Add readable names to level defines table

This commit is contained in:
Garrett Cox
2023-10-16 14:04:37 -05:00
parent 50fb1a4892
commit 28e5658332
11 changed files with 106 additions and 131 deletions
+2 -2
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@@ -4,13 +4,13 @@
// Start of the 3 cap courses in a row.
#define COURSE_CAP_COURSES COURSE_COTMC
#define DEFINE_COURSE(courseenum, _1) courseenum,
#define DEFINE_COURSE(courseenum, _1, _2) courseenum,
#define DEFINE_COURSES_END() \
COURSE_BONUS_STAGES, \
COURSE_STAGES_MAX = COURSE_BONUS_STAGES - 1, \
COURSE_STAGES_COUNT = COURSE_STAGES_MAX,
#define DEFINE_BONUS_COURSE(courseenum, _1) courseenum,
#define DEFINE_BONUS_COURSE(courseenum, _1, _2) courseenum,
enum CourseNum {
#include "levels/course_defines.h"
+2 -2
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@@ -4,8 +4,8 @@
// For LEVEL_NAME defines, see level_defines.h.
// Please include this file if you want to use them.
#define STUB_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8) levelenum,
#define DEFINE_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9, _10) levelenum,
#define STUB_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9) levelenum,
#define DEFINE_LEVEL(_0, levelenum, _2, _3, _4, _5, _6, _7, _8, _9, _10, _11) levelenum,
enum LevelNum {
LEVEL_NONE,
+30 -26
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@@ -9,31 +9,35 @@
* 2: The camera goes to a closeup of mario
* 3: Bowser keys and the grand star
* 4: Default, used for 100 coin stars, 8 red coin stars in bowser levels, and secret stars
*
* #region [PU] Added info for each course
* Argument 3: Human readable name of the course.
* #endregion
*/
DEFINE_COURSE(COURSE_NONE, 0x44444440) // (0) Course Hub (Castle Grounds)
DEFINE_COURSE(COURSE_BOB, 0x00022240) // (1) Bob Omb Battlefield
DEFINE_COURSE(COURSE_WF, 0x00002040) // (2) Whomp's Fortress
DEFINE_COURSE(COURSE_JRB, 0x22222240) // (3) Jolly Rodger's Bay
DEFINE_COURSE(COURSE_CCM, 0x00220040) // (4) Cool Cool Mountain
DEFINE_COURSE(COURSE_BBH, 0x22222240) // (5) Big Boo's Haunt
DEFINE_COURSE(COURSE_HMC, 0x22222240) // (6) Hazy Maze Cave
DEFINE_COURSE(COURSE_LLL, 0x21212140) // (7) Lethal Lava Land
DEFINE_COURSE(COURSE_SSL, 0x20222240) // (8) Shifting Sand Land
DEFINE_COURSE(COURSE_DDD, 0x22222240) // (9) Dire Dire Docks
DEFINE_COURSE(COURSE_SL, 0x02020240) // (10) Snowman's Land
DEFINE_COURSE(COURSE_WDW, 0x22102240) // (11) Wet Dry World
DEFINE_COURSE(COURSE_TTM, 0x00000040) // (12) Tall Tall Mountain
DEFINE_COURSE(COURSE_THI, 0x11112140) // (13) Tiny Huge Island
DEFINE_COURSE(COURSE_TTC, 0x22222240) // (14) Tick Tock Clock
DEFINE_COURSE(COURSE_RR, 0x00000040) // (15) Rainbow Ride
DEFINE_COURSE( COURSE_NONE, 0x44444440, "Course Hub (Castle Grounds)") // (0)
DEFINE_COURSE( COURSE_BOB, 0x00022240, "Bob Omb Battlefield") // (1)
DEFINE_COURSE( COURSE_WF, 0x00002040, "Whomp's Fortress") // (2)
DEFINE_COURSE( COURSE_JRB, 0x22222240, "Jolly Rodger's Bay") // (3)
