECAL
  • LAYER_OPAQUE_INTER
  • LAYER_ALPHA
  • LAYER_TRANSPARENT
  • LAYER_TRANSPARENT_DECAL
  • LAYER_TRANSPARENT_INTER
  • INPUT_NONZERO_ANALOG
  • INPUT_A_PRESSED
  • INPUT_OFF_FLOOR
  • INPUT_ABOVE_SLIDE
  • INPUT_FIRST_PERSON
  • INPUT_ZERO_MOVEMENT
  • INPUT_SQUISHED
  • INPUT_A_DOWN
  • INPUT_IN_POISON_GAS
  • INPUT_IN_WATER
  • INPUT_UNKNOWN_10
  • INPUT_INTERACT_OBJ_GRABBABLE
  • INPUT_UNKNOWN_12
  • INPUT_B_PRESSED
  • INPUT_Z_DOWN
  • INPUT_Z_PRESSED
  • GROUND_STEP_LEFT_GROUND
  • GROUND_STEP_NONE
  • GROUND_STEP_HIT_WALL
  • GROUND_STEP_HIT_WALL_STOP_QSTEPS
  • GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS
  • AIR_STEP_CHECK_LEDGE_GRAB
  • AIR_STEP_CHECK_HANG
  • AIR_STEP_NONE
  • AIR_STEP_LANDED
  • AIR_STEP_HIT_WALL
  • AIR_STEP_GRABBED_LEDGE
  • AIR_STEP_GRABBED_CEILING
  • AIR_STEP_HIT_LAVA_WALL
  • WATER_STEP_NONE
  • WATER_STEP_HIT_FLOOR
  • WATER_STEP_HIT_CEILING
  • WATER_STEP_CANCELLED
  • WATER_STEP_HIT_WALL
  • STEP_TYPE_GROUND
  • STEP_TYPE_AIR
  • STEP_TYPE_WATER
  • STEP_TYPE_HANG
  • PARTICLE_DUST
  • PARTICLE_VERTICAL_STAR
  • PARTICLE_2
  • PARTICLE_SPARKLES
  • PARTICLE_HORIZONTAL_STAR
  • PARTICLE_BUBBLE
  • PARTICLE_WATER_SPLASH
  • PARTICLE_IDLE_WATER_WAVE
  • PARTICLE_SHALLOW_WATER_WAVE
  • PARTICLE_PLUNGE_BUBBLE
  • PARTICLE_WAVE_TRAIL
  • PARTICLE_FIRE
  • PARTICLE_SHALLOW_WATER_SPLASH
  • PARTICLE_LEAF
  • PARTICLE_SNOW
  • PARTICLE_DIRT
  • PARTICLE_MIST_CIRCLE
  • PARTICLE_BREATH
  • PARTICLE_TRIANGLE
  • PARTICLE_19
  • MODEL_STATE_NOISE_ALPHA
  • MODEL_STATE_METAL
  • MARIO_NORMAL_CAP
  • MARIO_VANISH_CAP
  • MARIO_METAL_CAP
  • MARIO_WING_CAP
  • MARIO_CAP_ON_HEAD
  • MARIO_CAP_IN_HAND
  • MARIO_METAL_SHOCK
  • MARIO_TELEPORTING
  • MARIO_UNKNOWN_08
  • MARIO_UNKNOWN_13
  • MARIO_ACTION_SOUND_PLAYED
  • MARIO_MARIO_SOUND_PLAYED
  • MARIO_UNKNOWN_18
  • MARIO_PUNCHING
  • MARIO_KICKING
  • MARIO_TRIPPING
  • MARIO_UNKNOWN_25
  • MARIO_UNKNOWN_30
  • MARIO_UNKNOWN_31
  • MARIO_SPECIAL_CAPS
  • MARIO_CAPS
  • ACT_ID_MASK
  • ACT_GROUP_MASK
  • ACT_GROUP_STATIONARY
  • ACT_GROUP_MOVING
  • ACT_GROUP_AIRBORNE
  • ACT_GROUP_SUBMERGED
  • ACT_GROUP_CUTSCENE
  • ACT_GROUP_AUTOMATIC
  • ACT_GROUP_OBJECT
  • ACT_INDEX_MASK
  • ACT_NUM_GROUPS
  • ACT_NUM_ACTIONS_PER_GROUP
  • ACT_FLAG_STATIONARY
  • ACT_FLAG_MOVING
  • ACT_FLAG_AIR
  • ACT_FLAG_INTANGIBLE
  • ACT_FLAG_SWIMMING
  • ACT_FLAG_METAL_WATER
  • ACT_FLAG_SHORT_HITBOX
  • ACT_FLAG_RIDING_SHELL
  • ACT_FLAG_INVULNERABLE
  • ACT_FLAG_BUTT_OR_STOMACH_SLIDE
  • ACT_FLAG_DIVING
  • ACT_FLAG_ON_POLE
  • ACT_FLAG_HANGING
  • ACT_FLAG_IDLE
  • ACT_FLAG_ATTACKING
  • ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION
  • ACT_FLAG_CONTROL_JUMP_HEIGHT
  • ACT_FLAG_ALLOW_FIRST_PERSON
  • ACT_FLAG_PAUSE_EXIT
  • ACT_FLAG_SWIMMING_OR_FLYING
  • ACT_FLAG_WATER_OR_TEXT
  • ACT_FLAG_CUSTOM_ACTION
  • ACT_FLAG_THROWING
  • ACT_FLAG_FLYING
  • ACT_UNINITIALIZED
  • ACT_IDLE
  • ACT_START_SLEEPING
  • ACT_SLEEPING
  • ACT_WAKING_UP
  • ACT_PANTING
  • ACT_HOLD_PANTING_UNUSED
  • ACT_HOLD_IDLE
  • ACT_HOLD_HEAVY_IDLE
  • ACT_STANDING_AGAINST_WALL
  • ACT_COUGHING
  • ACT_SHIVERING
  • ACT_PALETTE_EDITOR_CAP
  • ACT_IN_QUICKSAND
  • ACT_UNKNOWN_0002020E
  • ACT_CROUCHING
  • ACT_START_CROUCHING
  • ACT_STOP_CROUCHING
  • ACT_START_CRAWLING
  • ACT_STOP_CRAWLING
  • ACT_SLIDE_KICK_SLIDE_STOP
  • ACT_SHOCKWAVE_BOUNCE
  • ACT_FIRST_PERSON
  • ACT_BACKFLIP_LAND_STOP
  • ACT_JUMP_LAND_STOP
  • ACT_DOUBLE_JUMP_LAND_STOP
  • ACT_FREEFALL_LAND_STOP
  • ACT_SIDE_FLIP_LAND_STOP
  • ACT_HOLD_JUMP_LAND_STOP
  • ACT_HOLD_FREEFALL_LAND_STOP
  • ACT_AIR_THROW_LAND
  • ACT_TWIRL_LAND
  • ACT_LAVA_BOOST_LAND
  • ACT_TRIPLE_JUMP_LAND_STOP
  • ACT_LONG_JUMP_LAND_STOP
  • ACT_GROUND_POUND_LAND
  • ACT_BRAKING_STOP
  • ACT_BUTT_SLIDE_STOP
  • ACT_HOLD_BUTT_SLIDE_STOP
  • ACT_WALKING
  • ACT_HOLD_WALKING
  • ACT_TURNING_AROUND
  • ACT_FINISH_TURNING_AROUND
  • ACT_BRAKING
  • ACT_RIDING_SHELL_GROUND
  • ACT_HOLD_HEAVY_WALKING
  • ACT_CRAWLING
  • ACT_BURNING_GROUND
  • ACT_DECELERATING
  • ACT_HOLD_DECELERATING
  • ACT_BEGIN_SLIDING
  • ACT_HOLD_BEGIN_SLIDING
  • ACT_BUTT_SLIDE
  • ACT_STOMACH_SLIDE
  • ACT_HOLD_BUTT_SLIDE
  • ACT_HOLD_STOMACH_SLIDE
  • ACT_DIVE_SLIDE
  • ACT_MOVE_PUNCHING
  • ACT_CROUCH_SLIDE
  • ACT_SLIDE_KICK_SLIDE
  • ACT_HARD_BACKWARD_GROUND_KB
  • ACT_HARD_FORWARD_GROUND_KB
  • ACT_BACKWARD_GROUND_KB
  • ACT_FORWARD_GROUND_KB
  • ACT_SOFT_BACKWARD_GROUND_KB
  • ACT_SOFT_FORWARD_GROUND_KB
  • ACT_GROUND_BONK
  • ACT_DEATH_EXIT_LAND
  • ACT_JUMP_LAND
  • ACT_FREEFALL_LAND
  • ACT_DOUBLE_JUMP_LAND
  • ACT_SIDE_FLIP_LAND
  • ACT_HOLD_JUMP_LAND
  • ACT_HOLD_FREEFALL_LAND
  • ACT_QUICKSAND_JUMP_LAND
  • ACT_HOLD_QUICKSAND_JUMP_LAND
  • ACT_TRIPLE_JUMP_LAND
  • ACT_LONG_JUMP_LAND
  • ACT_BACKFLIP_LAND
  • ACT_JUMP
  • ACT_DOUBLE_JUMP
  • ACT_TRIPLE_JUMP
  • ACT_BACKFLIP
  • ACT_STEEP_JUMP
  • ACT_WALL_KICK_AIR
  • ACT_SIDE_FLIP
  • ACT_LONG_JUMP
  • ACT_WATER_JUMP
  • ACT_DIVE
  • ACT_FREEFALL
  • ACT_TOP_OF_POLE_JUMP
  • ACT_BUTT_SLIDE_AIR
  • ACT_FLYING_TRIPLE_JUMP
  • ACT_SHOT_FROM_CANNON
  • ACT_FLYING
  • ACT_RIDING_SHELL_JUMP
  • ACT_RIDING_SHELL_FALL
  • ACT_VERTICAL_WIND
  • ACT_HOLD_JUMP
  • ACT_HOLD_FREEFALL
  • ACT_HOLD_BUTT_SLIDE_AIR
  • ACT_HOLD_WATER_JUMP
  • ACT_TWIRLING
  • ACT_FORWARD_ROLLOUT
  • ACT_AIR_HIT_WALL
  • ACT_RIDING_HOOT
  • ACT_GROUND_POUND
  • ACT_SLIDE_KICK
  • ACT_AIR_THROW
  • ACT_JUMP_KICK
  • ACT_BACKWARD_ROLLOUT
  • ACT_CRAZY_BOX_BOUNCE
  • ACT_SPECIAL_TRIPLE_JUMP
  • ACT_BACKWARD_AIR_KB
  • ACT_FORWARD_AIR_KB
  • ACT_HARD_FORWARD_AIR_KB
  • ACT_HARD_BACKWARD_AIR_KB
  • ACT_BURNING_JUMP
  • ACT_BURNING_FALL
  • ACT_SOFT_BONK
  • ACT_LAVA_BOOST
  • ACT_GETTING_BLOWN
  • ACT_THROWN_FORWARD
  • ACT_THROWN_BACKWARD
  • ACT_WATER_IDLE
  • ACT_HOLD_WATER_IDLE
  • ACT_WATER_ACTION_END
  • ACT_HOLD_WATER_ACTION_END
  • ACT_DROWNING
  • ACT_BACKWARD_WATER_KB
  • ACT_FORWARD_WATER_KB
  • ACT_WATER_DEATH
  • ACT_WATER_SHOCKED
  • ACT_BREASTSTROKE
  • ACT_SWIMMING_END
  • ACT_FLUTTER_KICK
  • ACT_HOLD_BREASTSTROKE
  • ACT_HOLD_SWIMMING_END
  • ACT_HOLD_FLUTTER_KICK
  • ACT_WATER_SHELL_SWIMMING
  • ACT_WATER_THROW
  • ACT_WATER_PUNCH
  • ACT_WATER_PLUNGE
  • ACT_CAUGHT_IN_WHIRLPOOL
  • ACT_METAL_WATER_STANDING
  • ACT_HOLD_METAL_WATER_STANDING
  • ACT_METAL_WATER_WALKING
  • ACT_HOLD_METAL_WATER_WALKING
  • ACT_METAL_WATER_FALLING
  • ACT_HOLD_METAL_WATER_FALLING
  • ACT_METAL_WATER_FALL_LAND
  • ACT_HOLD_METAL_WATER_FALL_LAND
  • ACT_METAL_WATER_JUMP
  • ACT_HOLD_METAL_WATER_JUMP
  • ACT_METAL_WATER_JUMP_LAND
  • ACT_HOLD_METAL_WATER_JUMP_LAND
  • ACT_DISAPPEARED
  • ACT_INTRO_CUTSCENE
  • ACT_STAR_DANCE_EXIT
  • ACT_STAR_DANCE_WATER
  • ACT_FALL_AFTER_STAR_GRAB
  • ACT_READING_AUTOMATIC_DIALOG
  • ACT_READING_NPC_DIALOG
  • ACT_STAR_DANCE_NO_EXIT
  • ACT_READING_SIGN
  • ACT_JUMBO_STAR_CUTSCENE
  • ACT_WAITING_FOR_DIALOG
  • ACT_DEBUG_FREE_MOVE
  • ACT_STANDING_DEATH
  • ACT_QUICKSAND_DEATH
  • ACT_ELECTROCUTION
  • ACT_SUFFOCATION
  • ACT_DEATH_ON_STOMACH
  • ACT_DEATH_ON_BACK
  • ACT_EATEN_BY_BUBBA
  • ACT_END_PEACH_CUTSCENE
  • ACT_CREDITS_CUTSCENE
  • ACT_END_WAVING_CUTSCENE
  • ACT_PULLING_DOOR
  • ACT_PUSHING_DOOR
  • ACT_WARP_DOOR_SPAWN
  • ACT_EMERGE_FROM_PIPE
  • ACT_SPAWN_SPIN_AIRBORNE
  • ACT_SPAWN_SPIN_LANDING
  • ACT_EXIT_AIRBORNE
  • ACT_EXIT_LAND_SAVE_DIALOG
  • ACT_DEATH_EXIT
  • ACT_UNUSED_DEATH_EXIT
  • ACT_FALLING_DEATH_EXIT
  • ACT_SPECIAL_EXIT_AIRBORNE
  • ACT_SPECIAL_DEATH_EXIT
  • ACT_FALLING_EXIT_AIRBORNE
  • ACT_UNLOCKING_KEY_DOOR
  • ACT_UNLOCKING_STAR_DOOR
  • ACT_ENTERING_STAR_DOOR
  • ACT_SPAWN_NO_SPIN_AIRBORNE
  • ACT_SPAWN_NO_SPIN_LANDING
  • ACT_BBH_ENTER_JUMP
  • ACT_BBH_ENTER_SPIN
  • ACT_TELEPORT_FADE_OUT
  • ACT_TELEPORT_FADE_IN
  • ACT_SHOCKED
  • ACT_SQUISHED
  • ACT_HEAD_STUCK_IN_GROUND
  • ACT_BUTT_STUCK_IN_GROUND
  • ACT_FEET_STUCK_IN_GROUND
  • ACT_PUTTING_ON_CAP
  • ACT_HOLDING_POLE
  • ACT_GRAB_POLE_SLOW
  • ACT_GRAB_POLE_FAST
  • ACT_CLIMBING_POLE
  • ACT_TOP_OF_POLE_TRANSITION
  • ACT_TOP_OF_POLE
  • ACT_START_HANGING
  • ACT_HANGING
  • ACT_HANG_MOVING
  • ACT_LEDGE_GRAB
  • ACT_LEDGE_CLIMB_SLOW_1
  • ACT_LEDGE_CLIMB_SLOW_2
  • ACT_LEDGE_CLIMB_DOWN
  • ACT_LEDGE_CLIMB_FAST
  • ACT_GRABBED
  • ACT_IN_CANNON
  • ACT_TORNADO_TWIRLING
  • ACT_BUBBLED
  • ACT_PUNCHING
  • ACT_PICKING_UP
  • ACT_DIVE_PICKING_UP
  • ACT_STOMACH_SLIDE_STOP
  • ACT_PLACING_DOWN
  • ACT_THROWING
  • ACT_HEAVY_THROW
  • ACT_PICKING_UP_BOWSER
  • ACT_HOLDING_BOWSER
  • ACT_RELEASING_BOWSER
  • VALID_BUTTONS
  • C_BUTTONS

