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Add readable names to level defines table
This commit is contained in:
@@ -4,13 +4,13 @@
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// Start of the 3 cap courses in a row.
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#define COURSE_CAP_COURSES COURSE_COTMC
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#define DEFINE_COURSE(courseenum, _1) courseenum,
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#define DEFINE_COURSE(courseenum, _1, _2) courseenum,
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#define DEFINE_COURSES_END() \
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COURSE_BONUS_STAGES, \
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COURSE_STAGES_MAX = COURSE_BONUS_STAGES - 1, \
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COURSE_STAGES_COUNT = COURSE_STAGES_MAX,
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#define DEFINE_BONUS_COURSE(courseenum, _1) courseenum,
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#define DEFINE_BONUS_COURSE(courseenum, _1, _2) courseenum,
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enum CourseNum {
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#include "levels/course_defines.h"
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@@ -4,8 +4,8 @@
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// For LEVEL_NAME defines, see level_defines.h.
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// Please include this file if you want to use them.
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#define STUB_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8) levelenum,
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#define DEFINE_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9, _10) levelenum,
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#define STUB_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9) levelenum,
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#define DEFINE_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11) levelenum,
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enum LevelNum {
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LEVEL_NONE,
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+30
-26
@@ -9,31 +9,35 @@
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* 2: The camera goes to a closeup of mario
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* 3: Bowser keys and the grand star
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* 4: Default, used for 100 coin stars, 8 red coin stars in bowser levels, and secret stars
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*
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* #region [PU] Added info for each course
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* Argument 3: Human readable name of the course.
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* #endregion
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*/
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DEFINE_COURSE(COURSE_NONE, 0x44444440) // (0) Course Hub (Castle Grounds)
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DEFINE_COURSE(COURSE_BOB, 0x00022240) // (1) Bob Omb Battlefield
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DEFINE_COURSE(COURSE_WF, 0x00002040) // (2) Whomp's Fortress
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DEFINE_COURSE(COURSE_JRB, 0x22222240) // (3) Jolly Rodger's Bay
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DEFINE_COURSE(COURSE_CCM, 0x00220040) // (4) Cool Cool Mountain
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DEFINE_COURSE(COURSE_BBH, 0x22222240) // (5) Big Boo's Haunt
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DEFINE_COURSE(COURSE_HMC, 0x22222240) // (6) Hazy Maze Cave
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DEFINE_COURSE(COURSE_LLL, 0x21212140) // (7) Lethal Lava Land
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DEFINE_COURSE(COURSE_SSL, 0x20222240) // (8) Shifting Sand Land
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DEFINE_COURSE(COURSE_DDD, 0x22222240) // (9) Dire Dire Docks
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DEFINE_COURSE(COURSE_SL, 0x02020240) // (10) Snowman's Land
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DEFINE_COURSE(COURSE_WDW, 0x22102240) // (11) Wet Dry World
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DEFINE_COURSE(COURSE_TTM, 0x00000040) // (12) Tall Tall Mountain
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DEFINE_COURSE(COURSE_THI, 0x11112140) // (13) Tiny Huge Island
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DEFINE_COURSE(COURSE_TTC, 0x22222240) // (14) Tick Tock Clock
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DEFINE_COURSE(COURSE_RR, 0x00000040) // (15) Rainbow Ride