DEFINE_COURSE( COURSE_CCM, 0x00220040, "Cool Cool Mountain") // (4)
DEFINE_COURSE( COURSE_BBH, 0x22222240, "Big Boo's Haunt") // (5)
DEFINE_COURSE( COURSE_HMC, 0x22222240, "Hazy Maze Cave") // (6)
DEFINE_COURSE( COURSE_LLL, 0x21212140, "Lethal Lava Land") // (7)
DEFINE_COURSE( COURSE_SSL, 0x20222240, "Shifting Sand Land") // (8)
DEFINE_COURSE( COURSE_DDD, 0x22222240, "Dire Dire Docks") // (9)
DEFINE_COURSE( COURSE_SL, 0x02020240, "Snowman's Land") // (10)
DEFINE_COURSE( COURSE_WDW, 0x22102240, "Wet Dry World") // (11)
DEFINE_COURSE( COURSE_TTM, 0x00000040, "Tall Tall Mountain") // (12)
DEFINE_COURSE( COURSE_THI, 0x11112140, "Tiny Huge Island") // (13)
DEFINE_COURSE( COURSE_TTC, 0x22222240, "Tick Tock Clock") // (14)
DEFINE_COURSE( COURSE_RR, 0x00000040, "Rainbow Ride") // (15)
DEFINE_COURSES_END()
DEFINE_BONUS_COURSE(COURSE_BITDW, 0x34444440) // (16) Bowser in the Dark World
DEFINE_BONUS_COURSE(COURSE_BITFS, 0x34444440) // (17) Bowser in the Fire Sea
DEFINE_BONUS_COURSE(COURSE_BITS, 0x34444440) // (18) Bowser in the Sky
DEFINE_BONUS_COURSE(COURSE_PSS, 0x24444440) // (19) Princess's Secret Slide
DEFINE_BONUS_COURSE(COURSE_COTMC, 0x44444440) // (20) Cavern of the Metal Cap
DEFINE_BONUS_COURSE(COURSE_TOTWC, 0x04444440) // (21) Tower of the Wing Cap
DEFINE_BONUS_COURSE(COURSE_VCUTM, 0x24444440) // (22) Vanish Cap Under the Moat
DEFINE_BONUS_COURSE(COURSE_WMOTR, 0x04444440) // (23) Winged Mario over the Rainbow
DEFINE_BONUS_COURSE(COURSE_SA, 0x24444440) // (24) Secret Aquarium
DEFINE_BONUS_COURSE(COURSE_CAKE_END, 0x44444440) // (25) The End (Cake Scene)
DEFINE_BONUS_COURSE(COURSE_BITDW, 0x34444440, "Bowser in the Dark World") // (16)
DEFINE_BONUS_COURSE(COURSE_BITFS, 0x34444440, "Bowser in the Fire Sea") // (17)
DEFINE_BONUS_COURSE(COURSE_BITS, 0x34444440, "Bowser in the Sky") // (18)
DEFINE_BONUS_COURSE(COURSE_PSS, 0x24444440, "Princess's Secret Slide") // (19)
DEFINE_BONUS_COURSE(COURSE_COTMC, 0x44444440, "Cavern of the Metal Cap") // (20)
DEFINE_BONUS_COURSE(COURSE_TOTWC, 0x04444440, "Tower of the Wing Cap") // (21)
DEFINE_BONUS_COURSE(COURSE_VCUTM, 0x24444440, "Vanish Cap Under the Moat") // (22)
DEFINE_BONUS_COURSE(COURSE_WMOTR, 0x04444440, "Winged Mario over the Rainbow") // (23)
DEFINE_BONUS_COURSE(COURSE_SA, 0x24444440, "Secret Aquarium") // (24)
DEFINE_BONUS_COURSE(COURSE_CAKE_END, 0x44444440, "The End (Cake Scene)") // (25)
+41 -38
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@@ -14,44 +14,47 @@
// Argument 7, 8, 9: Echo levels for individual areas.
// Argument 10: Specify dynamic music tables for levels, if specified. _ for none.
// Argument 11: Specify level camera table, if specified. _ for none.
// #region [PU] Added info for each level
// Argument 12: Human readable name of the level.
// #endregion
// NOTE: Be sure to edit sZoomOutAreaMasks in camera.c, as there isnt a good way to macro those right now.
// TODO: Figure something out for sZoomOutAreaMasks?
STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
DEFINE_LEVEL("TERESA OBAKE", LEVEL_BBH, COURSE_BBH, bbh, spooky, 28000, 0x28, 0x28, 0x28, sDynBbh, sCamBBH)
DEFINE_LEVEL("YYAMA1 % YSLD1", LEVEL_CCM, COURSE_CCM, ccm, snow, 17000, 0x10, 0x38, 0x38, _, sCamCCM)
DEFINE_LEVEL("SELECT ROOM", LEVEL_CASTLE, COURSE_NONE, castle_inside, inside, 20000, 0x20, 0x20, 0x30, _, sCamCastle)
DEFINE_LEVEL("HORROR DUNGEON", LEVEL_HMC, COURSE_HMC, hmc, cave, 16000, 0x28, 0x28, 0x28, sDynHmc, sCamHMC)
DEFINE_LEVEL("SABAKU % PYRMD", LEVEL_SSL, COURSE_SSL, ssl, generic, 15000, 0x08, 0x30, 0x30, _, sCamSSL)
DEFINE_LEVEL("BATTLE FIELD", LEVEL_BOB, COURSE_BOB, bob, generic, 15000, 0x08, 0x08, 0x08, _, _)
DEFINE_LEVEL("YUKIYAMA2", LEVEL_SL, COURSE_SL, sl, snow, 14000, 0x10, 0x28, 0x28, _, sCamSL)
DEFINE_LEVEL("POOL KAI", LEVEL_WDW, COURSE_WDW, wdw, grass, 17000, 0x10, 0x18, 0x18, sDynWdw, _)
DEFINE_LEVEL("WTDG % TINBOTU", LEVEL_JRB, COURSE_JRB, jrb, water, 20000, 0x10, 0x18, 0x18, sDynJrb, _)
DEFINE_LEVEL("BIG WORLD", LEVEL_THI, COURSE_THI, thi, grass, 20000, 0x0c, 0x0c, 0x20, _, sCamTHI)
DEFINE_LEVEL("CLOCK TOWER", LEVEL_TTC, COURSE_TTC, ttc, machine, 18000, 0x18, 0x18, 0x18, _, _)
DEFINE_LEVEL("RAINBOW CRUISE", LEVEL_RR, COURSE_RR, rr, sky, 20000, 0x20, 0x20, 0x20, _, sCamRR)
DEFINE_LEVEL("MAIN MAP", LEVEL_CASTLE_GROUNDS, COURSE_NONE, castle_grounds, outside, 25000, 0x08, 0x08, 0x08, _, _)
DEFINE_LEVEL("EXT1 YOKO SCRL", LEVEL_BITDW, COURSE_BITDW, bitdw, sky, 16000, 0x28, 0x28, 0x28, _, _)
DEFINE_LEVEL("EXT7 HORI MINI", LEVEL_VCUTM, COURSE_VCUTM, vcutm, outside, 30000, 0x28, 0x28, 0x28, _, _)
DEFINE_LEVEL("EXT2 TIKA LAVA", LEVEL_BITFS, COURSE_BITFS, bitfs, sky, 16000, 0x28, 0x28, 0x28, _, _)
DEFINE_LEVEL("EXT9 SUISOU", LEVEL_SA, COURSE_SA, sa, inside, 20000, 0x10, 0x10, 0x10, _, _)
DEFINE_LEVEL("EXT3 HEAVEN", LEVEL_BITS, COURSE_BITS, bits, sky, 16000, 0x28, 0x28, 0x28, _, _)
DEFINE_LEVEL("FIREB1 % INVLC", LEVEL_LLL, COURSE_LLL, lll, fire, 22000, 0x08, 0x30, 0x30, _, _)
DEFINE_LEVEL("WATER LAND", LEVEL_DDD, COURSE_DDD, ddd, water, 17000, 0x10, 0x20, 0x20, sDynDdd, _)
DEFINE_LEVEL("MOUNTAIN", LEVEL_WF, COURSE_WF, wf, grass, 13000, 0x08, 0x08, 0x08, _, _)
DEFINE_LEVEL("ENDING", LEVEL_ENDING, COURSE_CAKE_END, ending, generic, 20000, 0x00, 0x00, 0x00, _, _)
DEFINE_LEVEL("URANIWA", LEVEL_CASTLE_COURTYARD, COURSE_NONE, castle_courtyard, outside, 20000, 0x08, 0x08, 0x08, _, _)
DEFINE_LEVEL("EXT4 MINI SLID", LEVEL_PSS, COURSE_PSS, pss, mountain, 20000, 0x28, 0x28, 0x28, _, _)
DEFINE_LEVEL("IN THE FALL", LEVEL_COTMC, COURSE_COTMC, cotmc, cave, 18000, 0x28, 0x28, 0x28, _, sCamCotMC)
DEFINE_LEVEL("EXT6 MARIO FLY", LEVEL_TOTWC, COURSE_TOTWC, totwc, sky, 20000, 0x20, 0x20, 0x20, _, _)
DEFINE_LEVEL("KUPPA1", LEVEL_BOWSER_1, COURSE_BITDW, bowser_1, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
DEFINE_LEVEL("EXT8 BLUE SKY", LEVEL_WMOTR, COURSE_WMOTR, wmotr, generic, 20000, 0x28, 0x28, 0x28, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_32, COURSE_NONE, 20000, 0x70, 0x00, 0x00, _, _)