🔼


smlua_hooks.h

enum LuaHookedEventType

Identifier Value
HOOK_UPDATE 0
HOOK_MARIO_UPDATE 1
HOOK_BEFORE_MARIO_UPDATE 2
HOOK_ON_SET_MARIO_ACTION 3
HOOK_BEFORE_PHYS_STEP 4
HOOK_ALLOW_PVP_ATTACK 5
HOOK_ON_PVP_ATTACK 6
HOOK_ON_PLAYER_CONNECTED 7
HOOK_ON_PLAYER_DISCONNECTED 8
HOOK_ON_HUD_RENDER 9
HOOK_ALLOW_INTERACT 10
HOOK_ON_INTERACT 11
HOOK_ON_LEVEL_INIT 12
HOOK_ON_WARP 13
HOOK_ON_SYNC_VALID 14
HOOK_ON_OBJECT_UNLOAD 15
HOOK_ON_SYNC_OBJECT_UNLOAD 16
HOOK_ON_PAUSE_EXIT 17
HOOK_GET_STAR_COLLECTION_DIALOG 18
HOOK_ON_SET_CAMERA_MODE 19
HOOK_ON_OBJECT_RENDER 20
HOOK_ON_DEATH 21
HOOK_ON_PACKET_RECEIVE 22
HOOK_USE_ACT_SELECT 23
HOOK_ON_CHANGE_CAMERA_ANGLE 24
HOOK_ON_SCREEN_TRANSITION 25
HOOK_ALLOW_HAZARD_SURFACE 26
HOOK_ON_CHAT_MESSAGE 27
HOOK_OBJECT_SET_MODEL 28
HOOK_CHARACTER_SOUND 29
HOOK_BEFORE_SET_MARIO_ACTION 30
HOOK_JOINED_GAME 31
HOOK_ON_OBJECT_ANIM_UPDATE 32
HOOK_ON_DIALOG 33
HOOK_ON_EXIT 34
HOOK_DIALOG_SOUND 35
HOOK_ON_HUD_RENDER_BEHIND 36
HOOK_ON_COLLIDE_LEVEL_BOUNDS 37
HOOK_MIRROR_MARIO_RENDER 38
HOOK_MARIO_OVERRIDE_PHYS_STEP_DEFACTO_SPEED 39
HOOK_ON_OBJECT_LOAD 40
HOOK_ON_PLAY_SOUND 41
HOOK_ON_SEQ_LOAD 42
HOOK_ON_ATTACK_OBJECT 43
HOOK_ON_LANGUAGE_CHANGED 44
HOOK_ON_MODS_LOADED 45
HOOK_ON_NAMETAGS_RENDER 46
HOOK_ON_DJUI_THEME_CHANGED 47
HOOK_ON_GEO_PROCESS 48
HOOK_BEFORE_GEO_PROCESS 49
HOOK_ON_GEO_PROCESS_CHILDREN 50
HOOK_MARIO_OVERRIDE_GEOMETRY_INPUTS 51
HOOK_ON_INTERACTIONS 52
HOOK_ALLOW_FORCE_WATER_ACTION 53
HOOK_BEFORE_WARP 54
HOOK_ON_INSTANT_WARP 55
HOOK_MARIO_OVERRIDE_FLOOR_CLASS 56
HOOK_ON_ADD_SURFACE 57
HOOK_ON_CLEAR_AREAS 58
HOOK_ON_PACKET_BYTESTRING_RECEIVE 59
HOOK_MAX 60

🔼


smlua_misc_utils.h

enum HudDisplayValue

Identifier Value
HUD_DISPLAY_LIVES 0
HUD_DISPLAY_COINS 1
HUD_DISPLAY_STARS 2
HUD_DISPLAY_WEDGES 3
HUD_DISPLAY_KEYS 4
HUD_DISPLAY_FLAGS 5
HUD_DISPLAY_TIMER 6
HUD_DISPLAY_CAMERA_STATUS 7

enum HudDisplayFlags

Identifier Value
HUD_DISPLAY_FLAGS_NONE 0x0000
HUD_DISPLAY_FLAGS_LIVES 0x0001
HUD_DISPLAY_FLAGS_COIN_COUNT 0x0002
HUD_DISPLAY_FLAGS_STAR_COUNT 0x0004
HUD_DISPLAY_FLAGS_CAMERA_AND_POWER 0x0008
HUD_DISPLAY_FLAGS_KEYS 0x0010
HUD_DISPLAY_FLAGS_UNKNOWN_0020 0x0020
HUD_DISPLAY_FLAGS_TIMER 0x0040
HUD_DISPLAY_FLAGS_CAMERA 0x0080
HUD_DISPLAY_FLAGS_POWER 0x0100
HUD_DISPLAY_FLAGS_EMPHASIZE_POWER 0x8000

enum ActSelectHudPart

Identifier Value
ACT_SELECT_HUD_SCORE 1 << 0
ACT_SELECT_HUD_LEVEL_NAME 1 << 1
ACT_SELECT_HUD_COURSE_NUM 1 << 2
ACT_SELECT_HUD_ACT_NAME 1 << 3
ACT_SELECT_HUD_STAR_NUM 1 << 4
ACT_SELECT_HUD_PLAYERS_IN_LEVEL 1 << 5
ACT_SELECT_HUD_NONE 0
ACT_SELECT_HUD_ALL ACT_SELECT_HUD_SCORE

