papermario
Decompilation of Paper Mario
 
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101b90_len_8f0.c File Reference

Macros

#define ALIGN4(v)   (((u32)(v) >> 2) << 2)
 
#define SPR_SWIZZLE(base, offset)   ((void*)((s32)(offset) + (s32)(base)))
 

Functions

void spr_swizzle_anim_offsets (s32 arg0, s32 base, void *spriteData)
 
SpriteAnimDataspr_load_sprite (s32 idx, s32 isPlayerSprite, s32 useTailAlloc)
 
void spr_init_player_raster_cache (s32 cacheSize, s32 maxRasterSize)
 
IMG_PTR spr_get_player_raster (s32 rasterIndex, s32 playerSpriteID)
 
void spr_update_player_raster_cache (void)
 
void spr_load_npc_extra_anims (SpriteAnimData *header, u32 *extraAnimList)
 
SpriteComponent ** spr_allocate_components (s32 count)
 

Variables

s32 spr_allocateBtlComponentsOnWorldHeap
 
HeapNode heap_generalHead
 
HeapNode heap_spriteHead
 
BSS s32 spr_asset_entry [2]
 
BSS s32 PlayerRasterLoadDescBuffer [101]
 
BSS s32 PlayerRasterLoadDescNumLoaded
 
BSS s32 PlayerRasterLoadDescBeginSpriteIndex [SPR_Peach3]
 
BSS s32 D_802D0084 [3]
 
BSS s32 PlayerRasterLoadDesc [0x2E0]
 
BSS PlayerRastersHeader PlayerRasterHeader
 
BSS s32 D_802E0C1C
 
BSS s32 PlayerSpriteRasterSets [SPR_Peach3+1]
 
BSS s32 PlayerRasterCacheSize
 
BSS s32 PlayerRasterMaxSize
 
BSS s32 SpriteDataHeader [3]
 
BSS s32 D_802E0C6C
 
BSS PlayerSpriteCacheEntry PlayerRasterCache [18]
 

Macro Definition Documentation

◆ ALIGN4

#define ALIGN4 ( v)    (((u32)(v) >> 2) << 2)

◆ SPR_SWIZZLE

#define SPR_SWIZZLE ( base,
offset )   ((void*)((s32)(offset) + (s32)(base)))

Function Documentation

◆ spr_allocate_components()

SpriteComponent ** spr_allocate_components ( s32 count)

◆ spr_get_player_raster()

IMG_PTR spr_get_player_raster ( s32 rasterIndex,
s32 playerSpriteID )

◆ spr_init_player_raster_cache()

void spr_init_player_raster_cache ( s32 cacheSize,
s32 maxRasterSize )

Referenced by spr_init_sprites().

◆ spr_load_npc_extra_anims()

void spr_load_npc_extra_anims ( SpriteAnimData * header,
u32 * extraAnimList )

Referenced by spr_load_npc_sprite().

◆ spr_load_sprite()

SpriteAnimData * spr_load_sprite ( s32 idx,
s32 isPlayerSprite,
s32 useTailAlloc )

◆ spr_swizzle_anim_offsets()

void spr_swizzle_anim_offsets ( s32 arg0,
s32 base,
void * spriteData )

Referenced by spr_load_sprite().

◆ spr_update_player_raster_cache()

void spr_update_player_raster_cache ( void )

Referenced by spr_render_init().

Variable Documentation

◆ D_802D0084

BSS s32 D_802D0084[3]

◆ D_802E0C1C

BSS s32 D_802E0C1C

◆ D_802E0C6C

BSS s32 D_802E0C6C

◆ heap_generalHead

HeapNode heap_generalHead
extern

Referenced by spr_allocate_components().

◆ heap_spriteHead

◆ PlayerRasterCache

◆ PlayerRasterCacheSize

◆ PlayerRasterHeader

◆ PlayerRasterLoadDesc

BSS s32 PlayerRasterLoadDesc[0x2E0]

◆ PlayerRasterLoadDescBeginSpriteIndex

BSS s32 PlayerRasterLoadDescBeginSpriteIndex[SPR_Peach3]

◆ PlayerRasterLoadDescBuffer

BSS s32 PlayerRasterLoadDescBuffer[101]

Referenced by spr_load_sprite().

◆ PlayerRasterLoadDescNumLoaded

BSS s32 PlayerRasterLoadDescNumLoaded

◆ PlayerRasterMaxSize

BSS s32 PlayerRasterMaxSize

◆ PlayerSpriteRasterSets

BSS s32 PlayerSpriteRasterSets[SPR_Peach3+1]

◆ spr_allocateBtlComponentsOnWorldHeap

s32 spr_allocateBtlComponentsOnWorldHeap
extern

Referenced by spr_allocate_components().

◆ spr_asset_entry

BSS s32 spr_asset_entry[2]

Referenced by spr_load_sprite().

◆ SpriteDataHeader

BSS s32 SpriteDataHeader[3]