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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 <Runtime/platform.h>
5
6#include <melee/gm/forward.h>
7#include <melee/it/forward.h>
8#include <melee/mn/forward.h> // IWYU pragma: export
10
11#include <dolphin/mtx.h>
12
13#ifdef M2C
14struct mnInfo_GObj {
15 /* +0 */ u16 classifier;
16 /* +2 */ u8 p_link;
17 /* +3 */ u8 gx_link;
18 /* +4 */ u8 p_priority;
19 /* +5 */ u8 render_priority;
20 /* +6 */ u8 obj_kind;
21 /* +7 */ u8 user_data_kind;
22 /* +8 */ mnInfo_GObj* next;
23 /* +C */ mnInfo_GObj* prev;
24 /* +10 */ mnInfo_GObj* next_gx;
25 /* +14 */ mnInfo_GObj* prev_gx;
26 /* +18 */ HSD_GObjProc* proc;
27 /* +1C */ void (*rendered)(mnInfo_GObj* gobj, s32 code);
28 /* +20 */ u64 gxlink_prios;
29 /* +28 */ HSD_JObj* hsd_obj;
30 /* +2C */ MnInfoData* user_data;
31 /* +30 */ void (*user_data_remove_func)(mnInfo_GObj* data);
32 /* +34 */ void* x34_unk;
33};
34
35struct mnSoundTest_GObj {
36 /* +0 */ u16 classifier;
37 /* +2 */ u8 p_link;
38 /* +3 */ u8 gx_link;
39 /* +4 */ u8 p_priority;
40 /* +5 */ u8 render_priority;
41 /* +6 */ u8 obj_kind;
42 /* +7 */ u8 user_data_kind;
43 /* +8 */ HSD_GObj* next;
44 /* +C */ HSD_GObj* prev;
45 /* +10 */ HSD_GObj* next_gx;
46 /* +14 */ HSD_GObj* prev_gx;
47 /* +18 */ HSD_GObjProc* proc;
48 /* +1C */ GObj_RenderFunc render_cb;
49 /* +20 */ u64 gxlink_prios;
50 /* +28 */ void* hsd_obj;
51 /* +2C */ soundtest_user_data* user_data;
52 /* +30 */ void (*user_data_remove_func)(void* data);
53 /* +34 */ void* x34_unk;
54};
55#endif
56
64ASSERT_SIZE(struct Menu, 0x8);
65
71
72#ifdef M2C
73typedef struct Menu_GObj Menu_GObj;
74struct Menu_GObj {
75 /* +0 */ u16 classifier;
76 /* +2 */ u8 p_link;
77 /* +3 */ u8 gx_link;
78 /* +4 */ u8 p_priority;
79 /* +5 */ u8 render_priority;
80 /* +6 */ u8 obj_kind;
81 /* +7 */ u8 user_data_kind;
82 /* +8 */ Menu_GObj* next;
83 /* +C */ Menu_GObj* prev;
84 /* +10 */ Menu_GObj* next_gx;
85 /* +14 */ Menu_GObj* prev_gx;
86 /* +18 */ HSD_GObjProc* proc;
87 /* +1C */ void (*rendered)(Menu_GObj* gobj, s32 code);
88 /* +20 */ u64 gxlink_prios;
89 /* +28 */ HSD_JObj* hsd_obj;
90 /* +2C */ Menu* user_data;
91 /* +30 */ void (*user_data_remove_func)(Fighter* data);
92 /* +34 */ void* x34_unk;
93};
94#else
95typedef struct HSD_GObj Menu_GObj;
96#endif
97
136
138 /* 0x00 */ s8 arr1[0x1C];
139 /* 0x1C */ s8 arr2[0x1C];
140};
142
143typedef struct PerfLabelLine {
144 /* 0x00 */ struct PerfLabelLine* next;
145 /* 0x04 */ s32 unk_04;
146 /* 0x08 */ char text[0x80];
147} PerfLabelLine; /* size = 0x88 */
149
150typedef struct lbl_8046B378_t {
151 /* 0x000 */ PerfLabelLine line0;
152 /* 0x088 */ PerfLabelLine line1;
153} lbl_8046B378_t; /* size = 0x110 */
155
158 u32 x0_3 : 3;
161
168 u32 timer_shows_hours : 1; // false=65:00.00, true=1:05:00.00
169
171
183
192
193 u32 x4_0 : 1;
194 u32 is_vs : 1;
201
210
212 u8 x7; // end graphic / SFX type
220
224 u32 x1C_pad[(0x20 - 0x1C) / 4];
225
226 u64 x20; // item mask (which items are enabled?)
227 ItemKind it_kind; // not sure how this is used; can it be anything other
228 // than an ItemKind?