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DEFINE_COURSE( COURSE_NONE, 0x44444440, "Course Hub (Castle Grounds)") // (0)
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DEFINE_COURSE( COURSE_BOB, 0x00022240, "Bob Omb Battlefield") // (1)
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DEFINE_COURSE( COURSE_WF, 0x00002040, "Whomp's Fortress") // (2)
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DEFINE_COURSE( COURSE_JRB, 0x22222240, "Jolly Rodger's Bay") // (3)
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DEFINE_COURSE( COURSE_CCM, 0x00220040, "Cool Cool Mountain") // (4)
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DEFINE_COURSE( COURSE_BBH, 0x22222240, "Big Boo's Haunt") // (5)
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DEFINE_COURSE( COURSE_HMC, 0x22222240, "Hazy Maze Cave") // (6)
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DEFINE_COURSE( COURSE_LLL, 0x21212140, "Lethal Lava Land") // (7)
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DEFINE_COURSE( COURSE_SSL, 0x20222240, "Shifting Sand Land") // (8)
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DEFINE_COURSE( COURSE_DDD, 0x22222240, "Dire Dire Docks") // (9)
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DEFINE_COURSE( COURSE_SL, 0x02020240, "Snowman's Land") // (10)
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DEFINE_COURSE( COURSE_WDW, 0x22102240, "Wet Dry World") // (11)
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DEFINE_COURSE( COURSE_TTM, 0x00000040, "Tall Tall Mountain") // (12)
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DEFINE_COURSE( COURSE_THI, 0x11112140, "Tiny Huge Island") // (13)
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DEFINE_COURSE( COURSE_TTC, 0x22222240, "Tick Tock Clock") // (14)
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DEFINE_COURSE( COURSE_RR, 0x00000040, "Rainbow Ride") // (15)
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DEFINE_COURSES_END()
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DEFINE_BONUS_COURSE(COURSE_BITDW, 0x34444440) // (16) Bowser in the Dark World
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DEFINE_BONUS_COURSE(COURSE_BITFS, 0x34444440) // (17) Bowser in the Fire Sea
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DEFINE_BONUS_COURSE(COURSE_BITS, 0x34444440) // (18) Bowser in the Sky
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DEFINE_BONUS_COURSE(COURSE_PSS, 0x24444440) // (19) Princess's Secret Slide
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DEFINE_BONUS_COURSE(COURSE_COTMC, 0x44444440) // (20) Cavern of the Metal Cap
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DEFINE_BONUS_COURSE(COURSE_TOTWC, 0x04444440) // (21) Tower of the Wing Cap
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DEFINE_BONUS_COURSE(COURSE_VCUTM, 0x24444440) // (22) Vanish Cap Under the Moat
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DEFINE_BONUS_COURSE(COURSE_WMOTR, 0x04444440) // (23) Winged Mario over the Rainbow
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DEFINE_BONUS_COURSE(COURSE_SA, 0x24444440) // (24) Secret Aquarium
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DEFINE_BONUS_COURSE(COURSE_CAKE_END, 0x44444440) // (25) The End (Cake Scene)
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DEFINE_BONUS_COURSE(COURSE_BITDW, 0x34444440, "Bowser in the Dark World") // (16)
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DEFINE_BONUS_COURSE(COURSE_BITFS, 0x34444440, "Bowser in the Fire Sea") // (17)
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DEFINE_BONUS_COURSE(COURSE_BITS, 0x34444440, "Bowser in the Sky") // (18)
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DEFINE_BONUS_COURSE(COURSE_PSS, 0x24444440, "Princess's Secret Slide") // (19)
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DEFINE_BONUS_COURSE(COURSE_COTMC, 0x44444440, "Cavern of the Metal Cap") // (20)
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DEFINE_BONUS_COURSE(COURSE_TOTWC, 0x04444440, "Tower of the Wing Cap") // (21)
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DEFINE_BONUS_COURSE(COURSE_VCUTM, 0x24444440, "Vanish Cap Under the Moat") // (22)
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DEFINE_BONUS_COURSE(COURSE_WMOTR, 0x04444440, "Winged Mario over the Rainbow") // (23)
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DEFINE_BONUS_COURSE(COURSE_SA, 0x24444440, "Secret Aquarium") // (24)
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DEFINE_BONUS_COURSE(COURSE_CAKE_END, 0x44444440, "The End (Cake Scene)") // (25)
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+41
-38
@@ -14,44 +14,47 @@
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// Argument 7, 8, 9: Echo levels for individual areas.
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// Argument 10: Specify dynamic music tables for levels, if specified. _ for none.
