Shipwright/soh/include/z64save.h

200 lines
6.8 KiB
C
Raw Normal View History

#ifndef Z64SAVE_H
#define Z64SAVE_H
#include "ultra64.h"
#include "z64math.h"
typedef struct {
/* 0x00 */ u8 buttonItems[4];
/* 0x04 */ u8 cButtonSlots[3];
/* 0x08 */ u16 equipment;
} ItemEquips; // size = 0x0A
typedef struct {
/* 0x00 */ u8 items[24];
/* 0x18 */ s8 ammo[16];
/* 0x28 */ u16 equipment;
/* 0x2C */ u32 upgrades;
/* 0x30 */ u32 questItems;
/* 0x34 */ u8 dungeonItems[20];
/* 0x48 */ s8 dungeonKeys[19];
/* 0x5B */ s8 defenseHearts;
/* 0x5C */ s16 gsTokens;
} Inventory; // size = 0x5E
typedef struct {
/* 0x00 */ u32 chest;
/* 0x04 */ u32 swch;
/* 0x08 */ u32 clear;
/* 0x0C */ u32 collect;
/* 0x10 */ u32 unk;
/* 0x14 */ u32 rooms;
/* 0x18 */ u32 floors;
} SavedSceneFlags; // size = 0x1C
typedef struct {
/* 0x00 */ s16 scene;
/* 0x02 */ Vec3s pos;
/* 0x08 */ s16 angle;
} HorseData; // size = 0x0A
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ s16 yaw;
/* 0x0E */ s16 playerParams;
/* 0x10 */ s16 entranceIndex;
/* 0x12 */ u8 roomIndex;
/* 0x13 */ s8 data;
/* 0x14 */ u32 tempSwchFlags;
/* 0x18 */ u32 tempCollectFlags;
} RespawnData; // size = 0x1C
typedef struct {
/* 0x00 */ Vec3i pos;
/* 0x0C */ s32 yaw;
/* 0x10 */ s32 playerParams;
/* 0x14 */ s32 entranceIndex;
/* 0x18 */ s32 roomIndex;
/* 0x1C */ s32 set;
/* 0x20 */ s32 tempSwchFlags;
/* 0x24 */ s32 tempCollectFlags;
} FaroresWindData; // size = 0x28
typedef struct {
/* 0x0000 */ s32 entranceIndex; // start of `save` substruct, originally called "memory"
/* 0x0004 */ s32 linkAge; // 0: Adult; 1: Child
/* 0x0008 */ s32 cutsceneIndex;
/* 0x000C */ u16 dayTime; // "zelda_time"
/* 0x0010 */ s32 nightFlag;
/* 0x0014 */ s32 totalDays;
/* 0x0018 */ s32 bgsDayCount; // increments with totalDays, can be cleared with `Environment_ClearBgsDayCount`
/* 0x0022 */ u16 deaths;
/* 0x0024 */ char playerName[8];
/* 0x002C */ s16 n64ddFlag;
/* 0x002E */ s16 healthCapacity; // "max_life"
/* 0x0030 */ s16 health; // "now_life"
/* 0x0032 */ s8 magicLevel;
/* 0x0033 */ s8 magic;
/* 0x0034 */ s16 rupees;
/* 0x0036 */ u16 swordHealth;
/* 0x0038 */ u16 naviTimer;
/* 0x003A */ u8 magicAcquired;
/* 0x003C */ u8 doubleMagic;
/* 0x003D */ u8 doubleDefense;
/* 0x003E */ u8 bgsFlag;
/* 0x003F */ u8 ocarinaGameRoundNum;
/* 0x0040 */ ItemEquips childEquips;
/* 0x004A */ ItemEquips adultEquips;
/* 0x0054 */ u32 unk_54; // this may be incorrect, currently used for alignement
/* 0x0066 */ s16 savedSceneNum;
/* 0x0068 */ ItemEquips equips;
/* 0x0074 */ Inventory inventory;
/* 0x00D4 */ SavedSceneFlags sceneFlags[124];
/* 0x0E64 */ FaroresWindData fw;
/* 0x0E9C */ s32 gsFlags[6];
/* 0x0EB8 */ s32 highScores[7];
/* 0x0ED4 */ u16 eventChkInf[14]; // "event_chk_inf"
/* 0x0EF0 */ u16 itemGetInf[4]; // "item_get_inf"
/* 0x0EF8 */ u16 infTable[30]; // "inf_table"
/* 0x0F38 */ u32 worldMapAreaData; // "area_arrival"
/* 0x0F40 */ u8 scarecrowCustomSongSet;
/* 0x0F41 */ u8 scarecrowCustomSong[0x360];
/* 0x12C5 */ u8 scarecrowSpawnSongSet;
/* 0x12C6 */ u8 scarecrowSpawnSong[0x80];
/* 0x1346 */ char unk_1346[0x02];
/* 0x1348 */ HorseData horseData;
/* 0x1354 */ s32 fileNum; // "file_no"
/* 0x1358 */ char unk_1358[0x0004];
/* 0x135C */ s32 gameMode;
/* 0x1360 */ s32 sceneSetupIndex;
/* 0x1364 */ s32 respawnFlag; // "restart_flag"
/* 0x1368 */ RespawnData respawn[3]; // "restart_data"
/* 0x13BC */ f32 entranceSpeed;
/* 0x13C0 */ u16 entranceSound;
/* 0x13C3 */ u8 unk_13C3;
/* 0x13C4 */ s16 dogParams;
/* 0x13C6 */ u8 textTriggerFlags;
/* 0x13C7 */ u8 showTitleCard;
/* 0x13C8 */ s16 nayrusLoveTimer;
/* 0x13CC */ s16 rupeeAccumulator;
/* 0x13CE */ s16 timer1State;
/* 0x13D0 */ s16 timer1Value;
/* 0x13D2 */ s16 timer2State;
/* 0x13D4 */ s16 timer2Value;
/* 0x13D6 */ s16 timerX[2];
/* 0x13DA */ s16 timerY[2];
/* 0x13E0 */ u8 seqId;
/* 0x13E1 */ u8 natureAmbienceId;
/* 0x13E2 */ u8 buttonStatus[5];
/* 0x13E7 */ u8 unk_13E7; // alpha related
/* 0x13E8 */ u16 unk_13E8; // alpha type?