229 float x2C;
230 float x30;
233 int);
238 int);
243 void);
250 void (*on_match_end)(u8 outcome);
258 u8 pad_x5C[0x60 - 0x5C];
259};
260
265
267 /* +0 */ s8 loser;
269 /* +2 */ s8 winner;
270 /* +3 */ u8 unk_0x3;
271 /* +4 */ u8 unk_0x4;
272 /* +5 */ u8 unk_0x5;
273 /* +6 */ u8 unk_0x6;
274 /* +7 */ u8 unk_0x7;
276};
277
304
305typedef enum CSSPendingSceneChangeKind {
308
316
318 u16 mode_ffa_frame; // 0x00 - Anim frame used for top-left mode texture
319 u16 mode_teams_frame; // 0x02 - Anim frame used for top-left mode texture
320 int enter_sfx; // 0x04 - Announcer sfx when entering CSS
321};
322
328
356
374 /* 00 */ SELKIND_CAPTAIN, // Captain Falcon (Captain)
375 /* 01 */ SELKIND_DONKEY, // Donkey Kong (Donkey)
376 /* 02 */ SELKIND_FOX, // Fox
377 /* 03 */ SELKIND_GAMEWATCH, // Mr. Game & Watch (GameWatch)
378 /* 04 */ SELKIND_KIRBY, // Kirby
379 /* 05 */ SELKIND_KOOPA, // Bowser (Koopa)
380 /* 06 */ SELKIND_LINK, // Link
381 /* 07 */ SELKIND_LUIGI, // Luigi
382 /* 08 */ SELKIND_MARIO, // Mario
383 /* 09 */ SELKIND_MARS, // Marth (Mars)
384 /* 0A */ SELKIND_MEWTWO, // Mewtwo
385 /* 0B */ SELKIND_NESS, // Ness
386 /* 0C */ SELKIND_PEACH, // Peach
387 /* 0D */ SELKIND_PIKACHU, // Pikachu
388 /* 0E */ SELKIND_POPONANA, // Ice Climbers (Popo & Nana)
389 /* 0F */ SELKIND_PURIN, // Jigglypuff (Purin)
390 /* 10 */ SELKIND_SAMUS, // Samus
391 /* 11 */ SELKIND_YOSHI, // Yoshi
392 /* 12 */ SELKIND_ZELDA_SEAK, // Zelda + Sheik
393 /* 13 */ SELKIND_FALCO, // Falco
394 /* 14 */ SELKIND_CLINK, // Young Link (CLink)
395 /* 15 */ SELKIND_DRMARIO, // Dr. Mario
396 /* 16 */ SELKIND_EMBLEM, // Roy (Emblem)
397 /* 17 */ SELKIND_PICHU, // Pichu
398 /* 18 */ SELKIND_GANON, // Ganondorf (Ganon)
401
402struct CSSIcon {
403 u8 ft_hudindex; // 0x00 - used for getting combo count @ 8025C0C4
404 u8 char_kind; // 0x01 - icons external ID
405 u8 state; // 0x02 - 0x0 Not Unlocked, 0x01 Unlocked, 0x02 Unlocked and disp
406 u8 anim_timer; // 0x03 - 0xC when char is chosen
407 u8 joint_id_vs; // 0x04 - Vs Icon Bg Jobj ID
408 u8 joint_id_1p; // 0x05 - Vs Icon Bg Jobj ID
409 int sfx; // 0x08
410 float bound_l; // 0x0C
411 float bound_r; // 0x10
412 float bound_u; // 0x14
413 float bound_d; // 0x18
414};
415
417 u8 gnw_name[0x1C]; // 0x0
419};
420
421struct CSSDoor {
424 u8 team_joint; // 0x02
425 u8 door_joint; // 0x03
426 u8 bg_joint; // 0x04
427 u8 player_indicator_joint; // 0x05 - Nametag window joint id (to scroll and
428 // choose a name)
429 u8 slidername_joint; // 0x06 - Slider name joint
430 u8 cpuslider_joint; // 0x07 - Used when only CPU is showing
431 u8 cpuslider2_joint; // 0x08 - Used when handicap is also showing
432 u8 selected_since_load; // 0x09 - Determines when player selected since the
433 // CSS loaded
434
435 u8 team; // 0x0A
436 u8 p_kind; // 0x0B - PlayerKind, 0x0 = HMN, 0x1 = CPU, 0x3 = Closed
438 u8 costume; // 0x0D
439 u8 sel_icon; // 0x0E - Icon this player has selected
445
446 float togglebtn_left; // 0x14 - HMN button bound
447 float togglebtn_right; // 0x18 - HMN button bound
448 float teambtn_left; // 0x1C - Team button bound
449 float teambtn_right; // 0x20 - Team button bound
450};
451
453 HSD_Text* text; // 0x00
455 float x8; // 0x08
456 float scroll_amt; // 0x0C
457 float scroll_force; // 0x10
458 int timer; // 0x14
459 u8 next_tag; // 0x18
460 u8 port; // 0x19
461 u8 state; // 0x1A
462 u8 use_tag; // 0x1B
463};
464
465struct CSSTag {
466 CSSTagData* data; // 0x00
467 u8 x4; // 0x04
468 u8 list_joint; // 0x05
470 u8 x7; // 0x07
472 u8 x9; // 0x09
473 u8 xa; // 0x0A
474 u8 xb; // 0x0B
475};
476
477struct CSSKOStar {
478 HSD_Text* text; // 0x00
479 float x4; // 0x04
480 u8 joint; // 0x08
481 u8 joint2; // 0x09
482 int xc; // 0x0C
483 int x10; // 0x10
484 int x14; // 0x14
485 int x18; // 0x18
486 int x1c; // 0x1C
487};
488
490 CSSDoor doors[4]; // 0x00
491};
492
519
