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types.h
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1#ifndef MELEE_MN_TYPES_H
2#define MELEE_MN_TYPES_H
3
4#include "platform.h"
5
6#include <placeholder.h>
7
8#include "mn/forward.h" // IWYU pragma: export
9
10#include <baselib/sislib.h>
11
20
21struct CountEntry {
23 u8 pad[3];
24 u32 val;
25};
26
27#ifdef M2C
28typedef struct Menu_GObj Menu_GObj;
29struct Menu_GObj {
30 /* +0 */ u16 classifier;
31 /* +2 */ u8 p_link;
32 /* +3 */ u8 gx_link;
33 /* +4 */ u8 p_priority;
34 /* +5 */ u8 render_priority;
35 /* +6 */ u8 obj_kind;
36 /* +7 */ u8 user_data_kind;
37 /* +8 */ Menu_GObj* next;
38 /* +C */ Menu_GObj* prev;
39 /* +10 */ Menu_GObj* next_gx;
40 /* +14 */ Menu_GObj* prev_gx;
41 /* +18 */ HSD_GObjProc* proc;
42 /* +1C */ void (*rendered)(Menu_GObj* gobj, s32 code);
43 /* +20 */ u64 gxlink_prios;
44 /* +28 */ HSD_JObj* hsd_obj;
45 /* +2C */ Menu* user_data;
46 /* +30 */ void (*user_data_remove_func)(Fighter* data);
47 /* +34 */ void* x34_unk;
48};
49#else
50typedef struct HSD_GObj Menu_GObj;
51#endif
52
54 /*0x00*/ s8 c_kind;
55 /*0x01*/ u8 slot_type;
56 /*0x02*/ s8 stocks; // stocks
57 /*0x03*/ u8 color; // color
58 /*0x04*/ u8 slot; // port
59 /*0x05*/ s8 x5; // spawnpos32
60 /*0x06*/ s8 spawn_dir; // spawn direction
61 /*0x07*/ u8 sub_color; // subcolor
62 /*0x08*/ s8 handicap; // handicap
63 /*0x09*/ u8 team; // team
64 /*0x0A*/ u8 xA; // nametag
65 /*0x0B*/ u8 xB;
66 /*0x0C*/ u8 xC_b0 : 1;
67 u8 xC_b1 : 1;
68 u8 xC_b2 : 1;
69 u8 xC_b3 : 1;
70 u8 xC_b4 : 1;
71 u8 xC_b5 : 1;
72 u8 xC_b6 : 1;
73 u8 xC_b7 : 1;
74 /*0x0D*/ u8 xD_b0 : 1;
75 u8 xD_b1 : 1;
76 u8 xD_b2 : 1;
77 u8 xD_b3 : 1;
78 u8 xD_b4 : 1;
79 u8 xD_b5 : 1;
80 u8 xD_b6 : 1;
81 u8 xD_b7 : 1;
82 /*0x0E*/ u8 xE;
83 /*0x0F*/ u8 cpu_level; // CPU level
84 /*0x10*/ u16 x10;
85 /*0x12*/ u16 x12;
86 /*0x14*/ u16 hp;
87 /*0x18*/ float x18;
88 /*0x1C*/ float x1C;
89 /*0x20*/ float x20;
90};
91
93 /* 0x00 */ s8 arr1[0x1C];
94 /* 0x1C */ s8 arr2[0x1C];
95};
96STATIC_ASSERT(sizeof(struct lbl_8046B668_t) == 0x38);
97
98typedef struct PerfLabelLine {
99 /* 0x00 */ struct PerfLabelLine* next;
100 /* 0x04 */ s32 unk_04;
101 /* 0x08 */ char text[0x80];
102} PerfLabelLine; /* size = 0x88 */
104
105typedef struct lbl_8046B378_t {
106 /* 0x000 */ PerfLabelLine line0;
107 /* 0x088 */ PerfLabelLine line1;
108} lbl_8046B378_t; /* size = 0x110 */
110
112 u32 x0_0 : 3; // match mode? 1 = stock mode, 2 = coin mode?