DEFINE_LEVEL("KUPPA2", LEVEL_BOWSER_2, COURSE_BITFS, bowser_2, fire, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
DEFINE_LEVEL("KUPPA3", LEVEL_BOWSER_3, COURSE_BITS, bowser_3, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_35, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
DEFINE_LEVEL("DONKEY % SLID2", LEVEL_TTM, COURSE_TTM, ttm, mountain, 15000, 0x08, 0x08, 0x08, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_37, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_38, COURSE_NONE, 20000, 0x00, 0x00, 0x00, sDynUnk38, _)
STUB_LEVEL( "", LEVEL_UNKNOWN_1, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
STUB_LEVEL( "", LEVEL_UNKNOWN_2, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
STUB_LEVEL( "", LEVEL_UNKNOWN_3, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
DEFINE_LEVEL("TERESA OBAKE", LEVEL_BBH, COURSE_BBH, bbh, spooky, 28000, 0x28, 0x28, 0x28, sDynBbh, sCamBBH, "Big Boos Haunt")
DEFINE_LEVEL("YYAMA1 % YSLD1", LEVEL_CCM, COURSE_CCM, ccm, snow, 17000, 0x10, 0x38, 0x38, _, sCamCCM, "Cool Cool Mountain")
DEFINE_LEVEL("SELECT ROOM", LEVEL_CASTLE, COURSE_NONE, castle_inside, inside, 20000, 0x20, 0x20, 0x30, _, sCamCastle, "Inside Peachs Castle")
DEFINE_LEVEL("HORROR DUNGEON", LEVEL_HMC, COURSE_HMC, hmc, cave, 16000, 0x28, 0x28, 0x28, sDynHmc, sCamHMC, "Hazy Maze Cave")
DEFINE_LEVEL("SABAKU % PYRMD", LEVEL_SSL, COURSE_SSL, ssl, generic, 15000, 0x08, 0x30, 0x30, _, sCamSSL, "Shifting Sand Land")
DEFINE_LEVEL("BATTLE FIELD", LEVEL_BOB, COURSE_BOB, bob, generic, 15000, 0x08, 0x08, 0x08, _, _, "Bobomb Battlefield")
DEFINE_LEVEL("YUKIYAMA2", LEVEL_SL, COURSE_SL, sl, snow, 14000, 0x10, 0x28, 0x28, _, sCamSL, "Snowmans Land")
DEFINE_LEVEL("POOL KAI", LEVEL_WDW, COURSE_WDW, wdw, grass, 17000, 0x10, 0x18, 0x18, sDynWdw, _, "Wet Dry World")
DEFINE_LEVEL("WTDG % TINBOTU", LEVEL_JRB, COURSE_JRB, jrb, water, 20000, 0x10, 0x18, 0x18, sDynJrb, _, "Jolly Roger Bay")
DEFINE_LEVEL("BIG WORLD", LEVEL_THI, COURSE_THI, thi, grass, 20000, 0x0c, 0x0c, 0x20, _, sCamTHI, "Tiny Huge Island")
DEFINE_LEVEL("CLOCK TOWER", LEVEL_TTC, COURSE_TTC, ttc, machine, 18000, 0x18, 0x18, 0x18, _, _, "Tick Tock Clock")
DEFINE_LEVEL("RAINBOW CRUISE", LEVEL_RR, COURSE_RR, rr, sky, 20000, 0x20, 0x20, 0x20, _, sCamRR, "Rainbow Ride")
DEFINE_LEVEL("MAIN MAP", LEVEL_CASTLE_GROUNDS, COURSE_NONE, castle_grounds, outside, 25000, 0x08, 0x08, 0x08, _, _, "Outside the Castle")
DEFINE_LEVEL("EXT1 YOKO SCRL", LEVEL_BITDW, COURSE_BITDW, bitdw, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Dark World")
DEFINE_LEVEL("EXT7 HORI MINI", LEVEL_VCUTM, COURSE_VCUTM, vcutm, outside, 30000, 0x28, 0x28, 0x28, _, _, "Vanish Cap Under the Moat")
DEFINE_LEVEL("EXT2 TIKA LAVA", LEVEL_BITFS, COURSE_BITFS, bitfs, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Fire Sea")
DEFINE_LEVEL("EXT9 SUISOU", LEVEL_SA, COURSE_SA, sa, inside, 20000, 0x10, 0x10, 0x10, _, _, "The Secret Aquarium")
DEFINE_LEVEL("EXT3 HEAVEN", LEVEL_BITS, COURSE_BITS, bits, sky, 16000, 0x28, 0x28, 0x28, _, _, "Bowser in the Sky")
