Mario Kart 64
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code_80057C60_var.c File Reference
#include <ultra64.h>
#include <macros.h>
#include "code_80057C60.h"
Include dependency graph for code_80057C60_var.c:

Variables

s16 D_8018CFE0
 
f32 D_8018CFE4
 
s16 D_8018CFE8
 
f32 D_8018CFEC
 
s16 D_8018CFF0
 
f32 D_8018CFF4
 
s16 D_8018CFF8
 
UNUSED s32 D_8018CFFC
 
s16 D_8018D000
 
UNUSED s32 D_8018D004
 
s16 D_8018D008
 
f32 D_8018D00C
 
s16 D_8018D010
 
UNUSED s32 D_8018D014
 
s16 D_8018D018
 
f32 xOrientation
 
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
 
UNUSED s32 D_8018D118 [2]
 
s32 gMatrixHudCount
 
UNUSED s32 D_8018D128 [6]
 
s32 D_8018D140
 
UNUSED s32 D_8018D148 [2]
 
s32 D_8018D150
 
UNUSED s32 D_8018D154
 
s32 D_8018D158
 
UNUSED s32 D_8018D15C
 
s32 D_8018D160
 
UNUSED s32 D_8018D164
 
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
 
s32 gIsHUDVisible
 
s16 D_8018D18C
 
s32 D_8018D190
 
s8 D_8018D198 [NUM_GROUP1_MOLES]
 
s32 D_8018D1A0
 
s8 D_8018D1A8 [NUM_GROUP2_MOLES]
 
s32 D_8018D1B4
 
s8 D_8018D1B8 [NUM_GROUP3_MOLES]
 
s32 D_8018D1C4
 
s32 D_8018D1C8
 
s32 D_8018D1CC
 
s32 D_8018D1D0
 
s32 D_8018D1D4
 
s32 D_8018D1D8
 
s32 D_8018D1DC
 
u8D_8018D1E0
 
UNUSED s32 D_8018D1E4
 
f32 D_8018D1E8
 
s32 D_8018D1EC
 
s32 D_8018D1F0
 Number of used spots in D_8018CC80?
 
UNUSED s32 D_8018D1F4
 
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]
 
s32 D_8018D224
 
u8 D_8018D228
 
s32 D_8018D22C
 
s8 D_8018D230
 Something related to the display of the clouds/stars?
 
UNUSED s32 D_8018D238 [2]
 
s32 D_8018D240
 
u8D_8018D248 [22]
 
f32 D_8018D2A0
 
s32 D_8018D2A4
 
UNUSED s32 D_8018D2A8
 
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
 
UNUSED s32 D_8018D2E4
 
s16 D_8018D2E8
 
UNUSED s32 D_8018D2EC
 
s16 D_8018D2F0
 
UNUSED s32 D_8018D2F4
 
s16 D_8018D2F8
 
UNUSED s32 D_8018D2FC
 
u16 D_8018D300
 
UNUSED s32 D_8018D304
 
u16 D_8018D308
 
UNUSED s32 D_8018D30C
 
u16 D_8018D310
 
s32 D_8018D314
 
u16 D_8018D318
 
UNUSED s32 D_8018D31C
 
s32 D_8018D320
 
UNUSED s32 D_8018D328 [22]
 
s32 D_8018D380
 
s32 D_8018D384
 
s32 D_8018D388
 
UNUSED s32 D_8018D390 [11]
 
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.
 
UNUSED s32 D_8018D3C8 [3]
 
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 gRaceFrameCounter
 
s32 D_8018D400
 
UNUSED s32 D_8018D404
 
UNUSED s32 D_8018D408
 
s32 D_8018D40C
 
s32 D_8018D410
 
UNUSED s32 D_8018D418 [2]
 