🔼


smlua_model_utils.h

enum ModelExtendedId

Identifier Value
E_MODEL_NONE 0
E_MODEL_MARIO 1
E_MODEL_SMOKE 2
E_MODEL_SPARKLES 3
E_MODEL_BUBBLE 4
E_MODEL_SMALL_WATER_SPLASH 5
E_MODEL_IDLE_WATER_WAVE 6
E_MODEL_WATER_SPLASH 7
E_MODEL_WAVE_TRAIL 8
E_MODEL_YELLOW_COIN 9
E_MODEL_STAR 10
E_MODEL_TRANSPARENT_STAR 11
E_MODEL_WOODEN_SIGNPOST 12
E_MODEL_WHITE_PARTICLE_SMALL 13
E_MODEL_RED_FLAME 14
E_MODEL_BLUE_FLAME 15
E_MODEL_BURN_SMOKE 16
E_MODEL_LEAVES 17
E_MODEL_PURPLE_MARBLE 18
E_MODEL_TRAMPOLINE 19
E_MODEL_TRAMPOLINE_CENTER 20
E_MODEL_TRAMPOLINE_BASE 21
E_MODEL_FISH 22
E_MODEL_FISH_SHADOW 23
E_MODEL_SPARKLES_ANIMATION 24
E_MODEL_SAND_DUST 25
E_MODEL_BUTTERFLY 26
E_MODEL_BURN_SMOKE_UNUSED 27
E_MODEL_PEBBLE 28
E_MODEL_MIST 29
E_MODEL_WHITE_PUFF 30
E_MODEL_WHITE_PARTICLE_DL 31
E_MODEL_WHITE_PARTICLE 32
E_MODEL_YELLOW_COIN_NO_SHADOW 33
E_MODEL_BLUE_COIN 34
E_MODEL_BLUE_COIN_NO_SHADOW 35
E_MODEL_MARIOS_WINGED_METAL_CAP 36
E_MODEL_MARIOS_METAL_CAP 37
E_MODEL_MARIOS_WING_CAP 38
E_MODEL_MARIOS_CAP 39
E_MODEL_BOWSER_KEY_CUTSCENE 40
E_MODEL_BOWSER_KEY 41
E_MODEL_RED_FLAME_SHADOW 42
E_MODEL_1UP 43
E_MODEL_RED_COIN 44
E_MODEL_RED_COIN_NO_SHADOW 45
E_MODEL_NUMBER 46
E_MODEL_EXPLOSION 47
E_MODEL_DIRT_ANIMATION 48
E_MODEL_CARTOON_STAR 49
E_MODEL_BLUE_COIN_SWITCH 50
E_MODEL_AMP 51
E_MODEL_PURPLE_SWITCH 52
E_MODEL_CHECKERBOARD_PLATFORM 53
E_MODEL_BREAKABLE_BOX 54
E_MODEL_BREAKABLE_BOX_SMALL 55
E_MODEL_EXCLAMATION_BOX_OUTLINE 56
E_MODEL_EXCLAMATION_BOX 57
E_MODEL_GOOMBA 58
E_MODEL_EXCLAMATION_POINT 59
E_MODEL_KOOPA_SHELL 60
E_MODEL_METAL_BOX 61
E_MODEL_METAL_BOX_DL 62
E_MODEL_BLACK_BOBOMB 63
E_MODEL_BOBOMB_BUDDY 64
E_MODEL_DL_CANNON_LID 65
E_MODEL_BOWLING_BALL 66
E_MODEL_CANNON_BARREL 67
E_MODEL_CANNON_BASE 68
E_MODEL_HEART 69
E_MODEL_FLYGUY 70
E_MODEL_CHUCKYA 71
E_MODEL_TRAJECTORY_MARKER_BALL 72
E_MODEL_BULLET_BILL 73
E_MODEL_YELLOW_SPHERE 74
E_MODEL_HOOT 75
E_MODEL_YOSHI_EGG 76
E_MODEL_THWOMP 77
E_MODEL_HEAVE_HO 78
E_MODEL_BLARGG 79
E_MODEL_BULLY 80
E_MODEL_BULLY_BOSS 81
E_MODEL_WATER_BOMB 82
E_MODEL_WATER_BOMB_SHADOW 83
E_MODEL_KING_BOBOMB 84
E_MODEL_MANTA_RAY 85
E_MODEL_UNAGI 86
E_MODEL_SUSHI 87
E_MODEL_DL_WHIRLPOOL 88
E_MODEL_CLAM_SHELL 89
E_MODEL_POKEY_HEAD 90
E_MODEL_POKEY_BODY_PART 91
E_MODEL_TWEESTER 92
E_MODEL_KLEPTO 93
E_MODEL_EYEROK_LEFT_HAND 94
E_MODEL_EYEROK_RIGHT_HAND 95
E_MODEL_DL_MONTY_MOLE_HOLE 96
E_MODEL_MONTY_MOLE 97
E_MODEL_UKIKI 98
E_MODEL_FWOOSH 99
E_MODEL_SPINDRIFT 100
E_MODEL_MR_BLIZZARD_HIDDEN 101
E_MODEL_MR_BLIZZARD 102
E_MODEL_PENGUIN 103
E_MODEL_CAP_SWITCH_EXCLAMATION 104
E_MODEL_CAP_SWITCH 105
E_MODEL_CAP_SWITCH_BASE 106
E_MODEL_BOO 107
E_MODEL_BETA_BOO_KEY 108
E_MODEL_HAUNTED_CHAIR 109
E_MODEL_MAD_PIANO 110
E_MODEL_BOOKEND_PART 111
E_MODEL_BOOKEND 112
E_MODEL_HAUNTED_CAGE 113
E_MODEL_BIRDS 114
E_MODEL_PEACH 115
E_MODEL_YOSHI 116
E_MODEL_ENEMY_LAKITU 117
E_MODEL_SPINY_BALL 118
E_MODEL_SPINY 119
E_MODEL_WIGGLER_HEAD 120
E_MODEL_WIGGLER_BODY 121
E_MODEL_BUBBA 122
E_MODEL_BOWSER 123
E_MODEL_BOWSER_BOMB_CHILD_OBJ 124
E_MODEL_BOWSER_BOMB 125
E_MODEL_BOWSER_SMOKE 126
E_MODEL_BOWSER_FLAMES 127
E_MODEL_BOWSER_WAVE 128
E_MODEL_BOWSER2 129
E_MODEL_BUB 130
E_MODEL_TREASURE_CHEST_BASE 131
E_MODEL_TREASURE_CHEST_LID 132
E_MODEL_CYAN_FISH 133
E_MODEL_WATER_RING 134
E_MODEL_WATER_MINE 135
E_MODEL_SEAWEED 136
E_MODEL_SKEETER 137
E_MODEL_PIRANHA_PLANT 138
E_MODEL_WHOMP 139
E_MODEL_KOOPA_WITH_SHELL 140
E_MODEL_KOOPA_WITHOUT_SHELL 141
E_MODEL_METALLIC_BALL 142
E_MODEL_CHAIN_CHOMP 143
E_MODEL_KOOPA_FLAG 144
E_MODEL_WOODEN_POST 145
E_MODEL_MIPS 146
E_MODEL_BOO_CASTLE 147
E_MODEL_LAKITU 148
E_MODEL_TOAD 149
E_MODEL_CHILL_BULLY 150
E_MODEL_BIG_CHILL_BULLY 151
E_MODEL_MONEYBAG 152
E_MODEL_SWOOP 153
E_MODEL_SCUTTLEBUG 154
E_MODEL_MR_I_IRIS 155
E_MODEL_MR_I 156
E_MODEL_DORRIE 157
E_MODEL_SNUFIT 158
E_MODEL_ERROR_MODEL 159
E_MODEL_BUBBLY_TREE 160
E_MODEL_COURTYARD_SPIKY_TREE 161
E_MODEL_SNOW_TREE 162
E_MODEL_PALM_TREE 163
E_MODEL_CASTLE_CASTLE_DOOR 164
E_MODEL_BBH_HAUNTED_DOOR 165
E_MODEL_HMC_WOODEN_DOOR 166
E_MODEL_HMC_METAL_DOOR 167
E_MODEL_HMC_HAZY_MAZE_DOOR 168
E_MODEL_CASTLE_DOOR_0_STARS 169
E_MODEL_CASTLE_DOOR_1_STAR 170
E_MODEL_CASTLE_DOOR_3_STARS 171
E_MODEL_CASTLE_STAR_DOOR_8_STARS 172
E_MODEL_CASTLE_STAR_DOOR_30_STARS 173
E_MODEL_CASTLE_STAR_DOOR_50_STARS 174
E_MODEL_CASTLE_STAR_DOOR_70_STARS 175
E_MODEL_CASTLE_KEY_DOOR 176
E_MODEL_CCM_CABIN_DOOR 177
E_MODEL_CASTLE_METAL_DOOR 178
E_MODEL_CASTLE_GROUNDS_METAL_DOOR 179
E_MODEL_WF_TOWER_TRAPEZOID_PLATORM 180
E_MODEL_WF_TOWER_SQUARE_PLATORM 181
E_MODEL_WF_TOWER_SQUARE_PLATORM_UNUSED 182
E_MODEL_WF_TOWER_SQUARE_PLATORM_ELEVATOR 183
E_MODEL_BBH_STAIRCASE_STEP 184
E_MODEL_BBH_TILTING_FLOOR_PLATFORM 185
E_MODEL_BBH_TUMBLING_PLATFORM 186
E_MODEL_BBH_TUMBLING_PLATFORM_PART 187
E_MODEL_BBH_MOVING_BOOKSHELF 188
E_MODEL_BBH_MESH_ELEVATOR 189
E_MODEL_BBH_MERRY_GO_ROUND 190
E_MODEL_BBH_WOODEN_TOMB 191
E_MODEL_CCM_ROPEWAY_LIFT 192
E_MODEL_CCM_SNOWMAN_HEAD 193
E_MODEL_CASTLE_BOWSER_TRAP 194
E_MODEL_CASTLE_WATER_LEVEL_PILLAR 195
E_MODEL_CASTLE_CLOCK_MINUTE_HAND 196
E_MODEL_CASTLE_CLOCK_HOUR_HAND 197
E_MODEL_CASTLE_CLOCK_PENDULUM 198
E_MODEL_HMC_METAL_PLATFORM 199
E_MODEL_HMC_METAL_ARROW_PLATFORM 200
E_MODEL_HMC_ELEVATOR_PLATFORM 201
E_MODEL_HMC_ROLLING_ROCK 202
E_MODEL_HMC_ROCK_PIECE 203
E_MODEL_HMC_ROCK_SMALL_PIECE 204
E_MODEL_HMC_RED_GRILLS 205
E_MODEL_SSL_PYRAMID_TOP 206
E_MODEL_SSL_GRINDEL 207
E_MODEL_SSL_SPINDEL 208
E_MODEL_SSL_MOVING_PYRAMID_WALL 209
E_MODEL_SSL_PYRAMID_ELEVATOR 210
E_MODEL_SSL_TOX_BOX 211
E_MODEL_BOB_CHAIN_CHOMP_GATE 212
E_MODEL_BOB_SEESAW_PLATFORM 213