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// Argument 11: Specify level camera table, if specified. _ for none.
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// #region [PU] Added info for each level
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// Argument 12: Human readable name of the level.
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// #endregion
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// NOTE: Be sure to edit sZoomOutAreaMasks in camera.c, as there isnt a good way to macro those right now.
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// TODO: Figure something out for sZoomOutAreaMasks?
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STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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DEFINE_LEVEL("TERESA OBAKE", LEVEL_BBH, COURSE_BBH, bbh, spooky, 28000, 0x28, 0x28, 0x28, sDynBbh, sCamBBH)
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DEFINE_LEVEL("YYAMA1 % YSLD1", LEVEL_CCM, COURSE_CCM, ccm, snow, 17000, 0x10, 0x38, 0x38, _, sCamCCM)
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DEFINE_LEVEL("SELECT ROOM", LEVEL_CASTLE, COURSE_NONE, castle_inside, inside, 20000, 0x20, 0x20, 0x30, _, sCamCastle)
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DEFINE_LEVEL("HORROR DUNGEON", LEVEL_HMC, COURSE_HMC, hmc, cave, 16000, 0x28, 0x28, 0x28, sDynHmc, sCamHMC)
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DEFINE_LEVEL("SABAKU % PYRMD", LEVEL_SSL, COURSE_SSL, ssl, generic, 15000, 0x08, 0x30, 0x30, _, sCamSSL)
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DEFINE_LEVEL("BATTLE FIELD", LEVEL_BOB, COURSE_BOB, bob, generic, 15000, 0x08, 0x08, 0x08, _, _)
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DEFINE_LEVEL("YUKIYAMA2", LEVEL_SL, COURSE_SL, sl, snow, 14000, 0x10, 0x28, 0x28, _, sCamSL)
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DEFINE_LEVEL("POOL KAI", LEVEL_WDW, COURSE_WDW, wdw, grass, 17000, 0x10, 0x18, 0x18, sDynWdw, _)
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DEFINE_LEVEL("WTDG % TINBOTU", LEVEL_JRB, COURSE_JRB, jrb, water, 20000, 0x10, 0x18, 0x18, sDynJrb, _)
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DEFINE_LEVEL("BIG WORLD", LEVEL_THI, COURSE_THI, thi, grass, 20000, 0x0c, 0x0c, 0x20, _, sCamTHI)
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DEFINE_LEVEL("CLOCK TOWER", LEVEL_TTC, COURSE_TTC, ttc, machine, 18000, 0x18, 0x18, 0x18, _, _)
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DEFINE_LEVEL("RAINBOW CRUISE", LEVEL_RR, COURSE_RR, rr, sky, 20000, 0x20, 0x20, 0x20, _, sCamRR)
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DEFINE_LEVEL("MAIN MAP", LEVEL_CASTLE_GROUNDS, COURSE_NONE, castle_grounds, outside, 25000, 0x08, 0x08, 0x08, _, _)
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DEFINE_LEVEL("EXT1 YOKO SCRL", LEVEL_BITDW, COURSE_BITDW, bitdw, sky, 16000, 0x28, 0x28, 0x28, _, _)
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DEFINE_LEVEL("EXT7 HORI MINI", LEVEL_VCUTM, COURSE_VCUTM, vcutm, outside, 30000, 0x28, 0x28, 0x28, _, _)
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DEFINE_LEVEL("EXT2 TIKA LAVA", LEVEL_BITFS, COURSE_BITFS, bitfs, sky, 16000, 0x28, 0x28, 0x28, _, _)
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DEFINE_LEVEL("EXT9 SUISOU", LEVEL_SA, COURSE_SA, sa, inside, 20000, 0x10, 0x10, 0x10, _, _)
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DEFINE_LEVEL("EXT3 HEAVEN", LEVEL_BITS, COURSE_BITS, bits, sky, 16000, 0x28, 0x28, 0x28, _, _)
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DEFINE_LEVEL("FIREB1 % INVLC", LEVEL_LLL, COURSE_LLL, lll, fire, 22000, 0x08, 0x30, 0x30, _, _)