u8D_8018D420
 
u8D_8018D424
 
u8D_8018D428
 
u8D_8018D42C
 
u8D_8018D430
 
u8D_8018D434
 
u8D_8018D438
 
u8D_8018D43C
 
u8D_8018D440
 
u8D_8018D444
 
u8D_8018D448
 
u8D_8018D44C
 
u8D_8018D450
 
u8D_8018D454
 
u8D_8018D458
 
u8D_8018D45C
 
u8D_8018D460
 
u8D_8018D464
 
u8D_8018D468
 
u8D_8018D46C
 
u8D_8018D470
 
u8D_8018D474
 
u8D_8018D478
 
UNUSED u8D_8018D47C
 
u8D_8018D480
 
u8D_8018D484
 
u8D_8018D488
 
u8D_8018D48C
 
u8D_8018D490
 
u8D_8018D494
 
u8D_8018D498
 
u8D_8018D49C
 
u8D_8018D4A0
 
u8D_8018D4A4
 
u8D_8018D4A8
 
u8D_8018D4AC
 
u8D_8018D4B0
 
u8D_8018D4B4
 
u8D_8018D4B8
 
u8D_8018D4BC
 
u8D_8018D4C0
 
u8D_8018D4C4
 
u8D_8018D4C8
 
Vec3f D_8018D4D0 [8]
 
Vec3f D_8018D530 [8]
 
Vec3f D_8018D590 [8]
 
u16 gPlayerBalloonStatus [8][3]
 
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]
 
s16 gPlayerBalloonCount [8]
 
Vec3s D_8018D8D0 [8]
 

Variable Documentation

◆ D_8018CFE0

s16 D_8018CFE0

◆ D_8018CFE4

f32 D_8018CFE4

◆ D_8018CFE8

s16 D_8018CFE8

◆ D_8018CFEC

f32 D_8018CFEC

◆ D_8018CFF0

s16 D_8018CFF0

◆ D_8018CFF4

f32 D_8018CFF4

◆ D_8018CFF8

s16 D_8018CFF8

◆ D_8018CFFC

UNUSED s32 D_8018CFFC

◆ D_8018D000

s16 D_8018D000

◆ D_8018D004

UNUSED s32 D_8018D004

◆ D_8018D008

s16 D_8018D008

◆ D_8018D00C

f32 D_8018D00C

◆ D_8018D010

s16 D_8018D010

◆ D_8018D014

UNUSED s32 D_8018D014

◆ D_8018D018

s16 D_8018D018

◆ D_8018D020

s16 D_8018D020

◆ D_8018D028

f32 D_8018D028[8]

◆ D_8018D048

s16 D_8018D048

◆ D_8018D050

f32 D_8018D050[8]

◆ D_8018D070

s16 D_8018D070

◆ D_8018D078

f32 D_8018D078[8]

◆ D_8018D098

s16 D_8018D098

◆ D_8018D0A0

f32 D_8018D0A0[8]

◆ D_8018D0C0

s16 D_8018D0C0

◆ D_8018D0C8

f32 D_8018D0C8[8]

◆ D_8018D0E8

s16 D_8018D0E8

◆ D_8018D0F0

f32 D_8018D0F0[8]

◆ D_8018D110

s16 D_8018D110

◆ D_8018D114

s32 D_8018D114

◆ D_8018D118

UNUSED s32 D_8018D118[2]

◆ D_8018D128

UNUSED s32 D_8018D128[6]

◆ D_8018D140

s32 D_8018D140

◆ D_8018D148

UNUSED s32 D_8018D148[2]

◆ D_8018D150

s32 D_8018D150

◆ D_8018D154

UNUSED s32 D_8018D154

◆ D_8018D158

s32 D_8018D158

◆ D_8018D15C

UNUSED s32 D_8018D15C

◆ D_8018D160

s32 D_8018D160

◆ D_8018D164

UNUSED s32 D_8018D164

◆ D_8018D168

s32 D_8018D168

◆ D_8018D16C

s16 D_8018D16C

◆ D_8018D170

s32 D_8018D170

◆ D_8018D174

s16 D_8018D174

Used for cycling through snowflakes in func_80078790.

◆ D_8018D178

s32 D_8018D178

◆ D_8018D17C

s16 D_8018D17C

Also next free spot in D_8018CC80?

◆ D_8018D180

s32 D_8018D180

◆ D_8018D184

s16 D_8018D184

◆ D_8018D18C

s16 D_8018D18C

◆ D_8018D190

s32 D_8018D190

◆ D_8018D198

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?

◆ D_8018D1A0

s32 D_8018D1A0

◆ D_8018D1A8

s8 D_8018D1A8[NUM_GROUP2_MOLES]

◆ D_8018D1B4

s32 D_8018D1B4

◆ D_8018D1B8

s8 D_8018D1B8[NUM_GROUP3_MOLES]

◆ D_8018D1C4

s32 D_8018D1C4

◆ D_8018D1C8

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?