113 u32 x0_3 : 3;
114 u32 x0_6 : 1;
115 u32 x0_7 : 1;
116
117 u32 x1_0 : 1;
118 u32 x1_1 : 1;
119 u32 x1_2 : 1;
120 u32 x1_3 : 1;
121 u32 x1_4 : 1;
122 u32 x1_5 : 1;
123 u32 timer_shows_hours : 1; // false=65:00.00, true=1:05:00.00
124
125 u32 x1_7 : 1;
126
127 u32 x2_0 : 1;
128 u32 x2_1 : 1;
129 u32 x2_2 : 1;
130 u32 x2_3 : 1;
131 u32 x2_4 : 1;
132 u32 x2_5 : 1;
133 u32 x2_6 : 1;
134 u32 x2_7 : 1;
135
136 u32 x3_0 : 1;
137 u32 x3_1 : 1;
138 u32 x3_2 : 1;
139 u32 x3_3 : 1;
140 u32 x3_4 : 1;
141 u32 x3_5 : 1;
142 u32 x3_6 : 1;
143 u32 x3_7 : 1;
144
145 u32 x4_0 : 1;
146 u32 x4_1 : 1;
147 u32 x4_2 : 1;
148 u32 x4_3 : 1;
149 u32 x4_4 : 1;
150 u32 x4_5 : 1;
151 u32 x4_6 : 1;
152 u32 x4_7 : 1;
153
154 u32 x5_0 : 1;
155 u32 x5_1 : 1;
156 u32 x5_2 : 1;
157 u32 x5_3 : 1;
158 u32 x5_4 : 1;
159 u32 x5_5 : 1;
160 u32 x5_6 : 1;
161 u32 x5_7 : 1;
162
164 u8 x7; // end graphic / SFX type
168 s8 xB; // item frequency
169 s8 xC; // SD penalty
171 u16 xE; // InternalStageId
172
173 u32 x10; // time limit
175 u32 x18;
176 u32 x1C_pad[(0x20 - 0x1C) / 4];
177
178 u64 x20; // item mask
179 int x28;
180 float x2C;
181 float x30; // damage ratio
182 float x34; // game speed
183 void (*x38)(int); // on unpause callback
184 void (*x3C)(int); // on pause callback (conditional?)
185 int (*x40)(void); // on pause callback
186 void (*x44)(void); // on VS match start callback
187 void (*x48)(void); // ingame pre-frame callback
188 void (*x4C)(void); // ingame post-frame callback
189 void (*x50)(u8); // on VS match end callback
190 struct {
191 u8 pad_x0[0x10];
194 }* x54;
196 u8 pad_x5C[0x60 - 0x5C];
197};
198
203
205 /* +0 */ s8 loser;
207 /* +2 */ s8 winner;
208 /* +3 */ u8 unk_0x3;
209 /* +4 */ u8 unk_0x4;
210 /* +5 */ u8 unk_0x5;
211 /* +6 */ u8 unk_0x6;
212 /* +7 */ u8 unk_0x7;
214};
215
242
250
252 u16 mode_ffa_frame; // 0x00 - Anim frame used for top-left mode texture
253 u16 mode_teams_frame; // 0x02 - Anim frame used for top-left mode texture
254 int enter_sfx; // 0x04 - Announcer sfx when entering CSS
255};
256
262
290
291struct CSSIcon {
292 u8 ft_hudindex; // 0x00 - used for getting combo count @ 8025C0C4
293 u8 char_kind; // 0x01 - icons external ID
294 u8 state; // 0x02 - 0x0 Not Unlocked, 0x01 Unlocked, 0x02 Unlocked and disp
295 u8 anim_timer; // 0x03 - 0xC when char is chosen
296 u8 joint_id_vs; // 0x04 - Vs Icon Bg Jobj ID
297 u8 joint_id_1p; // 0x05 - Vs Icon Bg Jobj ID
298 int sfx; // 0x08
299 float bound_l; // 0x0C
300 float bound_r; // 0x10
301 float bound_u; // 0x14
302 float bound_d; // 0x18
303};
304
306 u8 gnw_name[0x1C]; // 0x0
308};
309
310struct CSSDoor {
313 u8 team_joint; // 0x02
314 u8 door_joint; // 0x03
315 u8 bg_joint; // 0x04
316 u8 player_indicator_joint; // 0x05 - Nametag window joint id (to scroll and
317 // choose a name)
318 u8 slidername_joint; // 0x06 - Slider name joint
319 u8 cpuslider_joint; // 0x07 - Used when only CPU is showing
320 u8 cpuslider2_joint; // 0x08 - Used when handicap is also showing
321 u8 selected_since_load; // 0x09 - Determines when player selected since the
322 // CSS loaded
323
324 u8 team; // 0x0A
325 u8 p_kind; // 0x0B - PlayerKind, 0x0 = HMN, 0x1 = CPU, 0x3 = Closed
327 u8 costume; // 0x0D
