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@@ -1,7 +1,7 @@
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#ifndef EU_TRANSLATION_H
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#define EU_TRANSLATION_H
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// PAL changes most text to arrays for each language. This define allows these
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// EU changes most text to arrays for each language. This define allows these
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// differences to be combined.
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#ifdef VERSION_EU
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#define LANGUAGE_ARRAY(cmd) cmd[LANGUAGE_FUNCTION]
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@@ -634,15 +634,15 @@
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#define UKIKI_TEXT_DEFAULT 0
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#define UKIKI_TEXT_CAGE_TEXTBOX 1
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#define UKIKI_TEXT_GO_TO_CAGE 2
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#define UKIKI_TEXT_STOLE_HAT 3
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#define UKIKI_TEXT_HAS_HAT 4
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#define UKIKI_TEXT_GAVE_HAT_BACK 5
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#define UKIKI_TEXT_STOLE_CAP 3
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#define UKIKI_TEXT_HAS_CAP 4
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#define UKIKI_TEXT_GAVE_CAP_BACK 5
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#define UKIKI_TEXT_DO_NOT_LET_GO 6
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#define UKIKI_TEXT_STEAL_HAT 7
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#define UKIKI_TEXT_STEAL_CAP 7
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/* oBehParams2ndByte */
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#define UKIKI_CAGE 0
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#define UKIKI_HAT 1
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#define UKIKI_CAP 1
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/* Animations */
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#define UKIKI_ANIM_RUN 0
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@@ -662,10 +662,10 @@
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/* oAnimState */
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#define UKIKI_ANIM_STATE_DEFAULT 0
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#define UKIKI_ANIM_STATE_EYE_CLOSED 1
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#define UKIKI_ANIM_STATE_HAT_ON 2
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#define UKIKI_ANIM_STATE_CAP_ON 2
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/* oUkikiHasHat */
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#define UKIKI_HAT_ON 1
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/* oUkikiHasCap */
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#define UKIKI_CAP_ON 1
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/* Ukiki Cage Star */
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/* oAction */
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@@ -504,9 +504,9 @@
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#define /*0x0F8*/ oBlueFlameUnkF8 OBJECT_FIELD_F32(0x1C)
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/* Small Piranha Flame */
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#define /*0x0F4*/ oSmallPiranhaFlameUnkF4 OBJECT_FIELD_F32(0x1B)
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#define /*0x0F8*/ oSmallPiranhaFlameUnkF8 OBJECT_FIELD_F32(0x1C)
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#define /*0x0FC*/ oSmallPiranhaFlameUnkFC OBJECT_FIELD_S32(0x1D)
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#define /*0x0F4*/ oSmallPiranhaFlameStartSpeed OBJECT_FIELD_F32(0x1B)
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#define /*0x0F8*/ oSmallPiranhaFlameEndSpeed OBJECT_FIELD_F32(0x1C)
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#define /*0x0FC*/ oSmallPiranhaFlameModel OBJECT_FIELD_S32(0x1D)
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#define /*0x100*/ oSmallPiranhaFlameUnk100 OBJECT_FIELD_S32(0x1E)
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#define /*0x104*/ oSmallPiranhaFlameUnk104 OBJECT_FIELD_F32(0x1F)
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@@ -959,7 +959,7 @@
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#define /*0x10C*/ oTiltingPyramidMarioOnPlatform OBJECT_FIELD_S32(0x21)
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/* Toad Message */
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#define /*0x108*/ oToadMessageDialogId OBJECT_FIELD_U32(0x20)
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#define /*0x108*/ oToadMessageDialogId OBJECT_FIELD_U32(0x20)
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#define /*0x10C*/ oToadMessageRecentlyTalked OBJECT_FIELD_S32(0x21)
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#define /*0x110*/ oToadMessageState OBJECT_FIELD_S32(0x22)
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@@ -1050,7 +1050,7 @@
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#define /*0x1AC*/ oUkikiTextState OBJECT_FIELD_S16(0x49, 0)
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#define /*0x1AE*/ oUkikiTextboxTimer OBJECT_FIELD_S16(0x49, 1)
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#define /*0x1B0*/ oUkikiCageSpinTimer OBJECT_FIELD_S16(0x4A, 0)
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#define /*0x1B2*/ oUkikiHasHat OBJECT_FIELD_S16(0x4A, 1)
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#define /*0x1B2*/ oUkikiHasCap OBJECT_FIELD_S16(0x4A, 1)
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/* Ukiki Cage*/
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#define /*0x088*/ oUkikiCageNextAction OBJECT_FIELD_S32(0x00)
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@@ -1084,7 +1084,7 @@
