blob: f37dd24cff126846c2601da586cb9435f1eaa7ce (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
#ifndef GUARD_MAIN_H
#define GUARD_MAIN_H
#include "global.h"
// This is probably permanently saved data like pokedex and high scores.
struct SaveData
{
/*0x74*/ u8 pokedexFlags[204];
/*0x140*/ u8 filler140[1];
/*0x141*/ u8 unk141;
/*0x142*/ u8 ballSpeed;
/*0x143*/ u8 unk143;
/*0x144*/ u16 unk144[0x65][2];
/*0x2D8*/ s8 signature[10];
u16 checksum;
u32 unk2E4;
};
struct Main
{
/*0x00*/ u8 filler0[0x2];
/*0x02*/ u8 mainState;
/*0x03*/ u8 subState;
/*0x04*/ u8 unk4;
/*0x05*/ u8 unk5;
/*0x06*/ u8 unk6;
/*0x07*/ s8 unk7;
/*0x08*/ s8 unk8;
/*0x09*/ u8 filler9[0x3];
/*0x0C*/ u8 unkC;
/*0x0D*/ u8 unkD;
/*0x0E*/ u8 fillerE[0x1];
/*0x0F*/ u8 unkF;
/*0x10*/ u8 unk10;
/*0x11*/ u8 unk11;
/*0x12*/ s16 unk12;
/*0x14*/ s16 unk14;
/*0x16*/ u16 unk16;
/*0x18*/ u16 newKeys;
/*0x1A*/ u16 releasedKeys;
/*0x1C*/ u16 heldKeys;
/*0x1E*/ u8 filler1E[0x2];
/*0x20*/ u16 unk20;
/*0x22*/ u8 filler22[0x4];
/*0x26*/ s16 vCount;
/*0x28*/ s16 unk28;
/*0x2A*/ s16 unk2A;
/*0x2C*/ s16 unk2C;
/*0x2E*/ u8 filler2E[0x2];
/*0x30*/ u16 unk30;
/*0x32*/ u8 filler32[0x4];
/*0x36*/ u8 unk36;
/*0x38*/ volatile u16 blendControl;
/*0x3A*/ volatile u16 blendAlpha;
/*0x3C*/ volatile u16 blendBrightness;
// may be a sub-struct. possibly for saved game?
/*0x40*/ int hasSavedGame;
/*0x44*/ u8 filler44[0x4];
/*0x48*/ int rngValue;
/*0x4C*/ int frameCount;
/*0x50*/ int unk50;
/*0x54*/ u8 filler54[0x20];
// This field must be accessed using the following macro to produce matching code.
#define gMain_saveData (*(struct SaveData *)(&gMain.saveData))
/*0x74*/ struct SaveData saveData;
/*0x2E8*/ struct MainUnk2E8 unk2E8[4];
/*0x2F8*/ struct SpriteGroup spriteGroups[NUM_SPRITE_GROUPS];
};
extern struct Main gMain;
extern struct SpriteGroup gUnknown_0200B3B8[];
extern u32 IntrMain_Buffer[0x200];
extern u32 IntrMain[];
extern IntrFunc *gVBlankIntrFuncPtr;
extern IntrFunc *gVCountIntrFuncPtr;
extern int gUnknown_02019BE4;
extern int gUnknown_02019BE8;
extern int gUnknown_02019BEC;
extern u32 gUnknown_02019BF0;
extern int gUnknown_02019BF4;
extern int gUnknown_02019BF8;
extern int gUnknown_02019BFC;
extern int gUnknown_02019C00;
extern int gUnknown_02019C04;
extern int gUnknown_02019C08;
extern int gGameBoyPlayerEnabled;
extern u8 gUnknown_02019C10;
extern u8 gUnknown_02002008[];
#define INTR_COUNT 14
extern IntrFunc gIntrTable[14];
extern void (*gMainCallback)(void);
extern void (*gUnknown_0200FBA0)(void);
extern void (*gUnknown_02017BD0)(void);
extern void (*gUnknown_02017BD4)(void);
extern StateFunc gMainFuncs[];
extern struct OamData gOamBuffer[128];
void sub_24C(void);
void sub_2B4(void);
void ClearGraphicsMemory(void);
void sub_518(void);
void ClearSprites(void);
u32 Random(void);
void VBlankIntr(void);
void VCountIntr(void);
void SerialIntr(void);
void Timer3Intr(void);
void sub_CBC(void);
void sub_D10(void);
void MainLoopIter(void);
void DefaultMainCallback(void);
#endif // GUARD_MAIN_H
|