328 u8 sel_icon; // 0x0E - Icon this player has selected
334
335 float togglebtn_left; // 0x14 - HMN button bound
336 float togglebtn_right; // 0x18 - HMN button bound
337 float teambtn_left; // 0x1C - Team button bound
338 float teambtn_right; // 0x20 - Team button bound
339};
340
344 float x8; // 0x08
345 float scroll_amt; // 0x0C
346 float scroll_force; // 0x10
347 int timer; // 0x14
348 u8 next_tag; // 0x18
349 u8 port; // 0x19
350 u8 state; // 0x1A
351 u8 use_tag; // 0x1B
352};
353
354struct CSSTag {
355 CSSTagData* data; // 0x00
356 u8 x4; // 0x04
357 u8 list_joint; // 0x05
359 u8 x7; // 0x07
361 u8 x9; // 0x09
362 u8 xa; // 0x0A
363 u8 xb; // 0x0B
364};
365
366struct CSSKOStar {
367 HSD_Text* text; // 0x00
368 float x4; // 0x04
369 u8 joint; // 0x08
370 u8 joint2; // 0x09
371 int xc; // 0x0C
372 int x10; // 0x10
373 int x14; // 0x14
374 int x18; // 0x18
375 int x1c; // 0x1C
376};
377
405
407 u8 xf0[5];
408 float xf8;
409 float xfc;
410 float x100;
411 float x104;
412 float x108;
413 float x10c;
414 CSSKOStar ko_stars[4]; // 0x110
415};
416
418 char pad_0[0x96000];
419};
420STATIC_ASSERT(sizeof(struct mnGallery_804A0B90_t) == 0x96000);
421
422struct SSSData {
423 /* +00 */ u8 unk_stage;
424 /* +01 */ u8 x1;
425 /* +02 */ u8 no_lras;
427 /* +04 */ u8 start_game;
428 /* +08 */ VsModeData data;
429};
430
432 /* +00 */ f32 start_frame;
433 /* +04 */ f32 end_frame;
434 /* +08 */ f32 loop_frame;
435};
436
438struct Diagram {
439 /* 0x00 */ u8 saved_menu;
440 /* 0x01 */ u8 pad_1;
441 /* 0x02 */ u16 saved_selection;
442 /* 0x04 */ u8 anim_state;
443 /* 0x05 */ u8 pad_5[3];
444 /* 0x08 */ HSD_JObj* jobjs[13];
445 /* 0x3C */ u16
447 /* 0x3E */ u16 name_cursor_pos;
448 /* 0x40 */ HSD_GObj* popup_gobj;
449 /* 0x44 */ u8 is_name_mode;
450 /* 0x45 */ u8 pad_45[3];
453};
454
462
465struct Diagram2 {
466 /* 0x00 */ u8 saved_menu;
467 /* 0x01 */ u8 pad_1;
468 /* 0x02 */ u16 saved_selection;
469 /* 0x04 */ u8 anim_state;
470 /* 0x05 */ u8 pad_5[3];
471 /* 0x08 */ HSD_JObj* x8;
472 /* 0x0C */ HSD_JObj* xC;
473 /* 0x10 */ HSD_JObj* x10;
475 /* 0x18 */ HSD_JObj* x18;
476 /* 0x1C */ HSD_JObj* x1C;
478 /* 0x24 */ HSD_JObj* x24;
479 /* 0x28 */ HSD_JObj* icon_parent;
480 /* 0x2C */ HSD_JObj* row0_ref;
481 /* 0x30 */ HSD_JObj* row1_ref;
482 /* 0x34 */ HSD_JObj* down_arrow;
483 /* 0x38 */ HSD_JObj* up_arrow;
484 /* 0x3C */ HSD_JObj* left_arrow;
485 /* 0x40 */ HSD_JObj* right_arrow;
486 /* 0x44 */ u16 scroll_offset;
489 /* 0x48 */ u8 is_name_mode;
490 /* 0x49 */ u8 pad_49[3];
491 /* 0x4C */ HSD_Text* row_labels[10];
492 /* 0x74 */ HSD_Text* row_values[10];
493 /* 0x9C */ HSD_Text* row_icons[10];
494 /* 0xC4 */ HSD_Text* header_text;
495};
496
499struct Diagram3 {
500 /* 0x00 */ u8 saved_menu;
501 /* 0x01 */ u8 saved_selection;
502 /* 0x02 */ u8 pad_2[2];
503 /* 0x04 */ u8 scroll_offset;
504 /* 0x05 */ u8 anim_state;
505 /* 0x06 */ u8 is_name_mode;
506 /* 0x07 */ u8 pad_7;
507 /* 0x08 */ HSD_JObj* jobjs[10];
508 /* 0x30 */ HSD_Text* row_labels[10];
509 /* 0x58 */ HSD_Text* title_text;
510 /* 0x5C */ HSD_Text* value_text;
511 /* 0x60 */ HSD_Text* row_icons[5];
512 /* 0x74 */ HSD_GObj* popup_gobj;
513};
514
518typedef enum VSRecordsStatType {
519 /* 0x00 */ VSSTAT_TOTAL_KOS,