E_MODEL_BOB_BARS_GRILLS 214
E_MODEL_SL_SNOW_TRIANGLE 215
E_MODEL_SL_CRACKED_ICE 216
E_MODEL_SL_CRACKED_ICE_CHUNK 217
E_MODEL_WDW_SQUARE_FLOATING_PLATFORM 218
E_MODEL_WDW_ARROW_LIFT 219
E_MODEL_WDW_WATER_LEVEL_DIAMOND 220
E_MODEL_WDW_HIDDEN_PLATFORM 221
E_MODEL_WDW_EXPRESS_ELEVATOR 222
E_MODEL_WDW_RECTANGULAR_FLOATING_PLATFORM 223
E_MODEL_WDW_ROTATING_PLATFORM 224
E_MODEL_JRB_SHIP_LEFT_HALF_PART 225
E_MODEL_JRB_SHIP_BACK_LEFT_PART 226
E_MODEL_JRB_SHIP_RIGHT_HALF_PART 227
E_MODEL_JRB_SHIP_BACK_RIGHT_PART 228
E_MODEL_JRB_SUNKEN_SHIP 229
E_MODEL_JRB_SUNKEN_SHIP_BACK 230
E_MODEL_JRB_ROCK 231
E_MODEL_JRB_SLIDING_BOX 232
E_MODEL_JRB_FALLING_PILLAR 233
E_MODEL_JRB_FALLING_PILLAR_BASE 234
E_MODEL_JRB_FLOATING_PLATFORM 235
E_MODEL_THI_HUGE_ISLAND_TOP 236
E_MODEL_THI_TINY_ISLAND_TOP 237
E_MODEL_TTC_ROTATING_CUBE 238
E_MODEL_TTC_ROTATING_PRISM 239
E_MODEL_TTC_PENDULUM 240
E_MODEL_TTC_LARGE_TREADMILL 241
E_MODEL_TTC_SMALL_TREADMILL 242
E_MODEL_TTC_PUSH_BLOCK 243
E_MODEL_TTC_ROTATING_HEXAGON 244
E_MODEL_TTC_ROTATING_TRIANGLE 245
E_MODEL_TTC_PIT_BLOCK 246
E_MODEL_TTC_PIT_BLOCK_UNUSED 247
E_MODEL_TTC_ELEVATOR_PLATFORM 248
E_MODEL_TTC_CLOCK_HAND 249
E_MODEL_TTC_SPINNER 250
E_MODEL_TTC_SMALL_GEAR 251
E_MODEL_TTC_LARGE_GEAR 252
E_MODEL_RR_SLIDING_PLATFORM 253
E_MODEL_RR_FLYING_CARPET 254
E_MODEL_RR_OCTAGONAL_PLATFORM 255
E_MODEL_RR_ROTATING_BRIDGE_PLATFORM 256
E_MODEL_RR_TRIANGLE_PLATFORM 257
E_MODEL_RR_CRUISER_WING 258
E_MODEL_RR_SEESAW_PLATFORM 259
E_MODEL_RR_L_SHAPED_PLATFORM 260
E_MODEL_RR_SWINGING_PLATFORM 261
E_MODEL_RR_DONUT_PLATFORM 262
E_MODEL_RR_ELEVATOR_PLATFORM 263
E_MODEL_RR_TRICKY_TRIANGLES 264
E_MODEL_RR_TRICKY_TRIANGLES_FRAME1 265
E_MODEL_RR_TRICKY_TRIANGLES_FRAME2 266
E_MODEL_RR_TRICKY_TRIANGLES_FRAME3 267
E_MODEL_RR_TRICKY_TRIANGLES_FRAME4 268
E_MODEL_BITDW_SQUARE_PLATFORM 269
E_MODEL_BITDW_SEESAW_PLATFORM 270
E_MODEL_BITDW_SLIDING_PLATFORM 271
E_MODEL_BITDW_FERRIS_WHEEL_AXLE 272
E_MODEL_BITDW_BLUE_PLATFORM 273
E_MODEL_BITDW_STAIRCASE_FRAME4 274
E_MODEL_BITDW_STAIRCASE_FRAME3 275
E_MODEL_BITDW_STAIRCASE_FRAME2 276
E_MODEL_BITDW_STAIRCASE_FRAME1 277
E_MODEL_BITDW_STAIRCASE 278
E_MODEL_BITFS_PLATFORM_ON_TRACK 279
E_MODEL_BITFS_TILTING_SQUARE_PLATFORM 280
E_MODEL_BITFS_SINKING_PLATFORMS 281
E_MODEL_BITFS_BLUE_POLE 282
E_MODEL_BITFS_SINKING_CAGE_PLATFORM 283
E_MODEL_BITFS_ELEVATOR 284
E_MODEL_BITFS_STRETCHING_PLATFORMS 285
E_MODEL_BITFS_SEESAW_PLATFORM 286
E_MODEL_BITFS_MOVING_SQUARE_PLATFORM 287
E_MODEL_BITFS_SLIDING_PLATFORM 288
E_MODEL_BITFS_TUMBLING_PLATFORM_PART 289
E_MODEL_BITFS_TUMBLING_PLATFORM 290
E_MODEL_BITS_SLIDING_PLATFORM 291
E_MODEL_BITS_TWIN_SLIDING_PLATFORMS 292
E_MODEL_BITS_OCTAGONAL_PLATFORM 293
E_MODEL_BITS_BLUE_PLATFORM 294
E_MODEL_BITS_FERRIS_WHEEL_AXLE 295
E_MODEL_BITS_ARROW_PLATFORM 296
E_MODEL_BITS_SEESAW_PLATFORM 297
E_MODEL_BITS_TILTING_W_PLATFORM 298
E_MODEL_BITS_STAIRCASE 299
E_MODEL_BITS_STAIRCASE_FRAME1 300
E_MODEL_BITS_STAIRCASE_FRAME2 301
E_MODEL_BITS_STAIRCASE_FRAME3 302
E_MODEL_BITS_STAIRCASE_FRAME4 303
E_MODEL_BITS_WARP_PIPE 304
E_MODEL_LLL_DRAWBRIDGE_PART 305
E_MODEL_LLL_ROTATING_BLOCK_FIRE_BARS 306
E_MODEL_LLL_ROTATING_HEXAGONAL_RING 307
E_MODEL_LLL_SINKING_RECTANGULAR_PLATFORM 308
E_MODEL_LLL_SINKING_SQUARE_PLATFORMS 309
E_MODEL_LLL_TILTING_SQUARE_PLATFORM 310
E_MODEL_LLL_BOWSER_PIECE_1 311
E_MODEL_LLL_BOWSER_PIECE_2 312
E_MODEL_LLL_BOWSER_PIECE_3 313
E_MODEL_LLL_BOWSER_PIECE_4 314
E_MODEL_LLL_BOWSER_PIECE_5 315
E_MODEL_LLL_BOWSER_PIECE_6 316
E_MODEL_LLL_BOWSER_PIECE_7 317
E_MODEL_LLL_BOWSER_PIECE_8 318
E_MODEL_LLL_BOWSER_PIECE_9 319
E_MODEL_LLL_BOWSER_PIECE_10 320
E_MODEL_LLL_BOWSER_PIECE_11 321
E_MODEL_LLL_BOWSER_PIECE_12 322
E_MODEL_LLL_BOWSER_PIECE_13 323
E_MODEL_LLL_BOWSER_PIECE_14 324
E_MODEL_LLL_MOVING_OCTAGONAL_MESH_PLATFORM 325
E_MODEL_LLL_SINKING_ROCK_BLOCK 326
E_MODEL_LLL_ROLLING_LOG 327
E_MODEL_LLL_WOOD_BRIDGE 328
E_MODEL_LLL_LARGE_WOOD_BRIDGE 329
E_MODEL_LLL_FALLING_PLATFORM 330
E_MODEL_LLL_LARGE_FALLING_PLATFORM 331
E_MODEL_LLL_VOLCANO_FALLING_TRAP 332
E_MODEL_DDD_BOWSER_SUB_DOOR 333
E_MODEL_DDD_BOWSER_SUB 334
E_MODEL_DDD_POLE 335
E_MODEL_WF_BREAKABLE_WALL_RIGHT 336
E_MODEL_WF_BREAKABLE_WALL_LEFT 337
E_MODEL_WF_KICKABLE_BOARD 338
E_MODEL_WF_TOWER_DOOR 339
E_MODEL_WF_KICKABLE_BOARD_FELLED 340
E_MODEL_CASTLE_GROUNDS_VCUTM_GRILL 341
E_MODEL_CASTLE_GROUNDS_FLAG 342
E_MODEL_CASTLE_GROUNDS_CANNON_GRILL 343
E_MODEL_BOWSER_2_TILTING_ARENA 344
E_MODEL_BOWSER_3_FALLING_PLATFORM_1 345
E_MODEL_BOWSER_3_FALLING_PLATFORM_2 346
E_MODEL_BOWSER_3_FALLING_PLATFORM_3 347
E_MODEL_BOWSER_3_FALLING_PLATFORM_4 348
E_MODEL_BOWSER_3_FALLING_PLATFORM_5 349
E_MODEL_BOWSER_3_FALLING_PLATFORM_6 350
E_MODEL_BOWSER_3_FALLING_PLATFORM_7 351
E_MODEL_BOWSER_3_FALLING_PLATFORM_8 352
E_MODEL_BOWSER_3_FALLING_PLATFORM_9 353
E_MODEL_BOWSER_3_FALLING_PLATFORM_10 354
E_MODEL_TTM_ROLLING_LOG 355
E_MODEL_TTM_STAR_CAGE 356
E_MODEL_TTM_BLUE_SMILEY 357
E_MODEL_TTM_YELLOW_SMILEY 358
E_MODEL_TTM_STAR_SMILEY 359
E_MODEL_TTM_MOON_SMILEY 360
E_MODEL_BUBBLE_PLAYER 361
E_MODEL_LUIGI 362
E_MODEL_LUIGIS_CAP 363
E_MODEL_LUIGIS_METAL_CAP 364
E_MODEL_LUIGIS_WING_CAP 365
E_MODEL_LUIGIS_WINGED_METAL_CAP 366
E_MODEL_TOAD_PLAYER 367
E_MODEL_TOADS_CAP 368
E_MODEL_TOADS_METAL_CAP 369
E_MODEL_TOADS_WING_CAP 370
E_MODEL_WALUIGI 371
E_MODEL_WALUIGIS_CAP 372
E_MODEL_WALUIGIS_METAL_CAP 373
E_MODEL_WALUIGIS_WING_CAP 374
E_MODEL_WALUIGIS_WINGED_METAL_CAP 375
E_MODEL_WARIO 376
E_MODEL_WARIOS_CAP 377
E_MODEL_WARIOS_METAL_CAP 378
E_MODEL_WARIOS_WING_CAP 379
E_MODEL_WARIOS_WINGED_METAL_CAP 380
E_MODEL_MAX 381