521 u8 xf0[5];
525 float xf8;
526 float xfc;
527 float x100;
528 float x104;
529 float x108;
530 float x10c;
531 CSSKOStar ko_stars[4]; // 0x110
532};
533
535 char pad_0[0x96000];
536};
538
539struct SSSData {
540 /* +00 */ u8 unk_stage;
541 /* +01 */ u8 x1;
542 /* +02 */ u8 no_lras;
544 /* +04 */ u8 start_game;
545 /* +08 */ VsModeData vs;
546};
547
549 /* +00 */ f32 start_frame;
550 /* +04 */ f32 end_frame;
551 /* +08 */ f32 loop_frame;
552};
553
555struct Diagram {
556 /* 0x00 */ u8 saved_menu;
557 /* 0x01 */ u8 pad_1;
558 /* 0x02 */ u16 saved_selection;
559 /* 0x04 */ u8 anim_state;
560 /* 0x05 */ u8 pad_5[3];
561 /* 0x08 */ HSD_JObj* jobjs[13];
562 /* 0x3C */ u16
564 /* 0x3E */ u16 name_cursor_pos;
565 /* 0x40 */ HSD_GObj* popup_gobj;
566 /* 0x44 */ u8 is_name_mode;
567 /* 0x45 */ u8 pad_45[3];
570};
571
579
581 /* 0x00 */ Vec3 header_pos;
582 /* 0x0C */ Vec3 label_pos;
583 /* 0x18 */ Vec3 value_pos;
584 /* 0x24 */ Vec3 icon_pos;
585 /* 0x30 */ u16 label_ids[24];
586 /* 0x60 */ u16 unit_glyph_ids[24];
587};
588
591struct Diagram2 {
592 /* 0x00 */ u8 saved_menu;
593 /* 0x01 */ u8 pad_1;
594 /* 0x02 */ u16 saved_selection;
595 /* 0x04 */ u8 anim_state;
596 /* 0x05 */ u8 pad_5[3];
597 /* 0x08 */ HSD_JObj* x8;
598 /* 0x0C */ HSD_JObj* xC;
599 /* 0x10 */ HSD_JObj* x10;
601 /* 0x18 */ HSD_JObj* x18;
602 /* 0x1C */ HSD_JObj* x1C;
604 /* 0x24 */ HSD_JObj* x24;
605 /* 0x28 */ HSD_JObj* icon_parent;
606 /* 0x2C */ HSD_JObj* row0_ref;
607 /* 0x30 */ HSD_JObj* row1_ref;
608 /* 0x34 */ HSD_JObj* down_arrow;
609 /* 0x38 */ HSD_JObj* up_arrow;
610 /* 0x3C */ HSD_JObj* left_arrow;
611 /* 0x40 */ HSD_JObj* right_arrow;
612 /* 0x44 */ u16 scroll_offset;
615 /* 0x48 */ u8 is_name_mode;
616 /* 0x49 */ u8 pad_49[3];
617 /* 0x4C */ HSD_Text* row_labels[10];
618 /* 0x74 */ HSD_Text* row_values[10];
619 /* 0x9C */ HSD_Text* row_icons[10];
620 /* 0xC4 */ HSD_Text* header_text;
621};
622
625struct Diagram3 {
626 /* 0x00 */ u8 saved_menu;
627 /* 0x01 */ u8 cursor_row;
628 /* 0x02 */ u8 pad_2[2];
629 /* 0x04 */ u8 scroll_offset;
630 /* 0x05 */ u8 anim_state;
631 /* 0x06 */ u8 is_name_mode;
632 /* 0x07 */ u8 pad_7;
633 /* 0x08 */ HSD_JObj* jobjs[10];
634 /* 0x30 */ HSD_Text* row_labels[10];
635 /* 0x58 */ HSD_Text* title_text;
636 /* 0x5C */ HSD_Text* value_text;
637 /* 0x60 */ HSD_Text* row_icons[5];
638 /* 0x74 */ HSD_GObj* popup_gobj;
639};
640
687
688typedef struct GlyphVariantEntry {
689 /* 0x00 */ u8 selection;
690 /* 0x01 */ u8 pad_01[3];
691 /* 0x04 */ HSD_JObj* jobjs[7];
692 /* 0x20 */ HSD_Text* text;
693} GlyphVariantEntry; /* size = 0x24 */
694
695typedef struct NameNewEntry {
696 /* 0x00 */ u8 x0;
697 /* 0x01 */ u8 x1;
698 /* 0x02 */ u8 x2;
699 /* 0x03 */ u8 x3;
700 /* 0x04 */ HSD_JObj* jobjs[19];
701 /* 0x50 */ u8 mode;
702 /* 0x51 */ u8 last_key_sel;
703 /* 0x52 */ u8 pad_52[2];
705 /* 0x58 */ u8 cursor_pos;
706 /* 0x59 */ u8 name_index;
707 /* 0x5A */ u8 auto_history[5];
708 /* 0x5F */ u8 pad_5F;
709 /* 0x60 */ HSD_Text* key_text;
711 /* 0x68 */ HSD_Text* desc_text;
712} NameNewEntry; /* size = 0x6C */
713
716 /* +00 */ u8 scroll_idx;
717 /* +04 */ u32 anim_timer;
719 /* +08 */ HSD_Text*
721 /* +18 */ HSD_Text* right_column[4];
723};
724
738
739#endif
struct DVDCommandBlock * prev
Definition dvdqueue.c:8
struct Vec Vec3
signed int s32
Definition types.h:12
unsigned int u32
Definition types.h:13
signed char s8
Definition types.h:4
float f32
Definition types.h:18
unsigned short int u16
Definition types.h:7
unsigned long long int u64
Definition types.h:16
unsigned char u8
Definition types.h:5
#define GM_MAX_PLAYERS
Definition forward.h:12
ItemKind
Based on "ID Lists" from the SSBM datasheet, in-game references, and further research by VetriTheRetr...
Definition forward.h:130
#define ASSERT_SIZE(expr, size)
Definition platform.h:127
void(* Event)(void)
A void callback with no arguments.