521 /* 0x02 */ VSSTAT_SD_COUNT,
524 /* 0x05 */ VSSTAT_DAMAGE_TAKEN,
528 /* 0x08 */ VSSTAT_MATCH_COUNT,
530 /* 0x09 */ VSSTAT_VICTORIES,
531 /* 0x0A */ VSSTAT_LOSSES,
532 /* 0x0B */ VSSTAT_PLAY_TIME,
534 /* 0x0C */ VSSTAT_PLAY_PERCENTAGE,
537 /* 0x0E */ VSSTAT_WALK_DISTANCE,
539 /* 0x0F */ VSSTAT_RUN_DISTANCE,
541 /* 0x10 */ VSSTAT_FALL_DISTANCE,
543 /* 0x11 */ VSSTAT_PEAK_HEIGHT,
545 /* 0x12 */ VSSTAT_COINS_COLLECTED,
547 /* 0x13 */ VSSTAT_COINS_SWIPED,
549 /* 0x14 */ VSSTAT_COINS_LOST,
551 /* 0x15 */ VSSTAT_MOST_PLAYED,
553 /* 0x16 */ VSSTAT_SECOND_PLAYED,
555 /* 0x17 */ VSSTAT_LEAST_PLAYED,
557
561
562#endif
HSD_Pad prev
Definition dbinit.c:23
signed char s8
Definition hsd_3B2B.h:3
signed long s32
Definition hsd_3B2B.h:1
unsigned char u8
Definition hsd_3B2B.h:2
CSSMatchType
Definition types.h:216
@ TRAINING_MODE
Definition types.h:240
@ VS_STAMINA
Definition types.h:219
@ VS_MELEE
Definition types.h:217
@ STADIUM_CRUEL_MELEE
Definition types.h:239
@ STADIUM_15_MIN_MELEE
Definition types.h:237
@ STADIUM_TARGET
Definition types.h:232
@ STADIUM_MULTIMAN_10
Definition types.h:234
@ VS_SLOWMO
Definition types.h:227
@ STADIUM_3_MIN_MELEE
Definition types.h:236
@ STADIUM_MULTIMAN_100
Definition types.h:235
@ VS_TINY
Definition types.h:222
@ VS_INVISIBLE
Definition types.h:223
@ VS_FIXED_CAMERA
Definition types.h:224
@ REG_ADVENTURE
Definition types.h:229
@ STADIUM_HOMERUN
Definition types.h:233
@ VS_CAMERA
Definition types.h:218
@ EVENT_MATCH
Definition types.h:231
@ REG_ALLSTAR
Definition types.h:230
@ VS_LIGHTNING
Definition types.h:226
@ STADIUM_ENDLESS_MELEE
Definition types.h:238
@ VS_GIANT
Definition types.h:221
@ VS_SINGLE_BUTTON
Definition types.h:225
@ VS_SUDDEN_DEATH
Definition types.h:220
@ REG_CLASSIC
Definition types.h:228
CSSIconJointId
Definition types.h:263
@ ICONJOINT_DONKEY
Definition types.h:275
@ ICONJOINT_DRMARIO
Definition types.h:264
@ ICONJOINT_YOSHI
Definition types.h:274
@ ICONJOINT_PIKACHU
Definition types.h:284
@ ICONJOINT_PURIN
Definition types.h:285
@ ICONJOINT_PEACH
Definition types.h:273
@ ICONJOINT_FALCO
Definition types.h:265
@ ICONJOINT_LINK
Definition types.h:283
@ ICONJOINT_KIRBY
Definition types.h:280
@ ICONJOINT_PICHU
Definition types.h:268
@ ICONJOINT_CAPTAIN
Definition types.h:276
@ ICONJOINT_MEWTWO
Definition types.h:286
@ ICONJOINT_KOOPA
Definition types.h:272
@ ICONJOINT_MARIO
Definition types.h:270
@ ICONJOINT_GANON
Definition types.h:266
@ ICONJOINT_NESS
Definition types.h:278
@ ICONJOINT_MARS
Definition types.h:288
@ ICONJOINT_POPONANA
Definition types.h:279
@ ICONJOINT_GAMEWATCH
Definition types.h:287
@ ICONJOINT_ZELDA
Definition types.h:282
@ ICONJOINT_FOX
Definition types.h:277
@ ICONJOINT_CLINK
Definition types.h:267
@ ICONJOINT_SAMUS
Definition types.h:281
@ ICONJOINT_EMBLEM
Definition types.h:269
@ ICONJOINT_LUIGI
Definition types.h:271
VSRecordsStatType
VS Records stat types for mnDiagram2 (page 2 of VS Records menu).
Definition types.h:518
@ VSSTAT_DAMAGE_TAKEN
Total damage received (FD+0x44 / ND+0x100)
Definition types.h:524
@ VSSTAT_SD_COUNT
Self-destructs (FD+0x34 / ND+0xF0)
Definition types.h:521
@ VSSTAT_TOTAL_FALLS
Total falls (deaths)
Definition types.h:520
@ VSSTAT_TOTAL_KOS
Total KOs across all opponents.