🔼


sounds.h

  • SOUNDARGS_MASK_BANK
  • SOUNDARGS_MASK_SOUNDID
  • SOUNDARGS_MASK_PRIORITY
  • SOUNDARGS_MASK_STATUS
  • SOUNDARGS_MASK_BITFLAGS
  • SOUNDARGS_SHIFT_BANK
  • SOUNDARGS_SHIFT_SOUNDID
  • SOUNDARGS_SHIFT_PRIORITY
  • SOUND_BANK_ACTION
  • SOUND_BANK_MOVING
  • SOUND_BANK_MARIO_VOICE
  • SOUND_BANK_GENERAL
  • SOUND_BANK_ENV
  • SOUND_BANK_OBJ
  • SOUND_BANK_AIR
  • SOUND_BANK_MENU
  • SOUND_BANK_GENERAL2
  • SOUND_BANK_OBJ2
  • SOUND_BANK_LUIGI_VOICE
  • SOUND_BANK_WARIO_VOICE
  • SOUND_BANK_TOAD_VOICE
  • SOUND_BANK_COUNT
  • SOUND_BANKS_ALL_BITS
  • SOUND_BANKS_ALL
  • SOUND_BANKS_FOREGROUND
  • SOUND_BANKS_BACKGROUND
  • SOUND_BANKS_DISABLED_DURING_INTRO_CUTSCENE
  • SOUND_BANKS_DISABLED_AFTER_CREDITS
  • SOUND_NO_VOLUME_LOSS
  • SOUND_VIBRATO
  • SOUND_NO_PRIORITY_LOSS
  • SOUND_CONSTANT_FREQUENCY
  • SOUND_LOWER_BACKGROUND_MUSIC
  • SOUND_NO_ECHO
  • SOUND_DISCRETE
  • SOUND_STATUS_STOPPED
  • SOUND_STATUS_WAITING
  • SOUND_STATUS_PLAYING
  • SOUND_TERRAIN_DEFAULT
  • SOUND_TERRAIN_GRASS
  • SOUND_TERRAIN_WATER
  • SOUND_TERRAIN_STONE
  • SOUND_TERRAIN_SPOOKY
  • SOUND_TERRAIN_SNOW
  • SOUND_TERRAIN_ICE
  • SOUND_TERRAIN_SAND
  • NO_SOUND
  • SOUND_ACTION_TERRAIN_JUMP
  • SOUND_ACTION_TERRAIN_LANDING
  • SOUND_ACTION_TERRAIN_STEP
  • SOUND_ACTION_TERRAIN_BODY_HIT_GROUND
  • SOUND_ACTION_TERRAIN_STEP_TIPTOE
  • SOUND_ACTION_TERRAIN_STUCK_IN_GROUND
  • SOUND_ACTION_TERRAIN_HEAVY_LANDING
  • SOUND_ACTION_METAL_JUMP
  • SOUND_ACTION_METAL_LANDING
  • SOUND_ACTION_METAL_STEP
  • SOUND_ACTION_METAL_HEAVY_LANDING
  • SOUND_ACTION_CLAP_HANDS_COLD
  • SOUND_ACTION_HANGING_STEP
  • SOUND_ACTION_QUICKSAND_STEP
  • SOUND_ACTION_METAL_STEP_TIPTOE
  • SOUND_ACTION_UNKNOWN430
  • SOUND_ACTION_UNKNOWN431
  • SOUND_ACTION_UNKNOWN432
  • SOUND_ACTION_SWIM
  • SOUND_ACTION_UNKNOWN434
  • SOUND_ACTION_THROW
  • SOUND_ACTION_KEY_SWISH
  • SOUND_ACTION_SPIN
  • SOUND_ACTION_TWIRL
  • SOUND_ACTION_CLIMB_UP_TREE
  • SOUND_ACTION_CLIMB_DOWN_TREE
  • SOUND_ACTION_UNK3C
  • SOUND_ACTION_UNKNOWN43D
  • SOUND_ACTION_UNKNOWN43E
  • SOUND_ACTION_PAT_BACK
  • SOUND_ACTION_BRUSH_HAIR
  • SOUND_ACTION_CLIMB_UP_POLE
  • SOUND_ACTION_METAL_BONK
  • SOUND_ACTION_UNSTUCK_FROM_GROUND
  • SOUND_ACTION_HIT
  • SOUND_ACTION_HIT_2
  • SOUND_ACTION_HIT_3
  • SOUND_ACTION_BONK
  • SOUND_ACTION_SHRINK_INTO_BBH
  • SOUND_ACTION_SWIM_FAST
  • SOUND_ACTION_METAL_JUMP_WATER
  • SOUND_ACTION_METAL_LAND_WATER
  • SOUND_ACTION_METAL_STEP_WATER
  • SOUND_ACTION_UNK53
  • SOUND_ACTION_UNK54
  • SOUND_ACTION_UNK55
  • SOUND_ACTION_FLYING_FAST
  • SOUND_ACTION_TELEPORT
  • SOUND_ACTION_UNKNOWN458
  • SOUND_ACTION_BOUNCE_OFF_OBJECT
  • SOUND_ACTION_SIDE_FLIP_UNK
  • SOUND_ACTION_READ_SIGN
  • SOUND_ACTION_UNKNOWN45C
  • SOUND_ACTION_UNK5D
  • SOUND_ACTION_INTRO_UNK45E
  • SOUND_ACTION_INTRO_UNK45F
  • SOUND_MOVING_TERRAIN_SLIDE
  • SOUND_MOVING_TERRAIN_RIDING_SHELL
  • SOUND_MOVING_LAVA_BURN
  • SOUND_MOVING_SLIDE_DOWN_POLE
  • SOUND_MOVING_SLIDE_DOWN_TREE
  • SOUND_MOVING_QUICKSAND_DEATH
  • SOUND_MOVING_SHOCKED
  • SOUND_MOVING_FLYING
  • SOUND_MOVING_ALMOST_DROWNING
  • SOUND_MOVING_AIM_CANNON
  • SOUND_MOVING_UNK1A
  • SOUND_MOVING_RIDING_SHELL_LAVA
  • SOUND_MARIO_YAH_WAH_HOO
  • SOUND_MARIO_HOOHOO
  • SOUND_MARIO_YAHOO
  • SOUND_MARIO_UH
  • SOUND_MARIO_HRMM
  • SOUND_MARIO_WAH2
  • SOUND_MARIO_WHOA
  • SOUND_MARIO_EEUH
  • SOUND_MARIO_ATTACKED
  • SOUND_MARIO_OOOF
  • SOUND_MARIO_OOOF2
  • SOUND_MARIO_HERE_WE_GO
  • SOUND_MARIO_YAWNING
  • SOUND_MARIO_SNORING1
  • SOUND_MARIO_SNORING2
  • SOUND_MARIO_WAAAOOOW
  • SOUND_MARIO_HAHA
  • SOUND_MARIO_HAHA_2
  • SOUND_MARIO_UH2
  • SOUND_MARIO_UH2_2
  • SOUND_MARIO_ON_FIRE
  • SOUND_MARIO_DYING
  • SOUND_MARIO_PANTING_COLD
  • SOUND_MARIO_PANTING
  • SOUND_MARIO_COUGHING1
  • SOUND_MARIO_COUGHING2
  • SOUND_MARIO_COUGHING3
  • SOUND_MARIO_PUNCH_YAH
  • SOUND_MARIO_PUNCH_HOO
  • SOUND_MARIO_MAMA_MIA
  • SOUND_MARIO_OKEY_DOKEY
  • SOUND_MARIO_GROUND_POUND_WAH
  • SOUND_MARIO_DROWNING
  • SOUND_MARIO_PUNCH_WAH
  • SOUND_PEACH_DEAR_MARIO
  • SOUND_MARIO_YAHOO_WAHA_YIPPEE
  • SOUND_MARIO_DOH
  • SOUND_MARIO_GAME_OVER
  • SOUND_MARIO_HELLO
  • SOUND_MARIO_PRESS_START_TO_PLAY
  • SOUND_MARIO_TWIRL_BOUNCE
  • SOUND_MARIO_SNORING3
  • SOUND_MARIO_SO_LONGA_BOWSER
  • SOUND_MARIO_IMA_TIRED
  • SOUND_PEACH_MARIO
  • SOUND_PEACH_POWER_OF_THE_STARS
  • SOUND_PEACH_THANKS_TO_YOU
  • SOUND_PEACH_THANK_YOU_MARIO
  • SOUND_PEACH_SOMETHING_SPECIAL
  • SOUND_PEACH_BAKE_A_CAKE
  • SOUND_PEACH_FOR_MARIO
  • SOUND_PEACH_MARIO2
  • SOUND_MARIO_LETS_A_GO
  • SOUND_GENERAL_ACTIVATE_CAP_SWITCH
  • SOUND_GENERAL_FLAME_OUT
  • SOUND_GENERAL_OPEN_WOOD_DOOR
  • SOUND_GENERAL_CLOSE_WOOD_DOOR
  • SOUND_GENERAL_OPEN_IRON_DOOR
  • SOUND_GENERAL_CLOSE_IRON_DOOR