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DEFINE_LEVEL("WATER LAND", LEVEL_DDD, COURSE_DDD, ddd, water, 17000, 0x10, 0x20, 0x20, sDynDdd, _)
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DEFINE_LEVEL("MOUNTAIN", LEVEL_WF, COURSE_WF, wf, grass, 13000, 0x08, 0x08, 0x08, _, _)
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DEFINE_LEVEL("ENDING", LEVEL_ENDING, COURSE_CAKE_END, ending, generic, 20000, 0x00, 0x00, 0x00, _, _)
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DEFINE_LEVEL("URANIWA", LEVEL_CASTLE_COURTYARD, COURSE_NONE, castle_courtyard, outside, 20000, 0x08, 0x08, 0x08, _, _)
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DEFINE_LEVEL("EXT4 MINI SLID", LEVEL_PSS, COURSE_PSS, pss, mountain, 20000, 0x28, 0x28, 0x28, _, _)
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DEFINE_LEVEL("IN THE FALL", LEVEL_COTMC, COURSE_COTMC, cotmc, cave, 18000, 0x28, 0x28, 0x28, _, sCamCotMC)
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DEFINE_LEVEL("EXT6 MARIO FLY", LEVEL_TOTWC, COURSE_TOTWC, totwc, sky, 20000, 0x20, 0x20, 0x20, _, _)
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DEFINE_LEVEL("KUPPA1", LEVEL_BOWSER_1, COURSE_BITDW, bowser_1, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
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DEFINE_LEVEL("EXT8 BLUE SKY", LEVEL_WMOTR, COURSE_WMOTR, wmotr, generic, 20000, 0x28, 0x28, 0x28, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_32, COURSE_NONE, 20000, 0x70, 0x00, 0x00, _, _)
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DEFINE_LEVEL("KUPPA2", LEVEL_BOWSER_2, COURSE_BITFS, bowser_2, fire, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
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DEFINE_LEVEL("KUPPA3", LEVEL_BOWSER_3, COURSE_BITS, bowser_3, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_35, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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DEFINE_LEVEL("DONKEY % SLID2", LEVEL_TTM, COURSE_TTM, ttm, mountain, 15000, 0x08, 0x08, 0x08, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_37, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_38, COURSE_NONE, 20000, 0x00, 0x00, 0x00, sDynUnk38, _)
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STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
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STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
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STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
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DEFINE_LEVEL("TERESA OBAKE", LEVEL_BBH, COURSE_BBH, bbh, spooky, 28000, 0x28, 0x28, 0x28, sDynBbh, sCamBBH, "Big Boos Haunt")
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DEFINE_LEVEL("YYAMA1 % YSLD1", LEVEL_CCM, COURSE_CCM, ccm, snow, 17000, 0x10, 0x38, 0x38, _, sCamCCM, "Cool Cool Mountain")
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DEFINE_LEVEL("SELECT ROOM", LEVEL_CASTLE, COURSE_NONE, castle_inside, inside, 20000, 0x20, 0x20, 0x30, _, sCamCastle, "Inside Peachs Castle")
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DEFINE_LEVEL("HORROR DUNGEON", LEVEL_HMC, COURSE_HMC, hmc, cave, 16000, 0x28, 0x28, 0x28, sDynHmc, sCamHMC, "Hazy Maze Cave")
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DEFINE_LEVEL("SABAKU % PYRMD", LEVEL_SSL, COURSE_SSL, ssl, generic, 15000, 0x08, 0x30, 0x30, _, sCamSSL, "Shifting Sand Land")
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DEFINE_LEVEL("BATTLE FIELD", LEVEL_BOB, COURSE_BOB, bob, generic, 15000, 0x08, 0x08, 0x08, _, _, "Bobomb Battlefield")