Definition types.h:519
@ VSSTAT_LOSSES
Total losses (FD+0x52 / ND+0x10E)
Definition types.h:531
@ VSSTAT_AVG_PLAYERS
Average player count (calculated)
Definition types.h:536
@ VSSTAT_COINS_LOST
Coins lost to opponents (FD+0x74 / ND+0x130)
Definition types.h:549
@ VSSTAT_SECOND_PLAYED
2nd most played fighter (Name mode only, icon)
Definition types.h:553
@ VSSTAT_WALK_DISTANCE
Distance walked in ft (FD+0x5C / ND+0x118)
Definition types.h:537
@ VSSTAT_LEAST_PLAYED
Least played fighter (Name mode only, icon)
Definition types.h:555
@ VSSTAT_DAMAGE_DEALT
Total damage dealt (FD+0x40 / ND+0xFC)
Definition types.h:523
@ VSSTAT_PEAK_HEIGHT
Max height reached in ft (FD+0x68 / ND+0x124)
Definition types.h:543
@ VSSTAT_FALL_DISTANCE
Distance fallen in ft (FD+0x64 / ND+0x120)
Definition types.h:541
@ VSSTAT_MATCH_COUNT
Total matches played (FD+0x4E / ND+0x10A)
Definition types.h:528
@ VSSTAT_RUN_DISTANCE
Distance run in ft (FD+0x60 / ND+0x11C)
Definition types.h:539
@ VSSTAT_PLAY_TIME
Total play time in frames (FD+0x54 / ND+0x110)
Definition types.h:532
@ VSSTAT_DAMAGE_RECOVERED
Damage healed (FD+0x48 / ND+0x104)
Definition types.h:526
@ VSSTAT_COINS_COLLECTED
Coins picked up (FD+0x6C / ND+0x128)
Definition types.h:545
@ VSSTAT_HIT_PERCENTAGE
Attack accuracy % (calculated)
Definition types.h:522
@ VSSTAT_PLAY_PERCENTAGE
% of total VS play time (calculated)
Definition types.h:534
@ VSSTAT_COUNT_NAME
Number of stats in name mode.
Definition types.h:559
@ VSSTAT_COINS_SWIPED
Coins stolen from opponents (FD+0x70 / ND+0x12C)
Definition types.h:547
@ VSSTAT_VICTORIES
Total wins (FD+0x50 / ND+0x10C)
Definition types.h:530
@ VSSTAT_PEAK_DAMAGE
Highest % survived (FD+0x4C / ND+0x108)
Definition types.h:527
@ VSSTAT_COUNT_FIGHTER
Number of stats in fighter mode.
Definition types.h:558
@ VSSTAT_MOST_PLAYED
Most played fighter (Name mode only, icon)
Definition types.h:551
CSSIconState
Definition types.h:257
@ ICONSTATE_LOCKED
Definition types.h:258
@ ICONSTATE_TEMP
Definition types.h:259
@ ICONSTATE_UNLOCKED
Definition types.h:260
#define STATIC_ASSERT(cond)
Definition platform.h:110
static unsigned long int next
Definition rand.c:3
Definition types.h:431
f32 end_frame
Definition types.h:433
f32 start_frame
Definition types.h:432
f32 loop_frame
if this is -0.1f, dont loop
Definition types.h:434
Definition types.h:243
u8 pending_scene_change
Definition types.h:246
u8 match_type
Definition types.h:245
u8 * ko_star_counts
Definition types.h:247
VsModeData data
Definition types.h:248
u16 unk_0x0
1p port?