  • SOUND_GENERAL_BUBBLES
  • SOUND_GENERAL_MOVING_WATER
  • SOUND_GENERAL_SWISH_WATER
  • SOUND_GENERAL_QUIET_BUBBLE
  • SOUND_GENERAL_VOLCANO_EXPLOSION
  • SOUND_GENERAL_QUIET_BUBBLE2
  • SOUND_GENERAL_CASTLE_TRAP_OPEN
  • SOUND_GENERAL_WALL_EXPLOSION
  • SOUND_GENERAL_COIN
  • SOUND_GENERAL_COIN_WATER
  • SOUND_GENERAL_SHORT_STAR
  • SOUND_GENERAL_BIG_CLOCK
  • SOUND_GENERAL_LOUD_POUND
  • SOUND_GENERAL_LOUD_POUND2
  • SOUND_GENERAL_SHORT_POUND1
  • SOUND_GENERAL_SHORT_POUND2
  • SOUND_GENERAL_SHORT_POUND3
  • SOUND_GENERAL_SHORT_POUND4
  • SOUND_GENERAL_SHORT_POUND5
  • SOUND_GENERAL_SHORT_POUND6
  • SOUND_GENERAL_OPEN_CHEST
  • SOUND_GENERAL_CLAM_SHELL1
  • SOUND_GENERAL_BOX_LANDING
  • SOUND_GENERAL_BOX_LANDING_2
  • SOUND_GENERAL_UNKNOWN1
  • SOUND_GENERAL_UNKNOWN1_2
  • SOUND_GENERAL_CLAM_SHELL2
  • SOUND_GENERAL_CLAM_SHELL3
  • SOUND_GENERAL_PAINTING_EJECT
  • SOUND_GENERAL_PAINTING_EJECT
  • SOUND_GENERAL_LEVEL_SELECT_CHANGE
  • SOUND_GENERAL_PLATFORM
  • SOUND_GENERAL_DONUT_PLATFORM_EXPLOSION
  • SOUND_GENERAL_BOWSER_BOMB_EXPLOSION
  • SOUND_GENERAL_COIN_SPURT
  • SOUND_GENERAL_COIN_SPURT_2
  • SOUND_GENERAL_COIN_SPURT_EU
  • SOUND_GENERAL_EXPLOSION6
  • SOUND_GENERAL_UNK32
  • SOUND_GENERAL_BOAT_TILT1
  • SOUND_GENERAL_BOAT_TILT2
  • SOUND_GENERAL_COIN_DROP
  • SOUND_GENERAL_UNKNOWN3_LOWPRIO
  • SOUND_GENERAL_UNKNOWN3
  • SOUND_GENERAL_UNKNOWN3_2
  • SOUND_GENERAL_PENDULUM_SWING
  • SOUND_GENERAL_CHAIN_CHOMP1
  • SOUND_GENERAL_CHAIN_CHOMP2
  • SOUND_GENERAL_DOOR_TURN_KEY
  • SOUND_GENERAL_MOVING_IN_SAND
  • SOUND_GENERAL_UNKNOWN4_LOWPRIO
  • SOUND_GENERAL_UNKNOWN4
  • SOUND_GENERAL_MOVING_PLATFORM_SWITCH
  • SOUND_GENERAL_CAGE_OPEN
  • SOUND_GENERAL_QUIET_POUND1_LOWPRIO
  • SOUND_GENERAL_QUIET_POUND1
  • SOUND_GENERAL_BREAK_BOX
  • SOUND_GENERAL_DOOR_INSERT_KEY
  • SOUND_GENERAL_QUIET_POUND2
  • SOUND_GENERAL_BIG_POUND
  • SOUND_GENERAL_UNK45
  • SOUND_GENERAL_UNK46_LOWPRIO
  • SOUND_GENERAL_UNK46
  • SOUND_GENERAL_CANNON_UP
  • SOUND_GENERAL_GRINDEL_ROLL
  • SOUND_GENERAL_EXPLOSION7
  • SOUND_GENERAL_SHAKE_COFFIN
  • SOUND_GENERAL_RACE_GUN_SHOT
  • SOUND_GENERAL_STAR_DOOR_OPEN
  • SOUND_GENERAL_STAR_DOOR_CLOSE
  • SOUND_GENERAL_POUND_ROCK
  • SOUND_GENERAL_STAR_APPEARS
  • SOUND_GENERAL_COLLECT_1UP
  • SOUND_GENERAL_BUTTON_PRESS_LOWPRIO
  • SOUND_GENERAL_BUTTON_PRESS
  • SOUND_GENERAL_BUTTON_PRESS_2_LOWPRIO
  • SOUND_GENERAL_BUTTON_PRESS_2
  • SOUND_GENERAL_ELEVATOR_MOVE
  • SOUND_GENERAL_ELEVATOR_MOVE_2
  • SOUND_GENERAL_SWISH_AIR
  • SOUND_GENERAL_SWISH_AIR_2
  • SOUND_GENERAL_HAUNTED_CHAIR
  • SOUND_GENERAL_SOFT_LANDING
  • SOUND_GENERAL_HAUNTED_CHAIR_MOVE
  • SOUND_GENERAL_BOWSER_PLATFORM
  • SOUND_GENERAL_BOWSER_PLATFORM_2
  • SOUND_GENERAL_HEART_SPIN
  • SOUND_GENERAL_POUND_WOOD_POST
  • SOUND_GENERAL_WATER_LEVEL_TRIG
  • SOUND_GENERAL_SWITCH_DOOR_OPEN
  • SOUND_GENERAL_RED_COIN
  • SOUND_GENERAL_BIRDS_FLY_AWAY
  • SOUND_GENERAL_METAL_POUND
  • SOUND_GENERAL_BOING1
  • SOUND_GENERAL_BOING2_LOWPRIO
  • SOUND_GENERAL_BOING2
  • SOUND_GENERAL_YOSHI_WALK
  • SOUND_GENERAL_ENEMY_ALERT1
  • SOUND_GENERAL_YOSHI_TALK
  • SOUND_GENERAL_SPLATTERING
  • SOUND_GENERAL_BOING3
  • SOUND_GENERAL_GRAND_STAR
  • SOUND_GENERAL_GRAND_STAR_JUMP
  • SOUND_GENERAL_BOAT_ROCK
  • SOUND_GENERAL_VANISH_SFX
  • SOUND_ENV_WATERFALL1
  • SOUND_ENV_WATERFALL2
  • SOUND_ENV_ELEVATOR1
  • SOUND_ENV_DRONING1
  • SOUND_ENV_DRONING2
  • SOUND_ENV_WIND1
  • SOUND_ENV_MOVING_SAND_SNOW
  • SOUND_ENV_UNK07
  • SOUND_ENV_ELEVATOR2
  • SOUND_ENV_WATER
  • SOUND_ENV_UNKNOWN2
  • SOUND_ENV_BOAT_ROCKING1
  • SOUND_ENV_ELEVATOR3
  • SOUND_ENV_ELEVATOR4
  • SOUND_ENV_ELEVATOR4_2
  • SOUND_ENV_MOVINGSAND
  • SOUND_ENV_MERRY_GO_ROUND_CREAKING
  • SOUND_ENV_WIND2
  • SOUND_ENV_UNK12
  • SOUND_ENV_SLIDING
  • SOUND_ENV_STAR
  • SOUND_ENV_UNKNOWN4
  • SOUND_ENV_WATER_DRAIN
  • SOUND_ENV_METAL_BOX_PUSH
  • SOUND_ENV_SINK_QUICKSAND
  • SOUND_OBJ_SUSHI_SHARK_WATER_SOUND
  • SOUND_OBJ_MRI_SHOOT
  • SOUND_OBJ_BABY_PENGUIN_WALK
  • SOUND_OBJ_BOWSER_WALK
  • SOUND_OBJ_BOWSER_TAIL_PICKUP
  • SOUND_OBJ_BOWSER_DEFEATED
  • SOUND_OBJ_BOWSER_SPINNING
  • SOUND_OBJ_BOWSER_INHALING
  • SOUND_OBJ_BIG_PENGUIN_WALK
  • SOUND_OBJ_BOO_BOUNCE_TOP
  • SOUND_OBJ_BOO_LAUGH_SHORT
  • SOUND_OBJ_THWOMP
  • SOUND_OBJ_CANNON1
  • SOUND_OBJ_CANNON2
  • SOUND_OBJ_CANNON3
  • SOUND_OBJ_JUMP_WALK_WATER
  • SOUND_OBJ_UNKNOWN2
  • SOUND_OBJ_MRI_DEATH
  • SOUND_OBJ_POUNDING1
  • SOUND_OBJ_POUNDING1_HIGHPRIO
  • SOUND_OBJ_WHOMP_LOWPRIO
  • SOUND_OBJ_KING_BOBOMB
  • SOUND_OBJ_BULLY_METAL
  • SOUND_OBJ_BULLY_EXPLODE
  • SOUND_OBJ_BULLY_EXPLODE_2
  • SOUND_OBJ_POUNDING_CANNON
  • SOUND_OBJ_BULLY_WALK
  • SOUND_OBJ_UNKNOWN3
  • SOUND_OBJ_UNKNOWN4
  • SOUND_OBJ_BABY_PENGUIN_DIVE
  • SOUND_OBJ_GOOMBA_WALK
  • SOUND_OBJ_UKIKI_CHATTER_LONG
