Mario Kart 64
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s16 D_8018CFE0 |
f32 D_8018CFE4 |
s16 D_8018CFE8 |
f32 D_8018CFEC |
s16 D_8018CFF0 |
f32 D_8018CFF4 |
s16 D_8018CFF8 |
s16 D_8018D000 |
s16 D_8018D008 |
f32 D_8018D00C |
s16 D_8018D010 |
s16 D_8018D018 |
s16 D_8018D020 |
f32 D_8018D028[8] |
s16 D_8018D048 |
f32 D_8018D050[8] |
s16 D_8018D070 |
f32 D_8018D078[8] |
s16 D_8018D098 |
f32 D_8018D0A0[8] |
s16 D_8018D0C0 |
f32 D_8018D0C8[8] |
s16 D_8018D0E8 |
f32 D_8018D0F0[8] |
s16 D_8018D110 |
s32 D_8018D114 |
s32 D_8018D140 |
s32 D_8018D150 |
s32 D_8018D158 |
s32 D_8018D160 |
s32 D_8018D168 |
s16 D_8018D16C |
s32 D_8018D170 |
s16 D_8018D174 |
Used for cycling through snowflakes in func_80078790.
s32 D_8018D178 |
s16 D_8018D17C |
Also next free spot in D_8018CC80?
s32 D_8018D180 |
s16 D_8018D184 |
s16 D_8018D18C |
s32 D_8018D190 |
s8 D_8018D198[NUM_GROUP1_MOLES] |
Exact use unknown, something related to the mole groups Maybe be indicating that a given mole in a given group is active?
s32 D_8018D1A0 |
s8 D_8018D1A8[NUM_GROUP2_MOLES] |
s32 D_8018D1B4 |
s8 D_8018D1B8[NUM_GROUP3_MOLES] |
s32 D_8018D1C4 |
s32 D_8018D1C8 |
These seem to be limits on different object types in Moo Moo Farm See init_course_object in code_8006E9C0.c Maybe max number of active moles in a given group of moles?
s32 D_8018D1CC |
s32 D_8018D1D0 |
s32 D_8018D1D4 |
s32 D_8018D1D8 |
s32 D_8018D1DC |
u8* D_8018D1E0 |
f32 D_8018D1E8 |
s32 D_8018D1EC |
s32 D_8018D1F0 |
Number of used spots in D_8018CC80?
s32 D_8018D1F8 |
Next free spot in D_8018CC80?
s32 D_8018D1FC |
s16 D_8018D200 |
s32 D_8018D204 |
s16 D_8018D208 |
s32 D_8018D20C |
s16 D_8018D210 |
bool D_8018D214 |
s16 D_8018D218 |
s32 D_8018D21C |
u8(* D_8018D220)[1024] |
Destination for decompressed exhaust textures (I think) I'm not how much I like this "pointer to an array" setup, but if it matches it matches
s32 D_8018D224 |
u8 D_8018D228 |
s32 D_8018D22C |
s8 D_8018D230 |
Something related to the display of the clouds/stars?
s32 D_8018D240 |
u8* D_8018D248[22] |
f32 D_8018D2A0 |
s32 D_8018D2A4 |
s32 D_8018D2AC |
s16 D_8018D2B0 |
s32 D_8018D2B4 |
s16 D_8018D2B8 |
s32 D_8018D2BC |
s16 D_8018D2C0[4] |
s32 D_8018D2C8[4] |
s16 D_8018D2D8[4] |
s16 D_8018D2E0 |
s16 D_8018D2E8 |
s16 D_8018D2F0 |
s16 D_8018D2F8 |
u16 D_8018D300 |
u16 D_8018D308 |
u16 D_8018D310 |
s32 D_8018D314 |
u16 D_8018D318 |
s32 D_8018D320 |
s32 D_8018D380 |
s32 D_8018D384 |
s32 D_8018D388 |
s32 D_8018D3BC |
Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
s32 D_8018D3C0 |
Limit on some object type (ice chips?) in Sherbet Land.
s32 D_8018D3C4 |
Some sort of limiter on how many of some object type can spawn.
s32 D_8018D3D4 |
s32 D_8018D3D8 |
s32 D_8018D3DC |
s32 D_8018D3E0 |
some alpha
s32 D_8018D3E4 |
some red
s32 D_8018D3E8 |
some green
s32 D_8018D3EC |
some blue
s32 D_8018D3F0 |
s32 D_8018D3F4 |
s32 D_8018D3F8 |
s32 D_8018D400 |
s32 D_8018D40C |
s32 D_8018D410 |
u8* D_8018D420 |
u8* D_8018D424 |
u8* D_8018D428 |
u8* D_8018D42C |
u8* D_8018D430 |
u8* D_8018D434 |
u8* D_8018D438 |
u8* D_8018D43C |
u8* D_8018D440 |
u8* D_8018D444 |
u8* D_8018D448 |
u8* D_8018D44C |
u8* D_8018D450 |
u8* D_8018D454 |
u8* D_8018D458 |
u8* D_8018D45C |
u8* D_8018D460 |
u8* D_8018D464 |
u8* D_8018D468 |
u8* D_8018D46C |
u8* D_8018D470 |
u8* D_8018D474 |
u8* D_8018D478 |
u8* D_8018D480 |
u8* D_8018D484 |
u8* D_8018D488 |
u8* D_8018D48C |
u8* D_8018D490 |
u8* D_8018D494 |
u8* D_8018D498 |
u8* D_8018D49C |
u8* D_8018D4A0 |
u8* D_8018D4A4 |
u8* D_8018D4A8 |
u8* D_8018D4AC |
u8* D_8018D4B0 |
u8* D_8018D4B4 |
u8* D_8018D4B8 |
u8* D_8018D4BC |
u8* D_8018D4C0 |
u8* D_8018D4C4 |
u8* D_8018D4C8 |
Vec3f D_8018D4D0[8] |
Vec3f D_8018D530[8] |
Vec3f D_8018D590[8] |
Vec3s D_8018D620[8] |
Vec3f D_8018D650[8] |
Vec3f D_8018D6B0[8] |
Vec3f D_8018D710[8] |
Vec3s D_8018D770[8] |
Vec3s D_8018D7A0[8] |
Vec3s D_8018D7D0[8] |
Vec3s D_8018D800[8] |
Vec3s D_8018D830[8] |
Vec3s D_8018D860[8] |
Vec3s D_8018D890[8] |
Vec3s D_8018D8D0[8] |
s32 gIsHUDVisible |
s32 gMatrixHudCount |
s16 gPlayerBalloonCount[8] |
u16 gPlayerBalloonStatus[8][3] |
s32 gRaceFrameCounter |
f32 xOrientation |