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#define /*0x0F4*/ oCannonBarrelBubblesUnkF4 OBJECT_FIELD_F32(0x1B)
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/* Water Level Pillar */
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#define /*0x0F8*/ oWaterLevelPillarUnkF8 OBJECT_FIELD_S32(0x1C)
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#define /*0x0F8*/ oWaterLevelPillarDrained OBJECT_FIELD_S32(0x1C)
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/* Water Level Trigger */
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#define /*0x0F4*/ oWaterLevelTriggerUnkF4 OBJECT_FIELD_S32(0x1B)
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@@ -44,7 +44,7 @@
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*/
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#define SEG_BUFFERS 0x8005C000 // 0x0085000 in size
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#define SEG_MAIN 0x800E1000 // 0x1328000 in size
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#define SEG_MAIN 0x800E1000 // 0x0132800 in size
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#define SEG_ENGINE 0x80213800 // 0x0017000 in size
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#define SEG_FRAMEBUFFERS 0x8022A800 // 0x0070800 in size
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#define SEG_POOL_START 0x8029B000 // 0x0165000 in size
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@@ -132,7 +132,8 @@
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#define MARIO_UNKNOWN_30 0x40000000
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#define MARIO_UNKNOWN_31 0x80000000
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#define MARIO_CAP_FLAGS 0x0000001F
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#define MARIO_SPECIAL_CAPS (MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP)
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#define MARIO_CAPS (MARIO_NORMAL_CAP | MARIO_SPECIAL_CAPS)
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#define ACT_ID_MASK 0x000001FF
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@@ -183,6 +184,7 @@
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#define ACT_COUGHING 0x0C40020A // (0x00A | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_SHIVERING 0x0C40020B // (0x00B | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_IN_QUICKSAND 0x0002020D // (0x00D | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_UNKNOWN_0002020E 0x0002020E // (0x00E | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_CROUCHING 0x0C008220 // (0x020 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_START_CROUCHING 0x0C008221 // (0x021 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_STOP_CROUCHING 0x0C008222 // (0x022 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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@@ -86,11 +86,11 @@ struct VblankHandler
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struct Animation {
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/*0x00*/ s16 flags;
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/*0x02*/ s16 unk02;
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/*0x04*/ s16 unk04;
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/*0x06*/ s16 unk06;
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/*0x08*/ s16 unk08;
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/*0x0A*/ s16 unk0A;
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/*0x02*/ s16 animYTransDivisor;
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/*0x04*/ s16 startFrame;
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/*0x06*/ s16 loopStart;
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/*0x08*/ s16 loopEnd;
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/*0x0A*/ s16 unusedBoneCount;
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/*0x0C*/ const s16 *values;
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/*0x10*/ const u16 *index;
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/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
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@@ -108,8 +108,7 @@ struct GraphNode
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/*0x10*/ struct GraphNode *children;
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};
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// struct AnimInfo?
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struct GraphNodeObject_sub
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struct AnimInfo
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{
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/*0x00 0x38*/ s16 animID;
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/*0x02 0x3A*/ s16 animYTrans;
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@@ -124,12 +123,12 @@ struct GraphNodeObject
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{
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/*0x00*/ struct GraphNode node;
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/*0x14*/ struct GraphNode *sharedChild;
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/*0x18*/ s8 unk18;
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/*0x19*/ s8 unk19;
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/*0x18*/ s8 areaIndex;
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/*0x19*/ s8 activeAreaIndex;
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/*0x1A*/ Vec3s angle;
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/*0x20*/ Vec3f pos;
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/*0x2C*/ Vec3f scale;
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/*0x38*/ struct GraphNodeObject_sub unk38;
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/*0x38*/ struct AnimInfo animInfo;
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/*0x4C*/ struct SpawnInfo *unk4C;
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/*0x50*/ Mat4 *throwMatrix; // matrix ptr
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/*0x54*/ Vec3f cameraToObject;
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