Definition platform.h:32
static u32 next
Definition rand.c:4
CSSMatchType
Definition types.h:278
@ TRAINING_MODE
Definition types.h:302
@ VS_STAMINA
Definition types.h:281
@ VS_MELEE
Definition types.h:279
@ STADIUM_CRUEL_MELEE
Definition types.h:301
@ STADIUM_15_MIN_MELEE
Definition types.h:299
@ STADIUM_TARGET
Definition types.h:294
@ STADIUM_MULTIMAN_10
Definition types.h:296
@ VS_SLOWMO
Definition types.h:289
@ STADIUM_3_MIN_MELEE
Definition types.h:298
@ STADIUM_MULTIMAN_100
Definition types.h:297
@ VS_TINY
Definition types.h:284
@ VS_INVISIBLE
Definition types.h:285
@ VS_FIXED_CAMERA
Definition types.h:286
@ REG_ADVENTURE
Definition types.h:291
@ STADIUM_HOMERUN
Definition types.h:295
@ VS_CAMERA
Definition types.h:280
@ EVENT_MATCH
Definition types.h:293
@ REG_ALLSTAR
Definition types.h:292
@ VS_LIGHTNING
Definition types.h:288
@ STADIUM_ENDLESS_MELEE
Definition types.h:300
@ VS_GIANT
Definition types.h:283
@ VS_SINGLE_BUTTON
Definition types.h:287
@ VS_SUDDEN_DEATH
Definition types.h:282
@ REG_CLASSIC
Definition types.h:290
CSSIconJointId
Definition types.h:329
@ ICONJOINT_DONKEY
Definition types.h:341
@ ICONJOINT_DRMARIO
Definition types.h:330
@ ICONJOINT_YOSHI
Definition types.h:340
@ ICONJOINT_PIKACHU
Definition types.h:350
@ ICONJOINT_PURIN
Definition types.h:351
@ ICONJOINT_PEACH
Definition types.h:339
@ ICONJOINT_FALCO
Definition types.h:331
@ ICONJOINT_LINK
Definition types.h:349
@ ICONJOINT_KIRBY
Definition types.h:346
@ ICONJOINT_PICHU
Definition types.h:334
@ ICONJOINT_CAPTAIN
Definition types.h:342
@ ICONJOINT_MEWTWO
Definition types.h:352
@ ICONJOINT_KOOPA
Definition types.h:338
@ ICONJOINT_MARIO
Definition types.h:336
@ ICONJOINT_GANON
Definition types.h:332
@ ICONJOINT_NESS
Definition types.h:344
@ ICONJOINT_MARS
Definition types.h:354
@ ICONJOINT_POPONANA
Definition types.h:345
@ ICONJOINT_GAMEWATCH
Definition types.h:353
@ ICONJOINT_ZELDA
Definition types.h:348
@ ICONJOINT_FOX
Definition types.h:343
@ ICONJOINT_CLINK
Definition types.h:333
@ ICONJOINT_SAMUS
Definition types.h:347
@ ICONJOINT_EMBLEM
Definition types.h:335
@ ICONJOINT_LUIGI
Definition types.h:337
VSRecordsStatType
VS Records stat types for mnDiagram2 (page 2 of VS Records menu).
Definition types.h:644
@ VSSTAT_DAMAGE_TAKEN
Total damage received (FD+0x44 / ND+0x100).
Definition types.h:650
@ VSSTAT_SD_COUNT
Self-destructs (FD+0x34 / ND+0xF0).
Definition types.h:647
@ VSSTAT_TOTAL_FALLS
Total falls (deaths).
Definition types.h:646
@ VSSTAT_TOTAL_KOS
Total KOs across all opponents.
Definition types.h:645
@ VSSTAT_LOSSES
Total losses (FD+0x52 / ND+0x10E).
Definition types.h:657
@ VSSTAT_AVG_PLAYERS
Average player count (calculated).
Definition types.h:662
@ VSSTAT_COINS_LOST
Coins lost to opponents (FD+0x74 / ND+0x130).
Definition types.h:675
@ VSSTAT_SECOND_PLAYED
2nd most played fighter (Name mode only, icon)
Definition types.h:679
@ VSSTAT_WALK_DISTANCE
Distance walked in ft (FD+0x5C / ND+0x118).
Definition types.h:663
@ VSSTAT_LEAST_PLAYED
Least played fighter (Name mode only, icon).
Definition types.h:681
@ VSSTAT_DAMAGE_DEALT
Total damage dealt (FD+0x40 / ND+0xFC).
Definition types.h:649
@ VSSTAT_PEAK_HEIGHT
Max height reached in ft (FD+0x68 / ND+0x124).
Definition types.h:669
@ VSSTAT_FALL_DISTANCE
Distance fallen in ft (FD+0x64 / ND+0x120).
Definition types.h:667
@ VSSTAT_MATCH_COUNT
Total matches played (FD+0x4E / ND+0x10A).
Definition types.h:654
@ VSSTAT_RUN_DISTANCE
Distance run in ft (FD+0x60 / ND+0x11C).
Definition types.h:665
@ VSSTAT_PLAY_TIME
Total play time in frames (FD+0x54 / ND+0x110).
Definition types.h:658
@ VSSTAT_DAMAGE_RECOVERED
Damage healed (FD+0x48 / ND+0x104).
Definition types.h:652
@ VSSTAT_COINS_COLLECTED
Coins picked up (FD+0x6C / ND+0x128).
Definition types.h:671
@ VSSTAT_HIT_PERCENTAGE
Attack accuracy % (calculated).