/* 0x13EA */ u16 unk_13EA; // also alpha type?
/* 0x13EC */ u16 unk_13EC; // alpha type counter?
/* 0x13EE */ u16 unk_13EE; // previous alpha type?
/* 0x13F0 */ s16 unk_13F0; // magic related
/* 0x13F2 */ s16 unk_13F2; // magic related
/* 0x13F4 */ s16 unk_13F4; // magic related
/* 0x13F6 */ s16 unk_13F6; // magic related
/* 0x13F8 */ s16 unk_13F8; // magic related
/* 0x13FA */ u16 eventInf[4]; // "event_inf"
/* 0x1402 */ u16 mapIndex; // intended for maps/minimaps but commonly used as the dungeon index
/* 0x1404 */ u16 minigameState;
/* 0x1406 */ u16 minigameScore; // "yabusame_total"
/* 0x1409 */ u8 language; // NTSC 0: Japanese; 1: English | PAL 0: English; 1: German; 2: French
/* 0x140A */ u8 audioSetting;
/* 0x140C */ u8 zTargetSetting; // 0: Switch; 1: Hold
/* 0x140E */ u16 forcedSeqId; // immediately start playing the sequence if set
/* 0x1410 */ u8 unk_1410; // transition related
/* 0x1412 */ u16 nextCutsceneIndex;
/* 0x1414 */ u8 cutsceneTrigger;
/* 0x1415 */ u8 chamberCutsceneNum;
/* 0x1416 */ u16 nextDayTime; // "next_zelda_time"
/* 0x1418 */ u8 fadeDuration;
/* 0x1419 */ u8 unk_1419; // transition related
/* 0x141A */ u16 skyboxTime;
/* 0x141C */ u8 dogIsLost;
/* 0x141D */ u8 nextTransition;
/* 0x1420 */ s16 worldMapArea;
/* 0x1422 */ s16 sunsSongState; // controls the effects of suns song
/* 0x1424 */ s16 healthAccumulator;
} SaveContext; // size = 0x1428
typedef enum {
/* 0x00 */ RESPAWN_MODE_DOWN, /* Normal Void Outs */
/* 0x01 */ RESPAWN_MODE_RETURN, /* Grotto Returnpoints */
/* 0x02 */ RESPAWN_MODE_TOP /* Farore's Wind */
} RespawnMode;
typedef enum {
/* 0x00 */ BTN_ENABLED,
/* 0xFF */ BTN_DISABLED = 0xFF
} ButtonStatus;
typedef enum {
/* 0x00 */ CHAMBER_CS_FOREST,
/* 0x01 */ CHAMBER_CS_FIRE,
/* 0x02 */ CHAMBER_CS_WATER,
/* 0x03 */ CHAMBER_CS_SPIRIT,
/* 0x04 */ CHAMBER_CS_SHADOW,
/* 0x05 */ CHAMBER_CS_LIGHT
} ChamberCutsceneNum;
typedef enum {
/* 0x00 */ HS_HBA, // horseback archery
/* 0x01 */ HS_POE_POINTS,
/* 0x02 */ HS_FISHING,
/* 0x03 */ HS_HORSE_RACE,
/* 0x04 */ HS_MARATHON,
/* 0x05 */ HS_UNK_05,
/* 0x06 */ HS_DAMPE_RACE
} HighScores;
typedef enum {
/* 0 */ SUNSSONG_INACTIVE,
/* 1 */ SUNSSONG_START, // the suns ocarina effect signals that the song has finished playing
/* 2 */ SUNSSONG_SPEED_TIME, // suns was played where time passes, speed up the advancement of time
/* 3 */ SUNSSONG_SPECIAL // time does not advance, but signals the song was played. used for freezing redeads
} SunsSongState;
#endif