include/asm.h file

Classes

struct KeyValuePair

Enums

enum (anonymous) { BOUNCE_DONE_ALL, BOUNCE_INIT_NEXT, BOUNCE_AIRBORNE }

Functions

auto Random(void) -> u32
auto GetRandomByWeight(const u8*) -> u32
void CloneTile(u32, u32, u32)
void SetTile(u32 tileIndex, u32 tilePos, u32 layer)
void UpdateScrollVram(void)
auto sub_080B1BA4(u32, u32, u32) -> u32
void LoadResourceAsync(const void* src, u32 dest, u32 size)
void GenericConfused(struct Entity_*)
void sub_08001290(struct Entity_*, u32)
void GenericKnockback(struct Entity_*)
auto GetFuserId(struct Entity_*) -> u32
auto CheckPlayerInRegion(u32 centerX, u32 centerY, u32 radiusX, u32 radiusY) -> u32
auto GravityUpdate(struct Entity_* entity, u32 gravity) -> u32
auto BounceUpdate(struct Entity_*, u32 acceleration) -> u32
auto CheckOnScreen(struct Entity_*) -> u32
auto EntityInRectRadius(struct Entity_*, struct Entity_*, u32, u32) -> bool32
void UpdateAnimationVariableFrames(struct Entity_*, u32)
auto GetTileHazardType(struct Entity_*) -> u32
void CalcCollisionStaticEntity(struct Entity_*, struct Entity_*)
Basic collision, only used between player and dazed enemies.
void ResetCollisionLayer(struct Entity_*)
void sub_08004596(struct Entity_*, u32)
auto sub_080045B4(struct Entity_*, u32, u32) -> u32
auto CalculateDirectionTo(u32, u32, u32, u32) -> u32
auto CalculateDirectionFromOffsets(s32, s32) -> u32
auto sub_080086B4(u32, u32, const u8*) -> u32
auto ResolveCollisionLayer(struct Entity_*) -> u32
void sub_0800417E(struct Entity_*, u32)
auto sub_0800442E(struct Entity_*) -> u32
void SoundReqClipped(struct Entity_*, u32)
auto sub_0800132C(struct Entity_*, struct Entity_*) -> u32
auto sub_0800445C(struct Entity_*) -> u32
auto CheckRectOnScreen(s32, s32, u32, u32) -> u32
auto GetTileTypeRelativeToEntity(struct Entity_* entity, s32 xOffset, s32 yOffset) -> u32
auto GetTileTypeAtEntity(struct Entity_* entity) -> u32
auto GetTileTypeAtWorldCoords(s32 worldX, s32 worldY, u32 layer) -> u32
auto GetTileTypeAtRoomCoords(u32 roomX, u32 roomY, u32 layer) -> u32
auto GetTileTypeAtTilePos(u32 tilePos, u32 layer) -> u32
auto GetActTileRelativeToEntity(struct Entity_* entity, s32 xOffset, s32 yOffset) -> u32
auto GetActTileAtEntity(struct Entity_* entity) -> u32
auto GetActTileAtWorldCoords(u32 worldX, u32 worldY, u32 layer) -> u32
auto GetActTileAtRoomCoords(u32 roomX, u32 roomY, u32 layer) -> u32
auto GetActTileAtRoomTile(u32 roomTileX, u32 roomTileY, u32 layer) -> u32
auto GetActTileAtTilePos(u16 tilePos, u8 layer) -> u32
void SetActTileAtTilePos(u32 actTile, u32 tilePos, u32 layer)
Sets actTile for a tilePos.
auto GetCollisionDataRelativeTo(struct Entity_* entity, s32 xOffset, s32 yOffset) -> u32
auto GetCollisionDataAtEntity(struct Entity_* entity) -> u32
auto GetCollisionDataAtWorldCoords(u32 worldX, u32 worldY, u32 layer) -> u32
Returns the collision data for one tile.
auto GetCollisionDataAtRoomCoords(u32 roomX, u32 roomY, u32 layer) -> u32
Returns the collision data for one tile.
auto GetCollisionDataAtRoomTile(u32 roomTileX, u32 roomTileY, u32 layer) -> u32
Returns the collision data for one tile.
auto GetCollisionDataAtTilePos(u32 tilePos, u32 layer) -> u32
Returns the collision data for one tile.
void SetCollisionData(u32 collisionData, u32 tilePos, u32 layer)
Sets the collision data for one tile.
auto GetActTileForTileType(u32 tileType) -> u32
auto FindValueForKey(u32 key, const KeyValuePair* keyValuePairList) -> u32
Searches for a KeyValuePair with the key in the keyValuePairList and returns its value.

Defines

#define GetFuserIdAndFuserTextId(ent)

Function documentation

void CalcCollisionStaticEntity(struct Entity_*, struct Entity_*)

Basic collision, only used between player and dazed enemies.

(Probablity leftover from Four Swords)

u32 GetCollisionDataAtWorldCoords(u32 worldX, u32 worldY, u32 layer)

Returns the collision data for one tile.

(x, y in pixels relative to the world)

u32 GetCollisionDataAtRoomCoords(u32 roomX, u32 roomY, u32 layer)

Returns the collision data for one tile.

(x, y in pixels relative to the room)

u32 GetCollisionDataAtRoomTile(u32 roomTileX, u32 roomTileY, u32 layer)

Returns the collision data for one tile.

(x, y in tiles relative to the room)

u32 FindValueForKey(u32 key, const KeyValuePair* keyValuePairList)

Searches for a KeyValuePair with the key in the keyValuePairList and returns its value.

Returns 0 if the key is not found.