Definition types.h:244
Definition types.h:310
u8 cpuslider_joint
Definition types.h:319
u8 is_hold_cpu_slider
Definition types.h:332
u8 emblem_joint
Definition types.h:311
u8 team
Definition types.h:324
u8 p_kind_prev
Definition types.h:326
u8 team_joint
Definition types.h:313
float togglebtn_left
Definition types.h:335
u8 is_hold_handicap_slider
Definition types.h:333
u8 selected_since_load
Definition types.h:321
u8 costume_joint
Definition types.h:312
u8 door_joint
Definition types.h:314
u8 player_indicator_joint
Definition types.h:316
u8 p_kind
Definition types.h:325
u8 sel_icon
Definition types.h:328
float teambtn_right
Definition types.h:338
u8 slidername_joint
Definition types.h:318
float togglebtn_right
Definition types.h:336
u8 bg_joint
Definition types.h:315
u8 sel_icon_prev
Definition types.h:329
u8 dooranim_timer
Definition types.h:330
u8 cpuslider2_joint
Definition types.h:320
float teambtn_left
Definition types.h:337
u8 costume
Definition types.h:327
u8 slideranim_timer
Definition types.h:331
Definition types.h:406
float xfc
Definition types.h:409
float xf8
Definition types.h:408
float x108
Definition types.h:412
CSSKOStar ko_stars[4]
Definition types.h:414
u8 xf0[5]
Definition types.h:407
float x104
Definition types.h:411
float x10c
Definition types.h:413
float x100
Definition types.h:410
Definition types.h:378
u8 xc8
Definition types.h:389
u8 xce
Definition types.h:395
u8 name_list_joint
Definition types.h:386
CSSTag tags[4]
Definition types.h:380
int xcf
Definition types.h:396
u8 xc1
Definition types.h:382
float xdb
Definition types.h:399
u8 xc7
Definition types.h:388
float xd7
Definition types.h:398
float xe3
Definition types.h:401
float xdf
Definition types.h:400
u8 tag_box_joint
Definition types.h:387
u8 xc9
Definition types.h:390
int xd3
Definition types.h:397
u8 xc0
Definition types.h:381
u8 xcb
Definition types.h:392
u8 xc3
Definition types.h:384
u8 xcd
Definition types.h:394
float xe7
Definition types.h:402
u8 xc2
Definition types.h:383
float xeb
Definition types.h:403
u8 xc4
Definition types.h:385
u8 xca
Definition types.h:391
u8 xcc
Definition types.h:393
CSSDoor doors[4]
Definition types.h:379
Definition types.h:291
u8 char_kind
Definition types.h:293
int sfx
Definition types.h:298
float bound_u
Definition types.h:301
u8 anim_timer
Definition types.h:295
float bound_l
Definition types.h:299
float bound_r
Definition types.h:300
u8 state
Definition types.h:294
float bound_d
Definition types.h:302
u8 joint_id_vs
Definition types.h:296
u8 ft_hudindex
Definition types.h:292
u8 joint_id_1p
Definition types.h:297
Definition types.h:305
CSSModeInfo mode_info[24]
Definition types.h:307
u8 gnw_name[0x1C]
Definition types.h:306
Definition types.h:366
int x10
Definition types.h:372
int x18
Definition types.h:374
float x4
Definition types.h:368
HSD_Text * text
Definition types.h:367
int x1c
Definition types.h:375
int xc
Definition types.h:371
int x14
Definition types.h:373
u8 joint2
Definition types.h:370
u8 joint
Definition types.h:369
Definition types.h:251
u16 mode_ffa_frame
Definition types.h:252
u16 mode_teams_frame
Definition types.h:253
int enter_sfx
Definition types.h:254
Definition types.h:341
TextGlyphTexture * name_ls
Definition types.h:343
u8 use_tag
Definition types.h:351
float scroll_force
Definition types.h:346
int timer
Definition types.h:347
u8 port
Definition types.h:349
TextGlyphTexture * text
Definition types.h:342
float x8
Definition types.h:344
u8 next_tag
Definition types.h:348
float scroll_amt
Definition types.h:345
u8 state
Definition types.h:350
Definition types.h:354
u8 list_joint
Definition types.h:357
u8 xb
Definition types.h:363
u8 kostar_text_joint
Definition types.h:360
u8 name_jointl
Definition types.h:358
u8 xa
Definition types.h:362
CSSTagData * data
Definition types.h:355
u8 x9
Definition types.h:361
u8 x4
Definition types.h:356
u8 x7
Definition types.h:359
size 0x8
Definition types.h:21
u8 pad[3]
Definition types.h:23
u8 id
Definition types.h:22
u32 val
Definition types.h:24
User data for VS Records page 2 (character details screen) Total size: 0xC8 bytes.
Definition types.h:465
u8 pad_5[3]
Definition types.h:470
HSD_JObj * name_mode_header
shown in name mode
Definition types.h:477
HSD_JObj * x1C
Definition types.h:476
HSD_Text * row_icons[10]
optional stat icons
Definition types.h:493
HSD_JObj * x8
Definition types.h:471
HSD_Text * row_labels[10]
stat category label text
Definition types.h:491
u8 saved_menu
Saved menu ID on entry.
Definition types.h:466
u8 selected_name_idx
name mode selection
Definition types.h:488
u8 selected_fighter_idx
fighter mode selection
Definition types.h:487
HSD_JObj * down_arrow
hidden when at bottom
Definition types.h:482
HSD_JObj * x24
Definition types.h:478
HSD_JObj * xC
Definition types.h:472
u8 pad_49[3]
Definition types.h:490
u16 scroll_offset
current scroll position
Definition types.h:486
u8 anim_state
0 = idle, 1 = intro anim playing
Definition types.h:469
u8 pad_1
Definition types.h:467
HSD_Text * row_values[10]
stat value text
Definition types.h:492
u8 is_name_mode
0 = fighter, 1 = name mode
Definition types.h:489
HSD_JObj * row1_ref
row 1 position reference
Definition types.h:481
HSD_JObj * right_arrow
hidden at last selection
Definition types.h:485
HSD_JObj * up_arrow
hidden when scroll_offset == 0
Definition types.h:483
HSD_JObj * row0_ref
row 0 position reference
Definition types.h:480
HSD_JObj * left_arrow
hidden at first selection
Definition types.h:484
HSD_JObj * icon_parent
parent for character icons
Definition types.h:479
HSD_JObj * x18
Definition types.h:475
u16 saved_selection
Saved hovered selection on entry.