Definition types.h:648
@ VSSTAT_PLAY_PERCENTAGE
% of total VS play time (calculated)
Definition types.h:660
@ VSSTAT_COUNT_NAME
Number of stats in name mode.
Definition types.h:685
@ VSSTAT_COINS_SWIPED
Coins stolen from opponents (FD+0x70 / ND+0x12C).
Definition types.h:673
@ VSSTAT_VICTORIES
Total wins (FD+0x50 / ND+0x10C).
Definition types.h:656
@ VSSTAT_PEAK_DAMAGE
Highest % survived (FD+0x4C / ND+0x108).
Definition types.h:653
@ VSSTAT_COUNT_FIGHTER
Number of stats in fighter mode.
Definition types.h:684
@ VSSTAT_MOST_PLAYED
Most played fighter (Name mode only, icon).
Definition types.h:677
CSSIconState
Definition types.h:323
@ ICONSTATE_LOCKED
Definition types.h:324
@ ICONSTATE_TEMP
Definition types.h:325
@ ICONSTATE_UNLOCKED
Definition types.h:326
CSSSceneChangeKind
Definition types.h:305
@ CSSPendingSceneChange_2
Definition types.h:306
SelectableCharacterKind
Identifier for a single selectable character as seen in high-scores or on the CSS.
Definition types.h:373
@ SELKIND_MEWTWO
Definition types.h:384
@ SELKIND_MARS
Definition types.h:383
@ SELKIND_LINK
Definition types.h:380
@ SELKIND_CLINK
Definition types.h:394
@ SELKIND_GAMEWATCH
Definition types.h:377
@ SELKIND_YOSHI
Definition types.h:391
@ SELKIND_EMBLEM
Definition types.h:396
@ SELKIND_COUNT
Definition types.h:399
@ SELKIND_MARIO
Definition types.h:382
@ SELKIND_SAMUS
Definition types.h:390
@ SELKIND_GANON
Definition types.h:398
@ SELKIND_DONKEY
Definition types.h:375
@ SELKIND_PURIN
Definition types.h:389
@ SELKIND_FALCO
Definition types.h:393
@ SELKIND_NESS
Definition types.h:385
@ SELKIND_FOX
Definition types.h:376
@ SELKIND_POPONANA
Definition types.h:388
@ SELKIND_KOOPA
Definition types.h:379
@ SELKIND_DRMARIO
Definition types.h:395
@ SELKIND_PEACH
Definition types.h:386
@ SELKIND_PICHU
Definition types.h:397
@ SELKIND_LUIGI
Definition types.h:381
@ SELKIND_CAPTAIN
Definition types.h:374
@ SELKIND_KIRBY
Definition types.h:378
@ SELKIND_ZELDA_SEAK
Definition types.h:392
@ SELKIND_PIKACHU
Definition types.h:387
Definition types.h:548
f32 end_frame
Definition types.h:550
f32 start_frame
Definition types.h:549
f32 loop_frame
if this is -0.1f, dont loop
Definition types.h:551
Definition types.h:309
u8 pending_scene_change
CSSPendingSceneChangeKind
Definition types.h:312
u8 match_type
CSSMatchType
Definition types.h:311
VsModeData vs
Definition types.h:314
u8 * ko_counts
Definition types.h:313
u16 unk_0x0
1p port?
Definition types.h:310
Definition types.h:421
u8 cpuslider_joint
Definition types.h:430
u8 is_hold_cpu_slider
Definition types.h:443
u8 emblem_joint
Definition types.h:422
u8 team
Definition types.h:435
u8 p_kind_prev
Definition types.h:437
u8 team_joint
Definition types.h:424
float togglebtn_left
Definition types.h:446
u8 is_hold_handicap_slider
Definition types.h:444
u8 selected_since_load
Definition types.h:432
u8 costume_joint
Definition types.h:423
u8 door_joint
Definition types.h:425
u8 player_indicator_joint
Definition types.h:427
u8 p_kind
Definition types.h:436
u8 sel_icon
Definition types.h:439
float teambtn_right
Definition types.h:449
u8 slidername_joint
Definition types.h:429
float togglebtn_right
Definition types.h:447
u8 bg_joint
Definition types.h:426
u8 sel_icon_prev
Definition types.h:440
u8 dooranim_timer
Definition types.h:441
u8 cpuslider2_joint
Definition types.h:431
float teambtn_left
Definition types.h:448
u8 costume
Definition types.h:438
u8 slideranim_timer
Definition types.h:442
Definition types.h:520
float xfc
Definition types.h:526
float xf8
Definition types.h:525
float x108
Definition types.h:529
CSSKOStar ko_stars[4]
Definition types.h:531
u8 stocks
Definition types.h:522
u8 xf0[5]
Definition types.h:521
float x104
Definition types.h:528
u8 xf6
Definition types.h:523
float x10c
Definition types.h:530
u8 xf7
Definition types.h:524
float x100
Definition types.h:527
Definition types.h:489
CSSDoor doors[4]
Definition types.h:490
Definition types.h:493
HSD_Text * xd3
Definition types.h:511
float cpuup_right
Definition types.h:515
u8 xc0
Definition types.h:494
float cpudown_right
Definition types.h:513
u8 xc9
Definition types.h:503
u8 xcc
Definition types.h:506
float cpuup_left
Definition types.h:514
float cpu_slider_x
Definition types.h:510
u8 xca
Definition types.h:504
float cpubtn_btm
Definition types.h:517
u8 xc8
Definition types.h:502
float cpudown_left
Definition types.h:512
float cpubtn_top
Definition types.h:516
u8 xc1
Definition types.h:495
u8 cpu_level_shown
Definition types.h:508
u8 scroll_flag
Definition types.h:509
u8 cpu_level
Definition types.h:507
u8 xcb