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DEFINE_LEVEL("YUKIYAMA2", LEVEL_SL, COURSE_SL, sl, snow, 14000, 0x10, 0x28, 0x28, _, sCamSL, "Snowmans Land")
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DEFINE_LEVEL("POOL KAI", LEVEL_WDW, COURSE_WDW, wdw, grass, 17000, 0x10, 0x18, 0x18, sDynWdw, _, "Wet Dry World")
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DEFINE_LEVEL("WTDG % TINBOTU", LEVEL_JRB, COURSE_JRB, jrb, water, 20000, 0x10, 0x18, 0x18, sDynJrb, _, "Jolly Roger Bay")
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DEFINE_LEVEL("BIG WORLD", LEVEL_THI, COURSE_THI, thi, grass, 20000, 0x0c, 0x0c, 0x20, _, sCamTHI, "Tiny Huge Island")
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DEFINE_LEVEL("CLOCK TOWER", LEVEL_TTC, COURSE_TTC, ttc, machine, 18000, 0x18, 0x18, 0x18, _, _, "Tick Tock Clock")
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DEFINE_LEVEL("RAINBOW CRUISE", LEVEL_RR, COURSE_RR, rr, sky, 20000, 0x20, 0x20, 0x20, _, sCamRR, "Rainbow Ride")
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DEFINE_LEVEL("MAIN MAP", LEVEL_CASTLE_GROUNDS, COURSE_NONE, castle_grounds, outside, 25000, 0x08, 0x08, 0x08, _, _, "Outside the Castle")
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DEFINE_LEVEL("EXT1 YOKO SCRL", LEVEL_BITDW, COURSE_BITDW, bitdw, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Dark World")
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DEFINE_LEVEL("EXT7 HORI MINI", LEVEL_VCUTM, COURSE_VCUTM, vcutm, outside, 30000, 0x28, 0x28, 0x28, _, _, "Vanish Cap Under the Moat")
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DEFINE_LEVEL("EXT2 TIKA LAVA", LEVEL_BITFS, COURSE_BITFS, bitfs, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Fire Sea")
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DEFINE_LEVEL("EXT9 SUISOU", LEVEL_SA, COURSE_SA, sa, inside, 20000, 0x10, 0x10, 0x10, _, _, "The Secret Aquarium")
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DEFINE_LEVEL("EXT3 HEAVEN", LEVEL_BITS, COURSE_BITS, bits, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Sky")
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DEFINE_LEVEL("FIREB1 % INVLC", LEVEL_LLL, COURSE_LLL, lll, fire, 22000, 0x08, 0x30, 0x30, _, _, "Lethal Lava Land")
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DEFINE_LEVEL("WATER LAND", LEVEL_DDD, COURSE_DDD, ddd, water, 17000, 0x10, 0x20, 0x20, sDynDdd, _, "Dire Dire Docks")
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DEFINE_LEVEL("MOUNTAIN", LEVEL_WF, COURSE_WF, wf, grass, 13000, 0x08, 0x08, 0x08, _, _, "Whomps Fortress")
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DEFINE_LEVEL("ENDING", LEVEL_ENDING, COURSE_CAKE_END, ending, generic, 20000, 0x00, 0x00, 0x00, _, _, "The End")
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DEFINE_LEVEL("URANIWA", LEVEL_CASTLE_COURTYARD, COURSE_NONE, castle_courtyard, outside, 20000, 0x08, 0x08, 0x08, _, _, "Castle Courtyard")
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DEFINE_LEVEL("EXT4 MINI SLID", LEVEL_PSS, COURSE_PSS, pss, mountain, 20000, 0x28, 0x28, 0x28, _, _, "Secret Slide")
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DEFINE_LEVEL("IN THE FALL", LEVEL_COTMC, COURSE_COTMC, cotmc, cave, 18000, 0x28, 0x28, 0x28, _, sCamCotMC, "Cavern of the Metal Cap")
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DEFINE_LEVEL("EXT6 MARIO FLY", LEVEL_TOTWC, COURSE_TOTWC, totwc, sky, 20000, 0x20, 0x20, 0x20, _, _, "Tower of the Wing Cap")
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DEFINE_LEVEL("KUPPA1", LEVEL_BOWSER_1, COURSE_BITDW, bowser_1, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Dark World Boss")