Definition types.h:468
HSD_Text * header_text
entity name header
Definition types.h:494
HSD_JObj * fighter_mode_header
shown in fighter mode
Definition types.h:474
HSD_JObj * x10
Definition types.h:473
User data for VS Records page 3 (stat rankings screen) Total size: 0x78 bytes.
Definition types.h:499
u8 saved_selection
Definition types.h:501
u8 scroll_offset
Definition types.h:503
u8 pad_2[2]
Definition types.h:502
u8 anim_state
Definition types.h:504
u8 saved_menu
Definition types.h:500
HSD_GObj * popup_gobj
Definition types.h:512
HSD_Text * row_labels[10]
Definition types.h:508
HSD_Text * row_icons[5]
Definition types.h:511
HSD_JObj * jobjs[10]
Definition types.h:507
HSD_Text * title_text
Definition types.h:509
u8 is_name_mode
Definition types.h:505
HSD_Text * value_text
Definition types.h:510
u8 pad_7
Definition types.h:506
User data for VS Records diagram screen (mnDiagram)
Definition types.h:438
u8 pad_1
Definition types.h:440
u16 name_cursor_pos
Name mode cursor (row << 8 | col)
Definition types.h:447
u8 saved_menu
Saved menu ID on entry.
Definition types.h:439
HSD_GObj * popup_gobj
Popup window GObj (or NULL)
Definition types.h:448
u16 fighter_cursor_pos
Fighter mode cursor (row << 8 | col)
Definition types.h:446
u8 pad_45[3]
Definition types.h:450
HSD_JObj * jobjs[13]
JObj references, filled by lb_80011E24.
Definition types.h:444
HSD_Text * col_header_text
Column header text object.
Definition types.h:451
u8 anim_state
0 = idle, 1 = intro anim playing
Definition types.h:442
u16 saved_selection
Saved hovered selection on entry.
Definition types.h:441
u8 pad_5[3]
Definition types.h:443
u8 is_name_mode
0 = fighter mode, 1 = name mode
Definition types.h:449
HSD_Text * row_header_text
Row header text object.
Definition types.h:452
Definition types.h:1115
Definition gobjproc.h:8
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26
Definition jobj.h:107
Definition sislib.h:47
Definition types.h:455
float start_frame
Definition types.h:457
void(* think)(HSD_GObj *)
Definition types.h:460
u16 * description_indices
array of sis idx's for each selection
Definition types.h:458
AnimLoopSettings * anim_loop
Definition types.h:456
u8 selection_count
number of options/cursors in the menu
Definition types.h:459
Definition types.h:12
u8 unk1
Definition types.h:14
u8 unk2
Definition types.h:15
HSD_Text * text
Definition types.h:17
u8 cursor
Definition types.h:13
u8 unk3
Definition types.h:16
Definition types.h:98
s32 unk_04
Definition types.h:100
struct PerfLabelLine * next
Definition types.h:99
char text[0x80]
Definition types.h:101
Definition types.h:53
s8 spawn_dir
Definition types.h:60
u8 xD_b3
Definition types.h:77
float x20
Definition types.h:89
s8 x5
Definition types.h:59
u8 xC_b1
Definition types.h:67
u8 xD_b1
Definition types.h:75
u16 x12
Definition types.h:85
u8 xB
Definition types.h:65
u16 x10
Definition types.h:84
u8 xD_b2
Definition types.h:76
float x1C
defense ratio
Definition types.h:88
s8 handicap
Definition types.h:62
u8 color
Definition types.h:57
u8 xD_b5
Definition types.h:79
u8 team
Definition types.h:63
u8 xC_b5
Definition types.h:71
u8 xD_b6
Definition types.h:80
u8 xC_b0
rumble enabled
Definition types.h:66
u8 xA
Definition types.h:64
u8 xD_b0
Definition types.h:74
u8 xC_b3
Definition types.h:69
u8 xE
CPU type.