  • SOUND_OBJ_MONTY_MOLE_ATTACK
  • SOUND_OBJ_EVIL_LAKITU_THROW
  • SOUND_OBJ_UNK23
  • SOUND_OBJ_DYING_ENEMY1
  • SOUND_OBJ_CANNON4
  • SOUND_OBJ_DYING_ENEMY2
  • SOUND_OBJ_BOBOMB_WALK
  • SOUND_OBJ_SOMETHING_LANDING
  • SOUND_OBJ_DIVING_IN_WATER
  • SOUND_OBJ_SNOW_SAND1
  • SOUND_OBJ_SNOW_SAND2
  • SOUND_OBJ_DEFAULT_DEATH
  • SOUND_OBJ_BIG_PENGUIN_YELL
  • SOUND_OBJ_WATER_BOMB_BOUNCING
  • SOUND_OBJ_GOOMBA_ALERT
  • SOUND_OBJ_WIGGLER_JUMP
  • SOUND_OBJ_STOMPED
  • SOUND_OBJ_UNKNOWN6
  • SOUND_OBJ_DIVING_INTO_WATER
  • SOUND_OBJ_PIRANHA_PLANT_SHRINK
  • SOUND_OBJ_KOOPA_THE_QUICK_WALK
  • SOUND_OBJ_KOOPA_WALK
  • SOUND_OBJ_BULLY_WALKING
  • SOUND_OBJ_DORRIE
  • SOUND_OBJ_BOWSER_LAUGH
  • SOUND_OBJ_UKIKI_CHATTER_SHORT
  • SOUND_OBJ_UKIKI_CHATTER_IDLE
  • SOUND_OBJ_UKIKI_STEP_DEFAULT
  • SOUND_OBJ_UKIKI_STEP_LEAVES
  • SOUND_OBJ_KOOPA_TALK
  • SOUND_OBJ_KOOPA_DAMAGE
  • SOUND_OBJ_KLEPTO1
  • SOUND_OBJ_KLEPTO2
  • SOUND_OBJ_KING_BOBOMB_TALK
  • SOUND_OBJ_KING_BOBOMB_JUMP
  • SOUND_OBJ_KING_WHOMP_DEATH
  • SOUND_OBJ_BOO_LAUGH_LONG
  • SOUND_OBJ_EEL
  • SOUND_OBJ_EEL_2
  • SOUND_OBJ_EYEROK_SHOW_EYE
  • SOUND_OBJ_MR_BLIZZARD_ALERT
  • SOUND_OBJ_SNUFIT_SHOOT
  • SOUND_OBJ_SKEETER_WALK
  • SOUND_OBJ_WALKING_WATER
  • SOUND_OBJ_BIRD_CHIRP3
  • SOUND_OBJ_PIRANHA_PLANT_APPEAR
  • SOUND_OBJ_FLAME_BLOWN
  • SOUND_OBJ_MAD_PIANO_CHOMPING
  • SOUND_OBJ_BOBOMB_BUDDY_TALK
  • SOUND_OBJ_SPINY_UNK59
  • SOUND_OBJ_WIGGLER_HIGH_PITCH
  • SOUND_OBJ_HEAVEHO_TOSSED
  • SOUND_OBJ_WIGGLER_DEATH
  • SOUND_OBJ_BOWSER_INTRO_LAUGH
  • SOUND_OBJ_ENEMY_DEATH_HIGH
  • SOUND_OBJ_ENEMY_DEATH_LOW
  • SOUND_OBJ_SWOOP_DEATH
  • SOUND_OBJ_KOOPA_FLYGUY_DEATH
  • SOUND_OBJ_POKEY_DEATH
  • SOUND_OBJ_SNOWMAN_BOUNCE
  • SOUND_OBJ_SNOWMAN_EXPLODE
  • SOUND_OBJ_POUNDING_LOUD
  • SOUND_OBJ_MIPS_RABBIT
  • SOUND_OBJ_MIPS_RABBIT_WATER
  • SOUND_OBJ_EYEROK_EXPLODE
  • SOUND_OBJ_CHUCKYA_DEATH
  • SOUND_OBJ_WIGGLER_TALK
  • SOUND_OBJ_WIGGLER_ATTACKED
  • SOUND_OBJ_WIGGLER_LOW_PITCH
  • SOUND_OBJ_SNUFIT_SKEETER_DEATH
  • SOUND_OBJ_BUBBA_CHOMP
  • SOUND_OBJ_ENEMY_DEFEAT_SHRINK
  • SOUND_AIR_BOWSER_SPIT_FIRE
  • SOUND_AIR_UNK01
  • SOUND_AIR_LAKITU_FLY
  • SOUND_AIR_LAKITU_FLY_HIGHPRIO
  • SOUND_AIR_AMP_BUZZ
  • SOUND_AIR_BLOW_FIRE
  • SOUND_AIR_BLOW_WIND
  • SOUND_AIR_ROUGH_SLIDE
  • SOUND_AIR_HEAVEHO_MOVE
  • SOUND_AIR_UNK07
  • SOUND_AIR_BOBOMB_LIT_FUSE
  • SOUND_AIR_HOWLING_WIND
  • SOUND_AIR_CHUCKYA_MOVE
  • SOUND_AIR_PEACH_TWINKLE
  • SOUND_AIR_CASTLE_OUTDOORS_AMBIENT
  • SOUND_MENU_CHANGE_SELECT
  • SOUND_MENU_REVERSE_PAUSE
  • SOUND_MENU_PAUSE
  • SOUND_MENU_PAUSE_HIGHPRIO
  • SOUND_MENU_PAUSE_2
  • SOUND_MENU_MESSAGE_APPEAR
  • SOUND_MENU_MESSAGE_DISAPPEAR
  • SOUND_MENU_CAMERA_ZOOM_IN
  • SOUND_MENU_CAMERA_ZOOM_OUT
  • SOUND_MENU_PINCH_MARIO_FACE
  • SOUND_MENU_LET_GO_MARIO_FACE
  • SOUND_MENU_HAND_APPEAR
  • SOUND_MENU_HAND_DISAPPEAR
  • SOUND_MENU_UNK0C
  • SOUND_MENU_POWER_METER
  • SOUND_MENU_CAMERA_BUZZ
  • SOUND_MENU_CAMERA_TURN
  • SOUND_MENU_UNK10
  • SOUND_MENU_CLICK_FILE_SELECT
  • SOUND_MENU_MESSAGE_NEXT_PAGE
  • SOUND_MENU_COIN_ITS_A_ME_MARIO
  • SOUND_MENU_YOSHI_GAIN_LIVES
  • SOUND_MENU_ENTER_PIPE
  • SOUND_MENU_EXIT_PIPE
  • SOUND_MENU_BOWSER_LAUGH
  • SOUND_MENU_ENTER_HOLE
  • SOUND_MENU_CLICK_CHANGE_VIEW
  • SOUND_MENU_CAMERA_UNUSED1
  • SOUND_MENU_CAMERA_UNUSED2
  • SOUND_MENU_MARIO_CASTLE_WARP
  • SOUND_MENU_STAR_SOUND
  • SOUND_MENU_THANK_YOU_PLAYING_MY_GAME
  • SOUND_MENU_READ_A_SIGN
  • SOUND_MENU_EXIT_A_SIGN
  • SOUND_MENU_MARIO_CASTLE_WARP2
  • SOUND_MENU_STAR_SOUND_OKEY_DOKEY
  • SOUND_MENU_STAR_SOUND_LETS_A_GO
  • SOUND_MENU_COLLECT_RED_COIN
  • SOUND_MENU_COLLECT_SECRET
  • SOUND_GENERAL2_BOBOMB_EXPLOSION
  • SOUND_GENERAL2_PURPLE_SWITCH
  • SOUND_GENERAL2_ROTATING_BLOCK_CLICK
  • SOUND_GENERAL2_SPINDEL_ROLL
  • SOUND_GENERAL2_PYRAMID_TOP_SPIN
  • SOUND_GENERAL2_PYRAMID_TOP_EXPLOSION
  • SOUND_GENERAL2_BIRD_CHIRP2
  • SOUND_GENERAL2_SWITCH_TICK_FAST
  • SOUND_GENERAL2_SWITCH_TICK_SLOW
  • SOUND_GENERAL2_STAR_APPEARS
  • SOUND_GENERAL2_ROTATING_BLOCK_ALERT
  • SOUND_GENERAL2_BOWSER_EXPLODE
  • SOUND_GENERAL2_BOWSER_KEY
  • SOUND_GENERAL2_1UP_APPEAR
  • SOUND_GENERAL2_RIGHT_ANSWER
  • SOUND_OBJ2_BOWSER_ROAR
  • SOUND_OBJ2_PIRANHA_PLANT_BITE
  • SOUND_OBJ2_PIRANHA_PLANT_DYING
  • SOUND_OBJ2_BOWSER_PUZZLE_PIECE_MOVE
  • SOUND_OBJ2_BULLY_ATTACKED
  • SOUND_OBJ2_KING_BOBOMB_DAMAGE
  • SOUND_OBJ2_SCUTTLEBUG_WALK
  • SOUND_OBJ2_SCUTTLEBUG_ALERT
  • SOUND_OBJ2_BABY_PENGUIN_YELL
  • SOUND_OBJ2_SWOOP
  • SOUND_OBJ2_BIRD_CHIRP1
  • SOUND_OBJ2_LARGE_BULLY_ATTACKED
  • SOUND_OBJ2_EYEROK_SOUND_SHORT
  • SOUND_OBJ2_WHOMP_SOUND_SHORT
  • SOUND_OBJ2_EYEROK_SOUND_LONG
  • SOUND_OBJ2_BOWSER_TELEPORT
  • SOUND_OBJ2_MONTY_MOLE_APPEAR
  • SOUND_OBJ2_BOSS_DIALOG_GRUNT
  • SOUND_OBJ2_MRI_SPINNING