◆ D_8018D1CC

s32 D_8018D1CC

◆ D_8018D1D0

s32 D_8018D1D0

◆ D_8018D1D4

s32 D_8018D1D4

◆ D_8018D1D8

s32 D_8018D1D8

◆ D_8018D1DC

s32 D_8018D1DC

◆ D_8018D1E0

u8* D_8018D1E0

◆ D_8018D1E4

UNUSED s32 D_8018D1E4

◆ D_8018D1E8

f32 D_8018D1E8

◆ D_8018D1EC

s32 D_8018D1EC

◆ D_8018D1F0

s32 D_8018D1F0

Number of used spots in D_8018CC80?

◆ D_8018D1F4

UNUSED s32 D_8018D1F4

◆ D_8018D1F8

s32 D_8018D1F8

Next free spot in D_8018CC80?

◆ D_8018D1FC

s32 D_8018D1FC

◆ D_8018D200

s16 D_8018D200

◆ D_8018D204

s32 D_8018D204

◆ D_8018D208

s16 D_8018D208

◆ D_8018D20C

s32 D_8018D20C

◆ D_8018D210

s16 D_8018D210

◆ D_8018D214

bool D_8018D214

◆ D_8018D218

s16 D_8018D218

◆ D_8018D21C

s32 D_8018D21C

◆ D_8018D220

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

◆ D_8018D224

s32 D_8018D224

◆ D_8018D228

u8 D_8018D228

◆ D_8018D22C

s32 D_8018D22C

◆ D_8018D230

s8 D_8018D230

Something related to the display of the clouds/stars?

◆ D_8018D238

UNUSED s32 D_8018D238[2]

◆ D_8018D240

s32 D_8018D240

◆ D_8018D248

u8* D_8018D248[22]

◆ D_8018D2A0

f32 D_8018D2A0

◆ D_8018D2A4

s32 D_8018D2A4

◆ D_8018D2A8

UNUSED s32 D_8018D2A8

◆ D_8018D2AC

s32 D_8018D2AC

◆ D_8018D2B0

s16 D_8018D2B0

◆ D_8018D2B4

s32 D_8018D2B4

◆ D_8018D2B8

s16 D_8018D2B8

◆ D_8018D2BC

s32 D_8018D2BC

◆ D_8018D2C0

s16 D_8018D2C0[4]

◆ D_8018D2C8

s32 D_8018D2C8[4]

◆ D_8018D2D8

s16 D_8018D2D8[4]

◆ D_8018D2E0

s16 D_8018D2E0

◆ D_8018D2E4

UNUSED s32 D_8018D2E4

◆ D_8018D2E8

s16 D_8018D2E8

◆ D_8018D2EC

UNUSED s32 D_8018D2EC

◆ D_8018D2F0

s16 D_8018D2F0

◆ D_8018D2F4

UNUSED s32 D_8018D2F4

◆ D_8018D2F8

s16 D_8018D2F8

◆ D_8018D2FC

UNUSED s32 D_8018D2FC

◆ D_8018D300

u16 D_8018D300

◆ D_8018D304

UNUSED s32 D_8018D304

◆ D_8018D308

u16 D_8018D308

◆ D_8018D30C

UNUSED s32 D_8018D30C

◆ D_8018D310

u16 D_8018D310

◆ D_8018D314

s32 D_8018D314

◆ D_8018D318

u16 D_8018D318

◆ D_8018D31C

UNUSED s32 D_8018D31C

◆ D_8018D320

s32 D_8018D320

◆ D_8018D328

UNUSED s32 D_8018D328[22]

◆ D_8018D380

s32 D_8018D380

◆ D_8018D384

s32 D_8018D384

◆ D_8018D388

s32 D_8018D388

◆ D_8018D390

UNUSED s32 D_8018D390[11]

◆ D_8018D3BC

s32 D_8018D3BC

Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?

◆ D_8018D3C0

s32 D_8018D3C0

Limit on some object type (ice chips?) in Sherbet Land.

◆ D_8018D3C4

s32 D_8018D3C4

Some sort of limiter on how many of some object type can spawn.