DEFINE_LEVEL("FIREB1 % INVLC", LEVEL_LLL, COURSE_LLL, lll, fire, 22000, 0x08, 0x30, 0x30, _, _, "Lethal Lava Land")
DEFINE_LEVEL("WATER LAND", LEVEL_DDD, COURSE_DDD, ddd, water, 17000, 0x10, 0x20, 0x20, sDynDdd, _, "Dire Dire Docks")
DEFINE_LEVEL("MOUNTAIN", LEVEL_WF, COURSE_WF, wf, grass, 13000, 0x08, 0x08, 0x08, _, _, "Whomps Fortress")
DEFINE_LEVEL("ENDING", LEVEL_ENDING, COURSE_CAKE_END, ending, generic, 20000, 0x00, 0x00, 0x00, _, _, "The End")
DEFINE_LEVEL("URANIWA", LEVEL_CASTLE_COURTYARD, COURSE_NONE, castle_courtyard, outside, 20000, 0x08, 0x08, 0x08, _, _, "Castle Courtyard")
DEFINE_LEVEL("EXT4 MINI SLID", LEVEL_PSS, COURSE_PSS, pss, mountain, 20000, 0x28, 0x28, 0x28, _, _, "Secret Slide")
DEFINE_LEVEL("IN THE FALL", LEVEL_COTMC, COURSE_COTMC, cotmc, cave, 18000, 0x28, 0x28, 0x28, _, sCamCotMC, "Cavern of the Metal Cap")
DEFINE_LEVEL("EXT6 MARIO FLY", LEVEL_TOTWC, COURSE_TOTWC, totwc, sky, 20000, 0x20, 0x20, 0x20, _, _, "Tower of the Wing Cap")
DEFINE_LEVEL("KUPPA1", LEVEL_BOWSER_1, COURSE_BITDW, bowser_1, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Dark World Boss")
DEFINE_LEVEL("EXT8 BLUE SKY", LEVEL_WMOTR, COURSE_WMOTR, wmotr, generic, 20000, 0x28, 0x28, 0x28, _, _, "Wing Mario Over the Rainbow")
STUB_LEVEL( "", LEVEL_UNKNOWN_32, COURSE_NONE, 20000, 0x70, 0x00, 0x00, _, _, "")
DEFINE_LEVEL("KUPPA2", LEVEL_BOWSER_2, COURSE_BITFS, bowser_2, fire, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Fire Sea Boss")
DEFINE_LEVEL("KUPPA3", LEVEL_BOWSER_3, COURSE_BITS, bowser_3, generic, VAL_DIFF, 0x40, 0x40, 0x40, _, _, "Bowser in the Sky Boss")
STUB_LEVEL( "", LEVEL_UNKNOWN_35, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
DEFINE_LEVEL("DONKEY % SLID2", LEVEL_TTM, COURSE_TTM, ttm, mountain, 15000, 0x08, 0x08, 0x08, _, _, "Tall Tall Mountain")
STUB_LEVEL( "", LEVEL_UNKNOWN_37, COURSE_NONE, 20000, 0x00, 0x00, 0x00, _, _, "")
STUB_LEVEL( "", LEVEL_UNKNOWN_38, COURSE_NONE, 20000, 0x00, 0x00, 0x00, sDynUnk38, _, "")
+2 -2
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@@ -1,7 +1,7 @@
// This file is to be processed by the Makefile to add #include "" before being included in build.
#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) levels/folder/header.h
#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) levels/folder/header.h
#include "levels/level_defines.h"
+2 -2
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@@ -1,5 +1,5 @@
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
#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
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@@ -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(), \
+6 -6
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@@ -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
View File
@@ -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.
+2 -2
View File
@@ -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
View File
@@ -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;