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DEFINE_LEVEL("EXT8 BLUE SKY", LEVEL_WMOTR, COURSE_WMOTR, wmotr, generic, 20000, 0x28, 0x28, 0x28, _, _, "Wing Mario Over the Rainbow")
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STUB_LEVEL( "", LEVEL_UNKNOWN_32, COURSE_NONE, 20000, 0x70, 0x00, 0x00, _, _, "")
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DEFINE_LEVEL("KUPPA2", LEVEL_BOWSER_2, COURSE_BITFS, bowser_2, fire, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Fire Sea Boss")
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DEFINE_LEVEL("KUPPA3", LEVEL_BOWSER_3, COURSE_BITS, bowser_3, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Sky Boss")
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STUB_LEVEL( "", LEVEL_UNKNOWN_35, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
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DEFINE_LEVEL("DONKEY % SLID2", LEVEL_TTM, COURSE_TTM, ttm, mountain, 15000, 0x08, 0x08, 0x08, _, _, "Tall Tall Mountain")
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STUB_LEVEL( "", LEVEL_UNKNOWN_37, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
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STUB_LEVEL( "", LEVEL_UNKNOWN_38, COURSE_NONE, 20000, 0x00, 0x00, 0x00, sDynUnk38, _, "")
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@@ -1,7 +1,7 @@
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// This file is to be processed by the Makefile to add #include "" before being included in build.
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#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
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#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) levels/folder/header.h
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#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9)
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#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10, _11) levels/folder/header.h
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#include "levels/level_defines.h"
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@@ -1,5 +1,5 @@
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#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
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#define DEFINE_LEVEL(_0, _1, _2, folder, texturebin, _5, _6, _7, _8, _9, _10) $(eval $(call level_rules,folder,texturebin))
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9)
|
||||
#define DEFINE_LEVEL(_0, _1, _2, folder, texturebin, _5, _6, _7, _8, _9, _10, _11) $(eval $(call level_rules,folder,texturebin))
|
||||
|
||||
#include "levels/level_defines.h"
|
||||
|
||||
|
||||
+7
-7
@@ -36,8 +36,8 @@
|
||||
|
||||
#include "level_table.h"
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10) + 3
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9)
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11) + 3
|
||||
static const LevelScript script_exec_level_table[2
|
||||
#include "levels/level_defines.h"
|
||||
];
|
||||
@@ -50,8 +50,8 @@ static const LevelScript goto_mario_head_regular[4];
|
||||
static const LevelScript goto_mario_head_dizzy[4];
|
||||
static const LevelScript script_L5[4];
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
|
||||
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) static const LevelScript script_exec_ ## folder [4 + 1];
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9)
|
||||
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10, _11) static const LevelScript script_exec_ ## folder [4 + 1];
|
||||
|
||||
#include "level_defines.h"
|
||||
|
||||
@@ -148,9 +148,9 @@ static const LevelScript script_L5[] = {
|
||||
|
||||
// Include the level jumptable.