◆ D_8018D3C8

UNUSED s32 D_8018D3C8[3]

◆ D_8018D3D4

s32 D_8018D3D4

◆ D_8018D3D8

s32 D_8018D3D8

◆ D_8018D3DC

s32 D_8018D3DC

◆ D_8018D3E0

s32 D_8018D3E0

some alpha

◆ D_8018D3E4

s32 D_8018D3E4

some red

◆ D_8018D3E8

s32 D_8018D3E8

some green

◆ D_8018D3EC

s32 D_8018D3EC

some blue

◆ D_8018D3F0

s32 D_8018D3F0

◆ D_8018D3F4

s32 D_8018D3F4

◆ D_8018D3F8

s32 D_8018D3F8

◆ D_8018D400

s32 D_8018D400

◆ D_8018D404

UNUSED s32 D_8018D404

◆ D_8018D408

UNUSED s32 D_8018D408

◆ D_8018D40C

s32 D_8018D40C

◆ D_8018D410

s32 D_8018D410

◆ D_8018D418

UNUSED s32 D_8018D418[2]

◆ D_8018D420

u8* D_8018D420

◆ D_8018D424

u8* D_8018D424

◆ D_8018D428

u8* D_8018D428

◆ D_8018D42C

u8* D_8018D42C

◆ D_8018D430

u8* D_8018D430

◆ D_8018D434

u8* D_8018D434

◆ D_8018D438

u8* D_8018D438

◆ D_8018D43C

u8* D_8018D43C

◆ D_8018D440

u8* D_8018D440

◆ D_8018D444

u8* D_8018D444

◆ D_8018D448

u8* D_8018D448

◆ D_8018D44C

u8* D_8018D44C

◆ D_8018D450

u8* D_8018D450

◆ D_8018D454

u8* D_8018D454

◆ D_8018D458

u8* D_8018D458

◆ D_8018D45C

u8* D_8018D45C

◆ D_8018D460

u8* D_8018D460

◆ D_8018D464

u8* D_8018D464

◆ D_8018D468

u8* D_8018D468

◆ D_8018D46C

u8* D_8018D46C

◆ D_8018D470

u8* D_8018D470

◆ D_8018D474

u8* D_8018D474

◆ D_8018D478

u8* D_8018D478

◆ D_8018D47C

UNUSED u8* D_8018D47C

◆ D_8018D480

u8* D_8018D480

◆ D_8018D484

u8* D_8018D484

◆ D_8018D488

u8* D_8018D488

◆ D_8018D48C

u8* D_8018D48C

◆ D_8018D490

u8* D_8018D490

◆ D_8018D494

u8* D_8018D494

◆ D_8018D498

u8* D_8018D498

◆ D_8018D49C

u8* D_8018D49C

◆ D_8018D4A0

u8* D_8018D4A0

◆ D_8018D4A4

u8* D_8018D4A4

◆ D_8018D4A8

u8* D_8018D4A8

◆ D_8018D4AC

u8* D_8018D4AC

◆ D_8018D4B0

u8* D_8018D4B0

◆ D_8018D4B4

u8* D_8018D4B4

◆ D_8018D4B8

u8* D_8018D4B8

◆ D_8018D4BC

u8* D_8018D4BC

◆ D_8018D4C0

u8* D_8018D4C0

◆ D_8018D4C4

u8* D_8018D4C4

◆ D_8018D4C8

u8* D_8018D4C8

◆ D_8018D4D0

Vec3f D_8018D4D0[8]

◆ D_8018D530

Vec3f D_8018D530[8]

◆ D_8018D590

Vec3f D_8018D590[8]

◆ D_8018D620

Vec3s D_8018D620[8]

◆ D_8018D650

Vec3f D_8018D650[8]

◆ D_8018D6B0

Vec3f D_8018D6B0[8]

◆ D_8018D710

Vec3f D_8018D710[8]

◆ D_8018D770

Vec3s D_8018D770[8]

◆ D_8018D7A0

Vec3s D_8018D7A0[8]

◆ D_8018D7D0

Vec3s D_8018D7D0[8]

◆ D_8018D800

Vec3s D_8018D800[8]

◆ D_8018D830

Vec3s D_8018D830[8]

◆ D_8018D860

Vec3s D_8018D860[8]

◆ D_8018D890

Vec3s D_8018D890[8]

◆ D_8018D8D0

Vec3s D_8018D8D0[8]

◆ gIsHUDVisible

s32 gIsHUDVisible

◆ gMatrixHudCount

s32 gMatrixHudCount

◆ gPlayerBalloonCount

s16 gPlayerBalloonCount[8]

◆ gPlayerBalloonStatus

u16 gPlayerBalloonStatus[8][3]

◆ gRaceFrameCounter

s32 gRaceFrameCounter

◆ xOrientation

f32 xOrientation