Mario Kart 64
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code_8006E9C0.c File Reference
#include <ultra64.h>
#include <macros.h>
#include <memory.h>
#include <defines.h>
#include <mk64.h>
#include "code_800029B0.h"
#include "code_80005FD0.h"
#include "code_80057C60.h"
#include "code_8006E9C0.h"
#include "code_80086E70.h"
#include "update_objects.h"
#include "objects.h"
#include "bomb_kart.h"
#include "save.h"
#include <assets/common_data.h>
#include <sounds.h>
#include <decode.h>
#include "audio/external.h"
#include "courses/all_course_data.h"
#include "main.h"
#include "menus.h"
#include "data/other_textures.h"
#include "render_objects.h"
#include "code_80091750.h"
#include "src/data/some_data.h"
#include "effects.h"
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Functions

void init_hud (void)
 
void reset_object_variable (void)
 
void func_8006EB10 (void)
 
void clear_object_list ()
 
u8func_8006ED94 (u8 *devAddr, u8 *baseAddress, u32 size, u32 offset)
 
void func_8006EE44 (void)
 
void init_item_window (s32 objectIndex)
 
void func_8006EEE8 (s32 courseId)
 
void func_8006EF60 (void)
 
void func_8006F008 (void)
 
void func_8006F824 (s32 arg0)
 
void func_8006F8CC (void)
 
void func_80070148 (void)
 
void init_object_list_index (void)
 
void init_cloud_object (s32 objectIndex, s32 arg1, CloudData *arg2)
 
void init_clouds (CloudData *cloudList)
 
void init_star_object (s32 objectIndex, s32 arg1, StarData *arg2)
 
void init_stars (StarData *starList)
 
void func_8007055C (void)
 
void func_80070714 (void)
 
void init_course_object (void)
 
void init_hud_one_player (void)
 
void init_hud_two_player_vertical (void)
 
void init_hud_two_player_horizontal ()
 
void init_hud_three_four_player (void)
 

Function Documentation

◆ clear_object_list()

void clear_object_list ( void )
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◆ func_8006EB10()

void func_8006EB10 ( void )
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◆ func_8006ED94()

u8 * func_8006ED94 ( u8 * devAddr,
u8 * baseAddress,
u32 size,
u32 offset )
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◆ func_8006EE44()

void func_8006EE44 ( void )
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◆ func_8006EEE8()

void func_8006EEE8 ( s32 courseId)
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◆ func_8006EF60()

void func_8006EF60 ( void )
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◆ func_8006F008()

void func_8006F008 ( void )
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◆ func_8006F824()

void func_8006F824 ( s32 arg0)
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◆ func_8006F8CC()

void func_8006F8CC ( void )
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◆ func_80070148()

void func_80070148 ( void )
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◆ func_8007055C()

void func_8007055C ( void )
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◆ func_80070714()

void func_80070714 ( void )
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◆ init_cloud_object()

void init_cloud_object ( s32 objectIndex,
s32 arg1,
CloudData * arg2 )
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◆ init_clouds()

void init_clouds ( CloudData * cloudList)
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◆ init_course_object()

void init_course_object ( void )
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◆ init_hud()

void init_hud ( void )
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◆ init_hud_one_player()

void init_hud_one_player ( void )
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◆ init_hud_three_four_player()

void init_hud_three_four_player ( void )
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◆ init_hud_two_player_horizontal()

void init_hud_two_player_horizontal ( void )
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◆ init_hud_two_player_vertical()

void init_hud_two_player_vertical ( void )
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◆ init_item_window()

void init_item_window ( s32 objectIndex)
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◆ init_object_list_index()

void init_object_list_index ( void )
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◆ init_star_object()

void init_star_object ( s32 objectIndex,
s32 arg1,
StarData * arg2 )

This function is part of the spawning for the "stars" in some stages

arg2 is a pointer to some type of spawn data for the stars, although it not super clear what types each element is. It seems like its a bunch of u16's, so maybe a Vec4su?

The stars in Wario's Stadium, Toad's Turnpike, and Rainbow Road are not part of the skybox. They are instead objects that seemingly hover in the air around the player They have no true x/y/z position, instead they seem to be kept in a position relative to the player they hang around. There is however an y rotation and y position for where they should be on screen when they are visbile (unk_09E[0] and [1]). sizeScaling is some sort of size scaling on the start texture. unk_0A2 is an alpha value, used to make the star twinkle.

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◆ init_stars()

void init_stars ( StarData * starList)
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◆ reset_object_variable()

void reset_object_variable ( void )
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