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9)
|
||||
|
||||
#define DEFINE_LEVEL(_0, levelenum, _2, folder, _4, _5, _6, _7, _8, _9, _10) JUMP_IF(OP_EQ, levelenum, script_exec_ ## folder),
|
||||
#define DEFINE_LEVEL(_0, levelenum, _2, folder, _4, _5, _6, _7, _8, _9, _10, _11) JUMP_IF(OP_EQ, levelenum, script_exec_ ## folder),
|
||||
|
||||
static const LevelScript script_exec_level_table[] = {
|
||||
GET_OR_SET(/*op*/ OP_GET, /*var*/ VAR_CURR_LEVEL_NUM),
|
||||
@@ -159,7 +159,7 @@ static const LevelScript script_exec_level_table[] = {
|
||||
};
|
||||
#undef DEFINE_LEVEL
|
||||
|
||||
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) \
|
||||
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10, _11) \
|
||||
static const LevelScript script_exec_ ## folder [] = { \
|
||||
EXECUTE(0x0E, _ ## folder ## SegmentRomStart, _ ## folder ## SegmentRomEnd, level_ ## folder ## _entry), \
|
||||
RETURN(), \
|
||||
|
||||
@@ -207,8 +207,8 @@ s16 sDynNone[] = { SEQ_SOUND_PLAYER, 0 };
|
||||
u8 sCurrentMusicDynamic = 0xff;
|
||||
u8 sBackgroundMusicForDynamics = SEQUENCE_NONE;
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, leveldyn, _8) leveldyn,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, leveldyn, _10) leveldyn,
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, leveldyn, _8, _9) leveldyn,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, leveldyn, _10, _11) leveldyn,
|
||||
|
||||
#define _ sDynNone
|
||||
s16 *sLevelDynamics[LEVEL_COUNT] = {
|
||||
@@ -239,8 +239,8 @@ struct MusicDynamic sMusicDynamics[8] = {
|
||||
{ 0xffff, 127, 100, 0x0000, 0, 100 }, // any (unused)
|
||||
};
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, echo1, echo2, echo3, _7, _8) { echo1, echo2, echo3 },
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, echo1, echo2, echo3, _9, _10) { echo1, echo2, echo3 },
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, echo1, echo2, echo3, _7, _8, _9) { echo1, echo2, echo3 },
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, echo1, echo2, echo3, _9, _10, _11) { echo1, echo2, echo3 },
|
||||
|
||||
u8 sLevelAreaReverbs[LEVEL_COUNT][3] = {
|
||||
{ 0x00, 0x00, 0x00 }, // LEVEL_NONE
|
||||
@@ -249,8 +249,8 @@ u8 sLevelAreaReverbs[LEVEL_COUNT][3] = {
|
||||
#undef STUB_LEVEL
|
||||
#undef DEFINE_LEVEL
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, volume, _4, _5, _6, _7, _8) volume,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, volume, _6, _7, _8, _9, _10) volume,
|
||||
#define STUB_LEVEL(_0, _1, _2, volume, _4, _5, _6, _7, _8, _9) volume,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, volume, _6, _7, _8, _9, _10, _11) volume,
|
||||
|
||||
u16 sLevelAcousticReaches[LEVEL_COUNT] = {
|
||||
20000, // LEVEL_NONE
|
||||
|
||||
+4
-4
@@ -6362,8 +6362,8 @@ struct CameraTrigger sCamBBH[] = {
|
||||
};
|
||||
|
||||
#define _ NULL
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, cameratable) cameratable,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, cameratable) cameratable,
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, cameratable, _9) cameratable,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, cameratable, _11) cameratable,
|
||||
|
||||
/*
|
||||
* This table has an extra 2 levels after the last unknown_38 stub level. What I think
|
||||
@@ -10777,9 +10777,9 @@ struct Cutscene sCutsceneReadMessage[] = {
|
||||
|
||||
#define DANCE_ENTRY(c) { DROT(c, 0), DROT(c, 1), DROT(c, 2), DROT(c, 3) },
|
||||
|
||||
#define DEFINE_COURSE(_0, cutscenes) DANCE_ENTRY(cutscenes)
|
||||
#define DEFINE_COURSE(_0, cutscenes, _2) DANCE_ENTRY(cutscenes)
|
||||
#define DEFINE_COURSES_END()
|
||||
#define DEFINE_BONUS_COURSE(_0, cutscenes) DANCE_ENTRY(cutscenes)
|
||||
#define DEFINE_BONUS_COURSE(_0, cutscenes, _2) DANCE_ENTRY(cutscenes)
|
||||
|
||||
/**
|
||||
* Each hex digit is an index into sDanceCutsceneTable.
