papermario
Decompilation of Paper Mario
 
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action_cmd.c File Reference

Macros

#define AC_TBL_ENTRY(name)    action_cmd_ ## name ## _ROM_START, action_cmd_ ## name ## _ROM_END, action_cmd_ ## name ## _VRAM
 

Functions

s32 adjust_action_command_difficulty (s32 difficultyLevel)
 
void draw_mash_meter (s32 posX, s32 posY, s32 fillValue, s32 colorMode)
 
void draw_mash_meter_multicolor (s32 posX, s32 posY, s32 fillValue)
 
void draw_mash_meter_multicolor_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor)
 
void draw_mash_meter_mode (s32 posX, s32 posY, s32 fillValue, s32 colorMode)
 
void draw_mash_meter_mode_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor, s32 colorMode)
 
void draw_mash_meter_blink (s32 posX, s32 posY, s32 fillValue)
 
void draw_mash_meter_blink_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor)
 
void action_command_init_status (void)
 
void action_command_update (void)
 
void action_command_draw (void)
 
void action_command_free (void)
 
void create_action_command_ui_worker (void)
 
s32 check_block_input (s32 buttonMask)
 
void increment_action_command_attempt_count (void)
 
void increment_action_command_success_count (void)
 

Variables

u8 mashMeter_bgColors [15]
 
u8 mashMeter_fillColors [15]
 
u8 mashMeter_cutOffColors [15]
 
Difficulty1D actionCmdTableJump = { 7, 6, 5, 4, 3, 2, 1, 0 }
 
Difficulty1D actionCmdTableHammer = { 11, 10, 9, 8, 7, 6, 5, 4 }
 
Difficulty1D actionCmdTableFlee = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableBreakFree = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableWhirlwind = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableStopLeech = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTable07 = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableDizzyShell = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableFireShell = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTable0A = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableBomb = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableBodySlam = { 9, 8, 7, 6, 5, 4, 3, 2 }
 
Difficulty1D actionCmdTableAirLift = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableAirRaid = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableSquirt = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTablePowerShock = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableMegaShock = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableSmack = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableSpinySurge = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableHurricane = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty1D actionCmdTableSpook = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
Difficulty2D actionCmdTableWaterBlock = { {6, 3}, {5, 3}, {4, 3}, {2, 3}, {1, 3}, {0, 3}, {0, 2}, {0, 1} }
 
Difficulty1D actionCmdTableTidalWave = { 130, 120, 110, 100, 90, 80, 70, 60 }
 
void * actionCommandDmaTable []
 
BSS s32 MashMeterSmoothDivisor
 
BSS s32 D_8029FBC4_pad [3]
 
BSS s32 IsGroupHeal
 
BSS s8 ApplyingBuff
 
BSS s32 D_8029FBD8_pad [2]
 
BSS ActionCommandStatus gActionCommandStatus
 

Macro Definition Documentation

◆ AC_TBL_ENTRY

#define AC_TBL_ENTRY ( name)     action_cmd_ ## name ## _ROM_START, action_cmd_ ## name ## _ROM_END, action_cmd_ ## name ## _VRAM

Function Documentation

◆ action_command_draw()

void action_command_draw ( void )

◆ action_command_free()

void action_command_free ( void )

Referenced by action_command_update(), and update().

◆ action_command_init_status()

void action_command_init_status ( void )

◆ action_command_update()

void action_command_update ( void )

◆ adjust_action_command_difficulty()

s32 adjust_action_command_difficulty ( s32 difficultyLevel)

◆ check_block_input()

s32 check_block_input ( s32 buttonMask)

◆ create_action_command_ui_worker()

void create_action_command_ui_worker ( void )

Referenced by initialize_battle().

◆ draw_mash_meter()

◆ draw_mash_meter_blink()

void draw_mash_meter_blink ( s32 posX,
s32 posY,
s32 fillValue )

Referenced by draw().

◆ draw_mash_meter_blink_with_divisor()

void draw_mash_meter_blink_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor )

Referenced by draw().

◆ draw_mash_meter_mode()

void draw_mash_meter_mode ( s32 posX,
s32 posY,
s32 fillValue,
s32 colorMode )

◆ draw_mash_meter_mode_with_divisor()

void draw_mash_meter_mode_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor,
s32 colorMode )

Referenced by draw().

◆ draw_mash_meter_multicolor()

void draw_mash_meter_multicolor ( s32 posX,
s32 posY,
s32 fillValue )

Referenced by draw().

◆ draw_mash_meter_multicolor_with_divisor()

void draw_mash_meter_multicolor_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor )

Referenced by draw().

◆ increment_action_command_attempt_count()

void increment_action_command_attempt_count ( void )

◆ increment_action_command_success_count()

void increment_action_command_success_count ( void )

Referenced by update().