Definition types.h:505
u8 xc2
Definition types.h:496
u8 name_list_joint
Definition types.h:499
u8 xc3
Definition types.h:497
u8 xc7
Definition types.h:501
u8 xc4
Definition types.h:498
u8 tag_box_joint
Definition types.h:500
Definition types.h:402
u8 char_kind
Definition types.h:404
int sfx
Definition types.h:409
float bound_u
Definition types.h:412
u8 anim_timer
Definition types.h:406
float bound_l
Definition types.h:410
float bound_r
Definition types.h:411
u8 state
Definition types.h:405
float bound_d
Definition types.h:413
u8 joint_id_vs
Definition types.h:407
u8 ft_hudindex
Definition types.h:403
u8 joint_id_1p
Definition types.h:408
Definition types.h:416
CSSModeInfo mode_info[24]
Definition types.h:418
u8 gnw_name[0x1C]
Definition types.h:417
Definition types.h:477
int x10
Definition types.h:483
int x18
Definition types.h:485
float x4
Definition types.h:479
HSD_Text * text
Definition types.h:478
int x1c
Definition types.h:486
int xc
Definition types.h:482
int x14
Definition types.h:484
u8 joint2
Definition types.h:481
u8 joint
Definition types.h:480
Definition types.h:317
u16 mode_ffa_frame
Definition types.h:318
u16 mode_teams_frame
Definition types.h:319
int enter_sfx
Definition types.h:320
Definition types.h:452
u8 use_tag
Definition types.h:462
float scroll_force
Definition types.h:457
int timer
Definition types.h:458
HSD_Text * text
Definition types.h:453
u8 port
Definition types.h:460
float x8
Definition types.h:455
u8 next_tag
Definition types.h:459
float scroll_amt
Definition types.h:456
u8 state
Definition types.h:461
HSD_Text * name_ls
Definition types.h:454
Definition types.h:465
u8 list_joint
Definition types.h:468
u8 xb
Definition types.h:474
u8 kostar_text_joint
Definition types.h:471
u8 name_jointl
Definition types.h:469
u8 xa
Definition types.h:473
CSSTagData * data
Definition types.h:466
u8 x9
Definition types.h:472
u8 x4
Definition types.h:467
u8 x7
Definition types.h:470
Definition types.h:66
u8 pad[3]
Definition types.h:68
u32 stat_value
Definition types.h:69
u8 selkind
Definition types.h:67
User data for VS Records page 2 (character details screen) Total size: 0xC8 bytes.
Definition types.h:591
u8 pad_5[3]
Definition types.h:596
HSD_JObj * name_mode_header
shown in name mode
Definition types.h:603
HSD_JObj * x1C
Definition types.h:602
HSD_Text * row_icons[10]
optional stat icons
Definition types.h:619
HSD_JObj * x8
Definition types.h:597
HSD_Text * row_labels[10]
stat category label text
Definition types.h:617
u8 saved_menu
Saved menu ID on entry.
Definition types.h:592
u8 selected_name_idx
name mode selection
Definition types.h:614
u8 selected_fighter_idx
fighter mode selection
Definition types.h:613
HSD_JObj * down_arrow
hidden when at bottom
Definition types.h:608
HSD_JObj * x24
Definition types.h:604
HSD_JObj * xC
Definition types.h:598
u8 pad_49[3]
Definition types.h:616
u16 scroll_offset
current scroll position
Definition types.h:612
u8 anim_state
0 = idle, 1 = intro anim playing
Definition types.h:595
u8 pad_1
Definition types.h:593
HSD_Text * row_values[10]
stat value text
Definition types.h:618
u8 is_name_mode
0 = fighter, 1 = name mode
Definition types.h:615
HSD_JObj * row1_ref
row 1 position reference
Definition types.h:607
HSD_JObj * right_arrow
hidden at last selection
Definition types.h:611
HSD_JObj * up_arrow
hidden when scroll_offset == 0
Definition types.h:609
HSD_JObj * row0_ref
row 0 position reference
Definition types.h:606
HSD_JObj * left_arrow
hidden at first selection
Definition types.h:610
HSD_JObj * icon_parent
parent for character icons
Definition types.h:605
HSD_JObj * x18
Definition types.h:601
u16 saved_selection
Saved hovered selection on entry.
Definition types.h:594
HSD_Text * header_text
entity name header
Definition types.h:620
HSD_JObj * fighter_mode_header
shown in fighter mode
Definition types.h:600
HSD_JObj * x10
Definition types.h:599
User data for VS Records page 3 (stat rankings screen) Total size: 0x78 bytes.
Definition types.h:625
u8 cursor_row
Definition types.h:627
u8 scroll_offset
Definition types.h:629
u8 pad_2[2]
Definition types.h:628
u8 anim_state
Definition types.h:630
u8 saved_menu
Definition types.h:626
HSD_GObj * popup_gobj
Definition types.h:638
HSD_Text * row_labels[10]
Definition types.h:634
HSD_Text * row_icons[5]
Definition types.h:637
HSD_JObj * jobjs[10]
Definition types.h:633
HSD_Text * title_text
Definition types.h:635
u8 is_name_mode
Definition types.h:631
HSD_Text * value_text
Definition types.h:636
u8 pad_7
Definition types.h:632
User data for VS Records diagram screen (mnDiagram).