|
||||
|
||||
@@ -32,8 +32,8 @@ u8 gCurrCourseStarFlags = 0;
|
||||
|
||||
u8 gSpecialTripleJump = FALSE;
|
||||
|
||||
#define STUB_LEVEL(_0, _1, courseenum, _3, _4, _5, _6, _7, _8) courseenum,
|
||||
#define DEFINE_LEVEL(_0, _1, courseenum, _3, _4, _5, _6, _7, _8, _9, _10) courseenum,
|
||||
#define STUB_LEVEL(_0, _1, courseenum, _3, _4, _5, _6, _7, _8, _9) courseenum,
|
||||
#define DEFINE_LEVEL(_0, _1, courseenum, _3, _4, _5, _6, _7, _8, _9, _10, _11) courseenum,
|
||||
|
||||
s8 gLevelToCourseNumTable[] = {
|
||||
#include "levels/level_defines.h"
|
||||
|
||||
+8
-40
@@ -24,8 +24,8 @@
|
||||
* and a level select used for testing purposes.
|
||||
*/
|
||||
|
||||
#define STUB_LEVEL(textname, _1, _2, _3, _4, _5, _6, _7, _8) textname,
|
||||
#define DEFINE_LEVEL(textname, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10) textname,
|
||||
#define STUB_LEVEL(textname, _1, _2, _3, _4, _5, _6, _7, _8, _9) textname,
|
||||
#define DEFINE_LEVEL(textname, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11) textname,
|
||||
|
||||
static char sLevelSelectStageNames[64][16] = {
|
||||
#include "levels/level_defines.h"
|
||||
@@ -33,46 +33,14 @@ static char sLevelSelectStageNames[64][16] = {
|
||||
#undef STUB_LEVEL
|
||||
#undef DEFINE_LEVEL
|
||||
|
||||
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, textname) textname,
|
||||
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, textname) textname,
|
||||
|
||||
static char sBetterLevelSelectStageNames[38][31] = {
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"Big Boos Haunt",
|
||||
"Cool Cool Mountain",
|
||||
"Inside Peachs Castle",
|
||||
"Hazy Maze Cave",
|
||||
"Shifting Sand Land",
|
||||
"Bobomb Battlefield",
|
||||
"Snowmans Land",
|
||||
"Wet Dry World",
|
||||
"Jolly Roger Bay",
|
||||
"Tiny Huge Island",
|
||||
"Tick Tock Clock",
|
||||
"Rainbow Ride",
|
||||
"Outside the Castle",
|
||||
"Bowser in the Dark World",
|
||||
"Vanish Cap Under the Moat",
|
||||
"Bowser in the Fire Sea",
|
||||
"The Secret Aquarium",
|
||||
"Bowser in the Sky",
|
||||
"Lethal Lava Land",
|
||||
"Dire Dire Docks",
|
||||
"Whomps Fortress",
|
||||
"The End",
|
||||
"Castle Courtyard",
|
||||
"Secret Slide",
|
||||
"Cavern of the Metal Cap",
|
||||
"Tower of the Wing Cap",
|
||||
"Bowser in the Dark World Boss",
|
||||
"Wing Mario Over the Rainbow",
|
||||
"",
|
||||
"Bowser in the Fire Sea Boss",
|
||||
"Bowser in the Sky Boss",
|
||||
"",
|
||||
"Tall Tall Mountain",
|
||||
"",
|
||||
"",
|
||||
#include "levels/level_defines.h"
|
||||
};
|
||||
#undef STUB_LEVEL
|
||||
#undef DEFINE_LEVEL
|
||||
|
||||
static u16 sDemoCountdown = 0;
|
||||
static s16 sPlayMarioGreeting = TRUE;
|
||||
|
||||
Reference in New Issue
Block a user