Variable Documentation

◆ actionCmdTable07

Difficulty1D actionCmdTable07 = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTable0A

Difficulty1D actionCmdTable0A = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableAirLift

Difficulty1D actionCmdTableAirLift = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableAirRaid

Difficulty1D actionCmdTableAirRaid = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableBodySlam

Difficulty1D actionCmdTableBodySlam = { 9, 8, 7, 6, 5, 4, 3, 2 }

◆ actionCmdTableBomb

Difficulty1D actionCmdTableBomb = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableBreakFree

Difficulty1D actionCmdTableBreakFree = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableDizzyShell

Difficulty1D actionCmdTableDizzyShell = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableFireShell

Difficulty1D actionCmdTableFireShell = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableFlee

Difficulty1D actionCmdTableFlee = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableHammer

Difficulty1D actionCmdTableHammer = { 11, 10, 9, 8, 7, 6, 5, 4 }

◆ actionCmdTableHurricane

Difficulty1D actionCmdTableHurricane = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableJump

Difficulty1D actionCmdTableJump = { 7, 6, 5, 4, 3, 2, 1, 0 }

◆ actionCmdTableMegaShock

Difficulty1D actionCmdTableMegaShock = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTablePowerShock

Difficulty1D actionCmdTablePowerShock = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableSmack

Difficulty1D actionCmdTableSmack = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableSpinySurge

Difficulty1D actionCmdTableSpinySurge = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableSpook

Difficulty1D actionCmdTableSpook = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableSquirt

Difficulty1D actionCmdTableSquirt = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableStopLeech

Difficulty1D actionCmdTableStopLeech = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableTidalWave

Difficulty1D actionCmdTableTidalWave = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCmdTableWaterBlock

Difficulty2D actionCmdTableWaterBlock = { {6, 3}, {5, 3}, {4, 3}, {2, 3}, {1, 3}, {0, 3}, {0, 2}, {0, 1} }

◆ actionCmdTableWhirlwind

Difficulty1D actionCmdTableWhirlwind = { 130, 120, 110, 100, 90, 80, 70, 60 }

◆ actionCommandDmaTable

void* actionCommandDmaTable[]
Initial value:
= {
NULL, NULL, NULL,
action_cmd_jump_ROM_START, action_cmd_jump_ROM_END, action_cmd_jump_VRAM,
action_cmd_hammer_ROM_START, action_cmd_hammer_ROM_END, action_cmd_hammer_VRAM,
action_cmd_flee_ROM_START, action_cmd_flee_ROM_END, action_cmd_flee_VRAM,
action_cmd_break_free_ROM_START, action_cmd_break_free_ROM_END, action_cmd_break_free_VRAM,
action_cmd_whirlwind_ROM_START, action_cmd_whirlwind_ROM_END, action_cmd_whirlwind_VRAM,
action_cmd_stop_leech_ROM_START, action_cmd_stop_leech_ROM_END, action_cmd_stop_leech_VRAM,
action_cmd_unused_flee_ROM_START, action_cmd_unused_flee_ROM_END, action_cmd_unused_flee_VRAM,
action_cmd_dizzy_shell_ROM_START, action_cmd_dizzy_shell_ROM_END, action_cmd_dizzy_shell_VRAM,
action_cmd_fire_shell_ROM_START, action_cmd_fire_shell_ROM_END, action_cmd_fire_shell_VRAM,
action_cmd_unused_mash_a_ROM_START, action_cmd_unused_mash_a_ROM_END, action_cmd_unused_mash_a_VRAM,
action_cmd_bomb_ROM_START, action_cmd_bomb_ROM_END, action_cmd_bomb_VRAM,
action_cmd_body_slam_ROM_START, action_cmd_body_slam_ROM_END, action_cmd_body_slam_VRAM,
action_cmd_air_lift_ROM_START, action_cmd_air_lift_ROM_END, action_cmd_air_lift_VRAM,
action_cmd_air_raid_ROM_START, action_cmd_air_raid_ROM_END, action_cmd_air_raid_VRAM,
action_cmd_squirt_ROM_START, action_cmd_squirt_ROM_END, action_cmd_squirt_VRAM,
action_cmd_power_shock_ROM_START, action_cmd_power_shock_ROM_END, action_cmd_power_shock_VRAM,
action_cmd_mega_shock_ROM_START, action_cmd_mega_shock_ROM_END, action_cmd_mega_shock_VRAM,
action_cmd_smack_ROM_START, action_cmd_smack_ROM_END, action_cmd_smack_VRAM,
action_cmd_spiny_surge_ROM_START, action_cmd_spiny_surge_ROM_END, action_cmd_spiny_surge_VRAM,
action_cmd_hurricane_ROM_START, action_cmd_hurricane_ROM_END, action_cmd_hurricane_VRAM,
action_cmd_spook_ROM_START, action_cmd_spook_ROM_END, action_cmd_spook_VRAM,
action_cmd_three_chances_ROM_START, action_cmd_three_chances_ROM_END, action_cmd_three_chances_VRAM,
action_cmd_tidal_wave_ROM_START, action_cmd_tidal_wave_ROM_END, action_cmd_tidal_wave_VRAM,
}

◆ ApplyingBuff

BSS s8 ApplyingBuff

◆ D_8029FBC4_pad

BSS s32 D_8029FBC4_pad[3]

◆ D_8029FBD8_pad

BSS s32 D_8029FBD8_pad[2]

◆ gActionCommandStatus

◆ IsGroupHeal

BSS s32 IsGroupHeal

◆ mashMeter_bgColors

u8 mashMeter_bgColors[15]
Initial value:
= {
33, 33, 117,
29, 35, 163,
70, 12, 180,
107, 0, 120,
115, 13, 19,
}

Referenced by draw_mash_meter(), and DrawMashMeter().

◆ mashMeter_cutOffColors

u8 mashMeter_cutOffColors[15]
Initial value:
= {
45, 56, 210,
84, 40, 209,
125, 44, 181,
161, 27, 85,
255, 255, 255,
}

Referenced by draw_mash_meter(), and DrawMashMeter().

◆ mashMeter_fillColors

u8 mashMeter_fillColors[15]
Initial value:
= {
0, 228, 134,
46, 180, 242,
117, 112, 255,
243, 4, 188,
247, 13, 5,
}

Referenced by draw_mash_meter(), and DrawMashMeter().

◆ MashMeterSmoothDivisor