#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