🔼


surface_terrains.h

  • SURFACE_DEFAULT
  • SURFACE_BURNING
  • SURFACE_RAYCAST
  • SURFACE_0004
  • SURFACE_HANGABLE
  • SURFACE_SLOW
  • SURFACE_DEATH_PLANE
  • SURFACE_CLOSE_CAMERA
  • SURFACE_WATER
  • SURFACE_FLOWING_WATER
  • SURFACE_INTANGIBLE
  • SURFACE_VERY_SLIPPERY
  • SURFACE_SLIPPERY
  • SURFACE_NOT_SLIPPERY
  • SURFACE_TTM_VINES
  • SURFACE_MGR_MUSIC
  • SURFACE_INSTANT_WARP_1B
  • SURFACE_INSTANT_WARP_1C
  • SURFACE_INSTANT_WARP_1D
  • SURFACE_INSTANT_WARP_1E
  • SURFACE_SHALLOW_QUICKSAND
  • SURFACE_DEEP_QUICKSAND
  • SURFACE_INSTANT_QUICKSAND
  • SURFACE_DEEP_MOVING_QUICKSAND
  • SURFACE_SHALLOW_MOVING_QUICKSAND
  • SURFACE_QUICKSAND
  • SURFACE_MOVING_QUICKSAND
  • SURFACE_WALL_MISC
  • SURFACE_NOISE_DEFAULT
  • SURFACE_NOISE_SLIPPERY
  • SURFACE_HORIZONTAL_WIND
  • SURFACE_INSTANT_MOVING_QUICKSAND
  • SURFACE_ICE
  • SURFACE_LOOK_UP_WARP
  • SURFACE_HARD
  • SURFACE_WARP
  • SURFACE_TIMER_START
  • SURFACE_TIMER_END
  • SURFACE_HARD_SLIPPERY
  • SURFACE_HARD_VERY_SLIPPERY
  • SURFACE_HARD_NOT_SLIPPERY
  • SURFACE_VERTICAL_WIND
  • SURFACE_BOSS_FIGHT_CAMERA
  • SURFACE_CAMERA_FREE_ROAM
  • SURFACE_THI3_WALLKICK
  • SURFACE_CAMERA_8_DIR
  • SURFACE_CAMERA_MIDDLE
  • SURFACE_CAMERA_ROTATE_RIGHT
  • SURFACE_CAMERA_ROTATE_LEFT
  • SURFACE_CAMERA_BOUNDARY
  • SURFACE_NOISE_VERY_SLIPPERY_73
  • SURFACE_NOISE_VERY_SLIPPERY_74
  • SURFACE_NOISE_VERY_SLIPPERY
  • SURFACE_NO_CAM_COLLISION
  • SURFACE_NO_CAM_COLLISION_77
  • SURFACE_NO_CAM_COL_VERY_SLIPPERY
  • SURFACE_NO_CAM_COL_SLIPPERY
  • SURFACE_SWITCH
  • SURFACE_VANISH_CAP_WALLS
  • SURFACE_PAINTING_WOBBLE_A6
  • SURFACE_PAINTING_WOBBLE_A7
  • SURFACE_PAINTING_WOBBLE_A8
  • SURFACE_PAINTING_WOBBLE_A9
  • SURFACE_PAINTING_WOBBLE_AA
  • SURFACE_PAINTING_WOBBLE_AB
  • SURFACE_PAINTING_WOBBLE_AC
  • SURFACE_PAINTING_WOBBLE_AD
  • SURFACE_PAINTING_WOBBLE_AE
  • SURFACE_PAINTING_WOBBLE_AF
  • SURFACE_PAINTING_WOBBLE_B0
  • SURFACE_PAINTING_WOBBLE_B1
  • SURFACE_PAINTING_WOBBLE_B2
  • SURFACE_PAINTING_WOBBLE_B3
  • SURFACE_PAINTING_WOBBLE_B4
  • SURFACE_PAINTING_WOBBLE_B5
  • SURFACE_PAINTING_WOBBLE_B6
  • SURFACE_PAINTING_WOBBLE_B7
  • SURFACE_PAINTING_WOBBLE_B8
  • SURFACE_PAINTING_WOBBLE_B9
  • SURFACE_PAINTING_WOBBLE_BA
  • SURFACE_PAINTING_WOBBLE_BB
  • SURFACE_PAINTING_WOBBLE_BC
  • SURFACE_PAINTING_WOBBLE_BD
  • SURFACE_PAINTING_WOBBLE_BE
  • SURFACE_PAINTING_WOBBLE_BF
  • SURFACE_PAINTING_WOBBLE_C0
  • SURFACE_PAINTING_WOBBLE_C1
  • SURFACE_PAINTING_WOBBLE_C2
  • SURFACE_PAINTING_WOBBLE_C3
  • SURFACE_PAINTING_WOBBLE_C4
  • SURFACE_PAINTING_WOBBLE_C5
  • SURFACE_PAINTING_WOBBLE_C6
  • SURFACE_PAINTING_WOBBLE_C7
  • SURFACE_PAINTING_WOBBLE_C8
  • SURFACE_PAINTING_WOBBLE_C9
  • SURFACE_PAINTING_WOBBLE_CA
  • SURFACE_PAINTING_WOBBLE_CB
  • SURFACE_PAINTING_WOBBLE_CC
  • SURFACE_PAINTING_WOBBLE_CD
  • SURFACE_PAINTING_WOBBLE_CE
  • SURFACE_PAINTING_WOBBLE_CF
  • SURFACE_PAINTING_WOBBLE_D0
  • SURFACE_PAINTING_WOBBLE_D1
  • SURFACE_PAINTING_WOBBLE_D2
  • SURFACE_PAINTING_WARP_D3
  • SURFACE_PAINTING_WARP_D4
  • SURFACE_PAINTING_WARP_D5
  • SURFACE_PAINTING_WARP_D6
  • SURFACE_PAINTING_WARP_D7
  • SURFACE_PAINTING_WARP_D8
  • SURFACE_PAINTING_WARP_D9
  • SURFACE_PAINTING_WARP_DA
  • SURFACE_PAINTING_WARP_DB
  • SURFACE_PAINTING_WARP_DC
  • SURFACE_PAINTING_WARP_DD
  • SURFACE_PAINTING_WARP_DE
  • SURFACE_PAINTING_WARP_DF
  • SURFACE_PAINTING_WARP_E0
  • SURFACE_PAINTING_WARP_E1
  • SURFACE_PAINTING_WARP_E2
  • SURFACE_PAINTING_WARP_E3
  • SURFACE_PAINTING_WARP_E4
  • SURFACE_PAINTING_WARP_E5
  • SURFACE_PAINTING_WARP_E6
  • SURFACE_PAINTING_WARP_E7
  • SURFACE_PAINTING_WARP_E8
  • SURFACE_PAINTING_WARP_E9
  • SURFACE_PAINTING_WARP_EA
  • SURFACE_PAINTING_WARP_EB
  • SURFACE_PAINTING_WARP_EC
  • SURFACE_PAINTING_WARP_ED
  • SURFACE_PAINTING_WARP_EE
  • SURFACE_PAINTING_WARP_EF
  • SURFACE_PAINTING_WARP_F0
  • SURFACE_PAINTING_WARP_F1
  • SURFACE_PAINTING_WARP_F2
  • SURFACE_PAINTING_WARP_F3
  • SURFACE_TTC_PAINTING_1
  • SURFACE_TTC_PAINTING_2
  • SURFACE_TTC_PAINTING_3
  • SURFACE_PAINTING_WARP_F7
  • SURFACE_PAINTING_WARP_F8
  • SURFACE_PAINTING_WARP_F9
  • SURFACE_PAINTING_WARP_FA
  • SURFACE_PAINTING_WARP_FB
  • SURFACE_PAINTING_WARP_FC
  • SURFACE_WOBBLING_WARP
  • SURFACE_TRAPDOOR
  • SURFACE_CLASS_DEFAULT
  • SURFACE_CLASS_VERY_SLIPPERY
  • SURFACE_CLASS_SLIPPERY
  • SURFACE_CLASS_NOT_SLIPPERY
  • SURFACE_FLAG_DYNAMIC
  • SURFACE_FLAG_NO_CAM_COLLISION
  • SURFACE_FLAG_INTANGIBLE
  • SURFACE_FLAG_X_PROJECTION
  • HAZARD_TYPE_LAVA_FLOOR
  • HAZARD_TYPE_LAVA_WALL
  • HAZARD_TYPE_QUICKSAND
  • HAZARD_TYPE_HORIZONTAL_WIND
  • HAZARD_TYPE_VERTICAL_WIND
  • TERRAIN_LOAD_VERTICES
  • TERRAIN_LOAD_CONTINUE
  • TERRAIN_LOAD_END
  • TERRAIN_LOAD_OBJECTS
  • TERRAIN_LOAD_ENVIRONMENT
  • TERRAIN_GRASS
  • TERRAIN_STONE
  • TERRAIN_SNOW
  • TERRAIN_SAND
  • TERRAIN_SPOOKY
  • TERRAIN_WATER
  • TERRAIN_SLIDE
  • TERRAIN_MASK

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types.h

enum SpTaskState

Identifier Value
SPTASK_STATE_NOT_STARTED 0
SPTASK_STATE_RUNNING 1
SPTASK_STATE_INTERRUPTED 2
SPTASK_STATE_FINISHED 3
SPTASK_STATE_FINISHED_DP 4

enum AreaTimerType

Identifier Value
AREA_TIMER_TYPE_NONE 0
AREA_TIMER_TYPE_LOOP 1
AREA_TIMER_TYPE_MAXIMUM 2
  • ANIM_FLAG_NOLOOP
  • ANIM_FLAG_BACKWARD
  • ANIM_FLAG_2
  • ANIM_FLAG_HOR_TRANS
  • ANIM_FLAG_VERT_TRANS
  • ANIM_FLAG_5
  • ANIM_FLAG_6
  • ANIM_FLAG_7
  • ANIM_FLAG_BONE_TRANS
  • OBJECT_MAX_BHV_STACK
  • OBJECT_NUM_REGULAR_FIELDS
  • OBJECT_NUM_CUSTOM_FIELDS
  • OBJECT_CUSTOM_FIELDS_START
  • OBJECT_NUM_FIELDS

enum MarioAnimPart

Identifier Value
MARIO_ANIM_PART_NONE 0
MARIO_ANIM_PART_ROOT 1
MARIO_ANIM_PART_BUTT 2
MARIO_ANIM_PART_TORSO 3
MARIO_ANIM_PART_HEAD 4
MARIO_ANIM_PART_UPPER_LEFT 5
MARIO_ANIM_PART_LEFT_ARM 6
MARIO_ANIM_PART_LEFT_FOREARM 7
MARIO_ANIM_PART_LEFT_HAND 8
MARIO_ANIM_PART_UPPER_RIGHT 9
MARIO_ANIM_PART_RIGHT_ARM 10
MARIO_ANIM_PART_RIGHT_FOREARM 11
MARIO_ANIM_PART_RIGHT_HAND 12
MARIO_ANIM_PART_LOWER_LEFT 13
MARIO_ANIM_PART_LEFT_THIGH 14
MARIO_ANIM_PART_LEFT_LEG 15
MARIO_ANIM_PART_LEFT_FOOT 16
MARIO_ANIM_PART_LOWER_RIGHT 17
MARIO_ANIM_PART_RIGHT_THIGH 18
MARIO_ANIM_PART_RIGHT_LEG 19
MARIO_ANIM_PART_RIGHT_FOOT 20
MARIO_ANIM_PART_MAX 21
  • PLAY_MODE_NORMAL
  • PLAY_MODE_PAUSED
  • PLAY_MODE_CHANGE_AREA
  • PLAY_MODE_CHANGE_LEVEL
  • PLAY_MODE_FRAME_ADVANCE
  • MAX_PLAYERS
  • COOP_OBJ_FLAG_NETWORK
  • COOP_OBJ_FLAG_LUA
  • COOP_OBJ_FLAG_NON_SYNC
  • COOP_OBJ_FLAG_INITIALIZED

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version.h

  • SM64COOPDX_VERSION
  • VERSION_TEXT
  • VERSION_NUMBER
  • MINOR_VERSION_NUMBER
  • GAME_NAME
  • WINDOW_NAME
  • GAME_NAME
  • WINDOW_NAME
  • GAME_NAME
  • WINDOW_NAME
  • MAX_VERSION_LENGTH

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