Definition types.h:555
u8 pad_1
Definition types.h:557
u16 name_cursor_pos
Name mode cursor (row << 8 | col).
Definition types.h:564
u8 saved_menu
Saved menu ID on entry.
Definition types.h:556
HSD_GObj * popup_gobj
Popup window GObj (or NULL).
Definition types.h:565
u16 fighter_cursor_pos
Fighter mode cursor (row << 8 | col).
Definition types.h:563
u8 pad_45[3]
Definition types.h:567
HSD_JObj * jobjs[13]
JObj references, filled by lb_80011E24.
Definition types.h:561
HSD_Text * col_header_text
Column header text object.
Definition types.h:568
u8 anim_state
0 = idle, 1 = intro anim playing
Definition types.h:559
u16 saved_selection
Saved hovered selection on entry.
Definition types.h:558
u8 pad_5[3]
Definition types.h:560
u8 is_name_mode
0 = fighter mode, 1 = name mode
Definition types.h:566
HSD_Text * row_header_text
Row header text object.
Definition types.h:569
Definition types.h:1481
Definition types.h:688
u8 pad_01[3]
Definition types.h:690
HSD_JObj * jobjs[7]
Definition types.h:691
u8 selection
Definition types.h:689
HSD_Text * text
Definition types.h:692
Definition gobjproc.h:8
Definition gobj.h:16
Definition jobj.h:106
Definition sislib.h:28
Definition types.h:572
float start_frame
Definition types.h:574
void(* think)(HSD_GObj *)
Definition types.h:577
u16 * description_indices
array of sis idx's for each selection
Definition types.h:575
AnimLoopSettings * anim_loop
Definition types.h:573
u8 selection_count
number of options/cursors in the menu
Definition types.h:576
Definition types.h:57
u8 unk1
Definition types.h:59
u8 unk2
Definition types.h:60
HSD_Text * text
Definition types.h:62
u8 cursor
Definition types.h:58
u8 unk3
Definition types.h:61
Definition types.h:580
Vec3 label_pos
Definition types.h:582
u16 unit_glyph_ids[24]
Definition types.h:586
Vec3 icon_pos
Definition types.h:584
Vec3 header_pos
Definition types.h:581
u16 label_ids[24]
Definition types.h:585
Vec3 value_pos
Definition types.h:583
seems like each menu probably has its own struct, and isnt just Menu
Definition types.h:715
HSD_Text * left_column[4]
date and time of achievement unlock
Definition types.h:720
HSD_Text * right_column[4]
achievement
Definition types.h:721
u8 scroll_idx
Definition types.h:716
u32 anim_timer
decrements from 10 when transitioning from main menu to special menu
Definition types.h:717
HSD_Text * description
Definition types.h:722
Definition types.h:695
u8 mode
Definition types.h:701
u8 x0
Definition types.h:696
u8 cursor_pos
Definition types.h:705
HSD_JObj * jobjs[19]
Definition types.h:700
u8 x2
Definition types.h:698
u8 last_key_sel
Definition types.h:702
u8 auto_history[5]
Definition types.h:707
u8 name_index
Definition types.h:706
u8 pad_5F
Definition types.h:708
HSD_Text * name_disp_text
Definition types.h:710
HSD_Text * desc_text
Definition types.h:711
u8 pad_52[2]
Definition types.h:703
HSD_GObj * variant_gobj
Definition types.h:704
u8 x1
Definition types.h:697
HSD_Text * key_text
Definition types.h:709
u8 x3
Definition types.h:699
Definition types.h:143
s32 unk_04
Definition types.h:145
struct PerfLabelLine * next
Definition types.h:144
char text[0x80]
Definition types.h:146
Definition types.h:98
s8 spawn_dir
Definition types.h:105
u8 xD_b3
Definition types.h:122
u8 xC_b1
Definition types.h:112
u8 xD_b1
Definition types.h:120
u16 damage
some damage value
Definition types.h:129
s8 ckind
CharacterKind
Definition types.h:99
u8 xB
enum_t
Definition types.h:110
u8 xD_b2
Definition types.h:121
s8 handicap
Definition types.h:107
u8 color
Definition types.h:102
u8 xD_b5
Definition types.h:124
float model_scale
Definition types.h:134
u8 team
Definition types.h:108
u8 xC_b5
Definition types.h:116
u8 xD_b6
Definition types.h:125
u8 xD_b0
Definition types.h:119
u8 xC_b3
Definition types.h:114
u8 vs_invisible
Definition types.h:115
u8 sub_color
Definition types.h:106
u8 xC_b7
Definition types.h:118
u8 cpu_level
CPU level.
Definition types.h:128
float defense_ratio
Definition types.h:133
u8 nametag
Definition types.h:109
u8 slot
Definition types.h:103
u8 slot_type
Gm_PKind
Definition types.h:100
u8 xC_b6
Definition types.h:117
u16 damage1
some damage value
Definition types.h:130
u8 rumble_enabled
Definition types.h:111
u8 xD_b4
Definition types.h:123
u8 vs_metal
Definition types.h:113
u16 hp
hit points, for stamina mode
Definition types.h:131
s8 spawn_pos
Definition types.h:104
u8 cpu_kind
CPU type.