Definition types.h:82
u8 sub_color
Definition types.h:61
u8 xC_b7
Definition types.h:73
u8 cpu_level
Definition types.h:83
u8 xC_b4
invisible
Definition types.h:70
u8 xC_b2
metal
Definition types.h:68
u8 slot
Definition types.h:58
u8 slot_type
uses Gm_PKind values
Definition types.h:55
u8 xC_b6
Definition types.h:72
u8 xD_b4
Definition types.h:78
u16 hp
hit points, for stamina mode
Definition types.h:86
s8 stocks
Definition types.h:56
u8 xD_b7
Definition types.h:81
float x18
offense ratio
Definition types.h:87
s8 c_kind
uses CharacterKind (CKIND_*) values
Definition types.h:54
Definition types.h:422
s8 force_stage_id
Definition types.h:426
u8 start_game
Definition types.h:427
u8 unk_stage
Definition types.h:423
VsModeData data
Definition types.h:428
u8 no_lras
Definition types.h:425
u8 x1
Definition types.h:424
Definition types.h:199
PlayerInitData players[6]
Definition types.h:201
StartMeleeRules rules
Definition types.h:200
Definition types.h:111
u8 x9
Definition types.h:166
u32 x4_4
Definition types.h:149
u8 x10_b1
Definition types.h:193
void(* x44)(void)
Definition types.h:186
u32 x3_4
Definition types.h:140
int(* x40)(void)
Definition types.h:185
u8 x7
Definition types.h:164
u32 x5_2
Definition types.h:156
u32 x0_0
Definition types.h:112
u32 x0_7
timer counts up
Definition types.h:115
u32 x1_2
Definition types.h:119
u32 x4_2
Definition types.h:147
u32 x4_3
Definition types.h:148
u32 x0_3
Definition types.h:113
u32 x5_0
Definition types.h:154
float x30
Definition types.h:181
u16 xE
Definition types.h:171
u32 timer_shows_hours
Definition types.h:123
u32 x2_6
Definition types.h:133
u8 pad_x0[0x10]
Definition types.h:191
u32 x1_4
Definition types.h:121
u32 x5_5
Definition types.h:159
u8 x14
Definition types.h:174
u32 x2_5
Definition types.h:132
void(* x4C)(void)
Definition types.h:188
u8 x6
Definition types.h:163
u32 x1C_pad[(0x20 - 0x1C)/4]
Definition types.h:176
u32 x5_6
Definition types.h:160
u8 pad_x5C[0x60 - 0x5C]
Definition types.h:196
u32 x4_5
Definition types.h:150
u32 x5_4
Definition types.h:158
u32 x3_1
Definition types.h:137
u32 x10
Definition types.h:173
u32 x2_4
Definition types.h:131
u64 x20
Definition types.h:178
u8 xD
Definition types.h:170
struct lbl_8046B668_t * x58
Definition types.h:195
u32 x1_7
friendly fire on
Definition types.h:125
u32 x5_1
Definition types.h:155
u32 x1_1
Definition types.h:118
u8 x10_b0
Definition types.h:192
void(* x3C)(int)
Definition types.h:184
void(* x48)(void)
Definition types.h:187
s8 xC
Definition types.h:169
u32 x3_0
Definition types.h:136
float x2C
Definition types.h:180
u32 x3_6
Definition types.h:142
u32 x4_7
Definition types.h:152
u32 x3_2
Definition types.h:138
u32 x3_7
Definition types.h:143
u8 is_teams
Definition types.h:165
u32 x2_3
single-button mode enabled
Definition types.h:130
u32 x0_6
Definition types.h:114
void(* x50)(u8)
Definition types.h:189
u32 x4_6
Definition types.h:151
int x28
Definition types.h:179
u32 x3_3
Definition types.h:139
void(* x38)(int)
Definition types.h:183
struct StartMeleeRules::@311 * x54
u32 x1_5
Definition types.h:122
u32 x5_7
Definition types.h:161
u32 x1_0
Definition types.h:117
u32 x2_2
Definition types.h:129
u32 x2_1
Definition types.h:128
u8 xA
Definition types.h:167
u32 x4_1
Definition types.h:146
u32 x4_0
Definition types.h:145
s8 xB
Definition types.h:168
float x34
Definition types.h:182
u32 x18
Definition types.h:175
u32 x5_3
Definition types.h:157
u32 x1_3
Definition types.h:120
u32 x2_0
Definition types.h:127
u32 x2_7
Definition types.h:134
u32 x3_5
Definition types.h:141
Definition sislib.h:16
Definition types.h:204
s8 ordered_stage_index
Definition types.h:206
u8 unk_0x4
Definition types.h:209
s8 winner
Definition types.h:207
u8 unk_0x5
Definition types.h:210
s8 loser
Definition types.h:205
u8 unk_0x3
Definition types.h:208
u8 unk_0x6
Definition types.h:211
u8 unk_0x7
Definition types.h:212
StartMeleeData data
Definition types.h:213
Definition types.h:105
PerfLabelLine line0
Definition types.h:106
PerfLabelLine line1
Definition types.h:107
Definition types.h:92
s8 arr2[0x1C]
Definition types.h:94
s8 arr1[0x1C]
Definition types.h:93
Definition types.h:417
char pad_0[0x96000]
Definition types.h:418