Start Decompiling sprman.c

This commit is contained in:
gamemasterplc 2023-12-02 17:57:35 -06:00
parent 33ed842952
commit fbe16f2995
4 changed files with 392 additions and 13 deletions

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@ -4,6 +4,8 @@
#include "types.h"
#include "common_enums.h"
#include "dolphin/dvd.h"
#include "dolphin/mtx/GeoTypes.h"
#include "dolphin/gx/GXEnum.h"
typedef struct om_ovl_his_data {
OverlayID overlay;
@ -157,4 +159,119 @@ typedef struct om_obj_data {
void *data;
} omObjData;
typedef struct anim_time_data {
s16 pat;
s16 time;
s16 shiftX;
s16 shiftY;
s16 flip;
s16 pad;
} AnimFrameData;
typedef struct anim_bank_data {
s16 timeNum;
AnimFrameData *frame;
} AnimBankData;
typedef struct anim_layer_data {
u8 alpha;
u8 flip;
s16 bmpNo;
s16 startX;
s16 startY;
s16 sizeX;
s16 sizeY;
s16 shiftX;
s16 shiftY;
s16 vtx[8];
} AnimLayerData;
typedef struct anim_pat_data {
s16 layerNum;
s16 centerX;
s16 centerY;
s16 sizeX;
s16 sizeY;
AnimLayerData *layer;
} AnimPatData;
typedef struct anim_bmp_data {
u8 pixSize;
u8 dataFmt;
s16 palNum;
s16 sizeX;
s16 sizeY;
u32 dataSize;
void *palData;
void *data;
} AnimBmpData;
typedef struct anim_data {
s16 bankNum;
s16 patNum;
s16 bmpNum;
s16 useNum;
AnimBankData *bank;
AnimPatData *pat;
AnimBmpData *bmp;
} AnimData;
typedef struct sprite_data {
char r;
char g;
char b;
char draw_no;
short frame;
short bank;
short attr;
short dirty_flag;
short prio;
float time;
float x;
float y;
float rot;
float scale_x;
float scale_y;
float speed;
float alpha;
GXTexWrapMode wrap_s;
GXTexWrapMode wrap_t;
short tex_scale_x;
short tex_scale_y;
Mtx *group_mtx;
union {
AnimData *data;
void (*func)(struct sprite_data *sprite);
};
AnimPatData *pat_data;
AnimFrameData *frame_data;
short work[4];
AnimData *bg;
short bg_bank;
short scissor_x;
short scissor_y;
short scissor_w;
short scissor_h;
} SpriteData;
typedef struct sprite_group_data {
short num_members;
float x;
float y;
float rot;
float scale_x;
float scale_y;
float center_x;
float center_y;
s16 *members;
Mtx mtx;
} SpriteGroupData;
typedef struct sprite_order_data {
u16 group;
u16 sprite;
u16 prio;
u16 next;
} SpriteOrderData;
#endif