Definition types.h:127
s8 stocks
Definition types.h:101
float attack_ratio
Definition types.h:132
u8 xD_b7
Definition types.h:126
Definition types.h:539
s8 force_stage_id
Definition types.h:543
u8 start_game
bool
Definition types.h:544
u8 unk_stage
Definition types.h:540
u8 no_lras
Definition types.h:542
u8 x1
Definition types.h:541
VsModeData vs
Definition types.h:545
Definition types.h:261
StartMeleeRules rules
Definition types.h:262
PlayerInitData players[GM_MAX_PLAYERS]
Definition types.h:263
u8 x10_b0
Definition types.h:254
u8 pad_x0[0x10]
Definition types.h:253
u8 x10_b1
Definition types.h:255
Definition types.h:156
u8 x9
Definition types.h:214
Event on_frame_end
ingame post-frame callback
Definition types.h:249
u32 x4_4
Definition types.h:197
u32 x3_4
Definition types.h:188
u8 x7
Definition types.h:212
u32 x5_2
Definition types.h:204
u32 friendly_fire
friendly fire on
Definition types.h:170
u32 x1_2
Definition types.h:164
u16 stkind
Definition types.h:219
u32 x4_2
Definition types.h:195
u32 x4_3
Definition types.h:196
u32 x0_3
unknown enum
Definition types.h:158
ItemKind it_kind
Definition types.h:227
Event on_match_start
on VS match start callback
Definition types.h:247
u32 x5_0
Definition types.h:202
float x30
damage ratio
Definition types.h:230
u32 timer_shows_hours
Definition types.h:168
u32 x2_6
Definition types.h:181
u32 x1_4
Definition types.h:166
u32 x5_5
Definition types.h:207
u8 x14
Definition types.h:222
u32 is_stock
Definition types.h:172
s8 sd_penalty
Definition types.h:217
u32 x2_5
Definition types.h:180
u32 single_button
single-button mode enabled
Definition types.h:175
void(* on_match_end)(u8 outcome)
on VS match end callback.
Definition types.h:250
struct StartMeleeRules::StartMeleeRules_x54 * x54
Event on_frame_start
ingame pre-frame callback
Definition types.h:248
u8 x6
Definition types.h:211
u32 match_kind
MatchKind
Definition types.h:157
u32 x1C_pad[(0x20 - 0x1C)/4]
Definition types.h:224
u32 x5_6
Definition types.h:208
u8 pad_x5C[0x60 - 0x5C]
Definition types.h:258
u32 x4_5
Definition types.h:198
u32 x5_4
Definition types.h:206
u32 x3_1
Definition types.h:185
int(* check_for_pauser_override)(void)
When set, this method is used for checking if a player/which player has pressed pause while unpaused.
Definition types.h:242
u64 x20
Definition types.h:226
u8 xD
Definition types.h:218
struct lbl_8046B668_t * x58
Definition types.h:257
u32 x5_1
Definition types.h:203
u32 x1_1
Definition types.h:163
u32 x3_0
Definition types.h:184
float x2C
Definition types.h:229
u32 timer_counts_up
bool
Definition types.h:160
u32 x3_6
Definition types.h:190
void(* on_pause_override)(int)
on pause callback.
Definition types.h:237
float game_speed
game speed
Definition types.h:231
u32 x4_7
Definition types.h:200
u32 x3_2
Definition types.h:186
u32 x3_7
Definition types.h:191
u8 is_teams
Definition types.h:213
u32 disable_pausing
When set, pausing is disabled for both active gameplay and pause menus.
Definition types.h:176
u32 x4_6
Definition types.h:199
u32 x3_3
Definition types.h:187
u32 x1_5
Definition types.h:167
u32 x5_7
Definition types.h:209
s8 item_freq
Definition types.h:216
u32 x1_0
Definition types.h:162
u32 time_limit
time limit in seconds
Definition types.h:221
u32 timer_enabled
Definition types.h:159
u32 x2_2
Definition types.h:174
u32 x2_1
Definition types.h:173
u8 xA
Definition types.h:215
u32 x4_0
pause camera enabled?
Definition types.h:193
u32 is_vs
Set only by gmVsMelee_EnterVs.
Definition types.h:194
u32 x18
Definition types.h:223
u32 x5_3
Definition types.h:205
u32 x1_3
Definition types.h:165
u32 x2_7
Definition types.h:182
void(* on_unpause_override)(int)
on unpause callback.
Definition types.h:232
u32 x3_5
Definition types.h:189
Definition types.h:266
StartMeleeData start
Definition types.h:275
s8 ordered_stage_index
Definition types.h:268
u8 unk_0x4
Definition types.h:271
s8 winner
Definition types.h:269
u8 unk_0x5
Definition types.h:272
s8 loser
Definition types.h:267
u8 unk_0x3
Definition types.h:270
u8 unk_0x6
Definition types.h:273
u8 unk_0x7
Definition types.h:274
Definition types.h:150
PerfLabelLine line0
Definition types.h:151
PerfLabelLine line1
Definition types.h:152
Definition types.h:137
s8 arr2[0x1C]
Definition types.h:139
s8 arr1[0x1C]
Definition types.h:138
Definition types.h:534
char pad_0[0x96000]
Definition types.h:535
Definition types.h:725
u8 unk0
Definition types.h:726
HSD_Text * unk18
Definition types.h:735
HSD_Text * unk14
Definition types.h:734
u8 unk3
Definition types.h:729
u8 unk1
Definition types.h:727
f32 unkC
Definition types.h:732
HSD_Text * unk10
Definition types.h:733
f32 unk8
Definition types.h:731
u16 unk4
Definition types.h:730
HSD_Text * unk1C
Definition types.h:736
u8 unk2
Definition types.h:728
void(* GObj_RenderFunc)(HSD_GObj *gobj, intptr_t code)
Definition forward.h:110