========== Structs ========== ---- ===== Collision Triangle ===== ^ Offset ^ Type ^ Description ^ | 0x00 | u16 | collision_type | | 0x02 | u16 | Special Parameter for Col types (e.g. wind direction, flowing water) | | 0x04 | u8 | flag | | 0x05 | u8 | index to be used when the asm function 0x8029DBD4 (in the US version) is used in the [[super_mario_64:geometry_layout_commands#eswitch_case|geometry layout switch command]]. | | 0x06 | s16 | ymin | | 0x08 | s16 | ymax | | 0x0A | s16 | vertex1_x | | 0x0C | s16 | vertex1_y | | 0x0E | s16 | vertex1_z | | 0x10 | s16 | vertex2_x | | 0x12 | s16 | vertex2_y | | 0x14 | s16 | vertex2_z | | 0x16 | s16 | vertex3_x | | 0x18 | s16 | vertex3_y | | 0x1A | s16 | vertex3_z | | 0x1C | float | normal_x | | 0x20 | float | normal_y | | 0x24 | float | normal_z | | 0x28 | float | origin offset | | 0x2C | u32 | *object | ===== Controller ===== ^ Offset ^ Type ^ Description ^ | 0x00 | s16 | stick_x | | 0x02 | s16 | stick_y | | 0x04 | float | x | | 0x08 | float | y | | 0x0C | float | z | | 0x10 | u16 | currentButton | | 0x10 | u16 | previousButton | | 0x14 | u32* | statusData | | 0x18 | u32* | controllerData | ===== Camera ===== mario->camera (0x8033C520) ^ Offset ^ Type ^ Description ^ | 0x00 | u32 | mario_action (copied from mario->action) | | 0x04 | float | x (also copied from Mario struct) | | 0x08 | float | y | | 0x0C | float | z | | 0x10 | s16 | mario_0x2c | | 0x12 | u16 | rotation (again copied from Mario struct) | | 0x14 | s16 | mario_0x30 | | 0x16 | s16 | mario_0x32 | | 0x18 | u32 | | | 0x1C | u16 | | | 0x1E | u16 | camera_setting (0x06 = door opening, 0x09 = triggers initial peach animation) | |Incomplete, many other members left?||| ===== Level area(s) ===== A struct array of 8 areas starts at 0x8033B8D0, with each area struct being 0x3C bytes long. Only areas 1, 2, 3, and 4 are ever used in-game. Areas 0, 5, 6, and 7 go unused, but still editable in memory. ^ Offset ^ Type ^ Description ^ | 0x00 | u8 | Area ID | | 0x01 | u8 | is_current_area (1 if the player is in this area, else 0) | | 0x02 | s16 | terrain_type | | 0x04 | u32* | geo_layout_ptr | | 0x08 | u32* | collision_ptr | | 0x0C | u32* | surface_rooms_ptr (see: [[super_mario_64:level_commands#frender_area|Level command 0x2F]]) | | 0x10 | u32* | mini_objects_ptr (pointer to an array of objects defined by [[super_mario_64:level_commands#place_macro_objects|Level command 0x39]]) | | 0x14 | u32* | warp_links_ptr | | 0x18 | u32* | painting_warp_links_ptr | | 0x1C | u32* | instant_warp_links_ptr | | 0x20 | u32* | object_spawn_info_ptr (objects linked list head)| | 0x24 | u32* | LevelCameraPointer (generated at run-time) | | 0x28 | u32 | unused | | 0x2C | u32* | Whirlpool_1_ptr | | 0x30 | u32* | Whirlpool_2_ptr | | 0x34 | u8 | Level start dialog number (see: [[super_mario_64:level_commands#show_dialog|Level command 0x30]]) | | 0x35 | u8 | Level start dialog 2 (unused?) | | 0x36 | s16 | music_param | | 0x38 | s16 | music_param2 (title screen,etc) | ===== Object ===== ^ Offset ^ Type ^ Description ^ | 0x00 | u16 | graph_node_type | | 0x02 | u16 | graph_flags | | 0x04 | struct object* | previous object | | 0x08 | struct object* | next object | | 0x0C | u32 | graph_parent | | 0x10 | u32 | graph_child | | 0x14 | u32 | geo_layout_ptr | | 0x18 | u16 | | | 0x1A | u16 | x_rotation2 | | 0x1C | u16 | y_rotation2 | | 0x1E | u16 | z_rotation2 | | 0x20 | float | x_pos2 | | 0x24 | float | y_pos2 | | 0x28 | float | z_pos2 | | 0x2C | float | x_scaling | | 0x30 | float | y_scaling | | 0x34 | float | z_scaling | | 0x38 | u16 | (animation related?) | | 0x3A | u16 | (animation related?) | | 0x3C | struct animation_data* | animation_data_ptr | | 0x40 | u16 | animation_frame | | 0x42 | u16 | anim_timer | | 0x44 | u16 | anim_current_frame_copy | | 0x46 | u16 | animation_increment | | 0x48 | u32 | animation accel | | 0x4C | struct | Spawn Info | | 0x50 | struct matrix* | transform_matrix_ptr (4x4 affine) | | 0x54 | float | Cam to Obj X | | 0x58 | float | Cam to Obj Y | | 0x5C | float | Cam to Obj Z | | 0x60 | struct object* | next_object_ptr | | 0x64 | struct object* | prev_object_ptr | | 0x68 | struct object* | parent_object_ptr | | 0x6C | struct object* | prev object | | 0x70 | u32 | Collided Obj Interact Type | | 0x74 | u16 | active (0x0000 = inactive, 0x0101 = active, 0x20 move in time stop) | | 0x76 | u16 | num_collided_obj | | 0x78 | struct object* | collided_obj_ptr1 (according to YE, pointer to object collided with) | | 0x7C | struct object* | collided_obj_ptr2 | | 0x80 | struct object* | collided_obj_ptr3 | | 0x84 | struct object* | collided_obj_ptr4 | | 0x88 | u32 | | | 0x8C | u32 | obj_flags | | 0x90 | s16 | dialog response | | 0x92 | s16 | dialog state | | 0x94 | u32 | unused | | 0x98 | u32 | unused | | 0x9C | u32 | collision_timer | | 0xA0 | float | x_pos | | 0xA4 | float | y_pos | | 0xA8 | float | z_pos | | 0xAC | float | x_speed | | 0xB0 | float | y_speed | | 0xB4 | float | z_speed | | 0xB8 | float | h_speed | | 0xBC | u32 | | | 0xC0 | u32 | | | 0xC4 | u32 | x_rotation | | 0xC8 | u32 | y_rotation | | 0xCC | u32 | z_rotation | | 0xD0 | u32 | x_rotation2 | | 0xD4 | u32 | y_rotation2 | | 0xD8 | u32 | z_rotation2 | | 0xDC | u32 | Graph Y Offset | | 0xE0 | u32 | Active Particle Flags | | 0xE4 | float | gravity | | 0xE8 | u32 | floor_height | | 0xEC | u32 | move_flags ( 11: over lava; 10: couldn't move; 9: hit wall or floor; 7: above floor; 6: bottom of water; 5: in water, not bottom; 4: over water; 3:just hit water | | 0xF0 | u32 | used to switch case for geo layout 0x0E cmd with function 8029DB48 | | 0xF4 | u32 | obj type for some behaviors (ie, ice bully), for AMPS, radius of rotation | | 0xF8 | u32 | | | 0xFC | u32 | | | 0x100 | u32 | | | 0x104 | u32 | | | 0x108 | u32 | | | 0x10C | u32 | | | 0x110 | u32 | | | 0x114 | s32 | Moves Mario's pitch while ontop of the object | | 0x118 | s32 | Spins Mario around while ontop of the object | | 0x11C | s32 | Moves Mario's roll while ontop of the object | | 0x120 | u32 | animation_list_ptr (set by 0x27 26 behavior command)| | 0x124 | u32 | Held State | | 0x128 | float | min_wall_dist | | 0x12C | float | drag_coeff | | 0x130 | u32 | interaction (collision_type) | | 0x134 | u32 | interaction status | | 0x138 | u32 | Parent relative X pos | | 0x13C | u32 | Parent relative Y pos | | 0x140 | u32 | Parent relative Z pos | | 0x144 | u32 | behav_param (sub_type) | | 0x148 | u32 | unused | | 0x14C | u32 | action | | 0x150 | u32 | sub action (resets when action changes) | | 0x154 | u32 | timer (always incremented) | | 0x158 | float | bounce | | 0x15C | float | distance_from_mario | | 0x160 | u32 | angle_to_mario | | 0x164 | float | spawn_x (or "home") | | 0x168 | float | spawn_y | | 0x16C | float | spanw_z | | 0x170 | float | friction | | 0x174 | float | buoyancy| | 0x178 | u32 | sound state ID | | 0x17C | u32 | transparency | | 0x180 | u32 | damage_to_mario | | 0x184 | u32 | health | | 0x188 | u32 | behav_param | | 0x18C | u32 | previous_action | | 0x190 | u32 | Interaction Sub Type | | 0x194 | float | collision_distance | | 0x198 | u32 | Num Loot Coins | | 0x19C | float | drawing_distance | | 0x1A0 | u32 | Room | | 0x1A4 | u32 | Unused | | 0x1A8 | u32 | | | 0x1AC | u32 | | | 0x1B0 | u32 | | | 0x1B4 | u32 | Wall Angle | | 0x1B8 | s16 | Floor Type | | 0x1BA | s16 | Floor Room | | 0x1BC | s32 | | | 0x1C0 | u32 | Floor | | 0x1C4 | s32 | Death Sound | | 0x1C8 | u32 | Unused | | 0x1CC | u32 | Behav script_entry_ptr | | 0x1D0 | u32 | stack_index | | 0x1D4 | u32 | stack [8] | | 0x1F4 | s16 | unk14 | | 0x1F6 | s16 | respawn info type | | 0x1F8 | float | col_cylinder_radius | | 0x1FC | float | col_cylinder_height | | 0x200 | float | hurtbox radius | | 0x204 | float | hurtbox height | | 0x208 | float | col_cylinder_downward_offset | | 0x20C | u32 | script_start_ptr (Behavior ID) | | 0x210 | u32 | unused | | 0x214 | struct | *collide_obj_ptr(platform) | | 0x218 | u32 | collision_ptr | | 0x21C | float | matrix[0][0] (transform matrix) | | 0x220 | float | matrix[0][1] | | 0x224 | float | matrix[0][2] | | 0x228 | float | matrix[0][3] | | 0x22C | float | matrix[1][0] | | 0x230 | float | matrix[1][1] | | 0x234 | float | matrix[1][2] | | 0x238 | float | matrix[1][3] | | 0x23C | float | matrix[2][0] | | 0x240 | float | matrix[2][1] | | 0x244 | float | matrix[2][2] | | 0x248 | float | matrix[2][3] | | 0x24C | float | matrix[3][0] | | 0x250 | float | matrix[3][1] | | 0x254 | float | matrix[3][2] | | 0x258 | float | matrix[3][3] | | 0x25C | u32 | respawn info (behav_param_copy_ptr) | ===== Mario ===== Located at 0x8033B170 in RAM ^ Offset ^ Type ^ Description ^ | 0x00 | u16 | status | | 0x02 | u16 | input (15: Z pressed; 14: Z down; 13: B pressed; 9: >10 below water; 7: A down; 6: <150 ceiling; 5: no A; no analog 3: steep; 2: >100 over floor; 1: A pressed) | | 0x04 | u32 | flags (0x80000000 pushing against wall; 0x40000000 wallkicking; 0x400000 tripping ; 0x200000 kicking; 0x100000 punching; 0x80 teleporting; 0x20 hat in hand; 0x10 hat on head; 0x8 wing cap; 0x4 metal cap; 0x2 vanish cap; 0x1 should have cap)| | 0x08 | u32 | more flags? (0x01 when emitting smoke, 0x08 when emitting sparkles, 0x20 when underwater, 0x80 when near the top of water) | | 0x0C | u32 | action (see: [[super_mario_64:actions| Mario's Actions]]) | | 0x10 | u32 | previous_action | | 0x14 | u32 | groundType | | 0x18 | u16 | action variable (different uses based on Mario->0x0C) | | 0x1A | u16 | action variable (different uses based on Mario->0x0C) | | 0x1C | u16 | Front tilt (just visuals?) | | 0x1E | u16 | squish_timer | | 0x20 | float | analogTilt | | 0x24 | s16 | Yaw (Facing) rotation | | 0x26 | s16 | hitstun | | 0x28 | u8 | number of frames since the A button was pressed. (Up to 255) | | 0x29 | u8 | number of frames since the B button was pressed. (Up to 255) | | 0x2A | u8 | set to 5 when Mario collides with the wall, but only works with some of Mario's actions. Value decrements every frame if it is greater than 0. | | 0x2B | u8 | set to 5 when Mario collides with the floor, but only works with some of Mario's actions. Value decrements every frame if it is greater than 0. | | 0x2C | s16 | Pitch rotation (only used when flying or swimming?) | | 0x2E | s16 | Yaw (Intended) rotation | | 0x30 | s16 | Roll rotation | | 0x32 | s16 | Flying Pull Back | | 0x34 | s16 | Roll rotation when flying or swimming? Also acts as the speed at which Mario spins bowser while he has grabbed his tail. | | 0x36 | u16 | | | 0x38 | u32 | Sliding angle| | 0x3C | float | x_pos | | 0x40 | float | y_pos | | 0x44 | float | z_pos | | 0x48 | float | x_speed | | 0x4C | float | y_speed | | 0x50 | float | z_speed | | 0x54 | float | speed | | 0x58 | float | x_sliding_speed | | 0x5C | float | z_sliding_speed | | 0x60 |struct collisionTriangle* | current wall collision triangle Mario is up against. | | 0x64 |struct collisionTriangle* | current ceiling collision triangle Mario is under. | | 0x68 |struct collisionTriangle* | current floor collision triangle Mario is on/above. | | 0x6C | float | ceiling_y | | 0x70 | float | ground_y | | 0x74 | s16 | downHillAngle | | 0x76 | s16 | waterHeight | | 0x78 | struct object* | pointer to last object Mario interacted with (only with some specific objects?) | | 0x7C | struct object* | pointer to object being carried by Mario | | 0x80 | struct object* | pointer to last object Mario interacted with (all objects?) | | 0x84 | struct object* | pointer to the koopa shell object when Mario is riding on top of it. | | 0x88 | struct object* | Mario object | | 0x8C | u32* | ptr to 0x8033B4B0 | | 0x90 | struct LevelArea* | current level area info | | 0x94 | struct camera* | Camera | | 0x98 | u32* | ptr to 0x8033B3B0 | | 0x9C | struct controller* | controller 1 = 0x8033AF90,controller2 = 0x8033AFAC | | 0xA0 | struct MarioAnimation* | MarioAnimationStruct (0x8033B080) | | 0xA4 | u32 | behavior interaction flag ID (see: [[sm64:behavior_commands#fset_interaction|Behavior command 0x2F]]) | | 0xA8 | s16 | coins | | 0xAA | s16 | stars | | 0xAC | s16 | lives | | 0xAE | s16 | power | | 0xB0 | u16 | constant_ground_distance (usually 0xBD) | | 0xB2 | u16 | misc_timer (on any value other than zero it will decrease until zero)| | 0xB4 | u16 | unsquish_timer | | 0xB6 | u16 | cap_timer | | 0xB8 | s16 | stars (copy of Mario->0xAA). Used to trigger the special dialog messages once you've got a star and jumped out of a painting. | | 0xBA | u16 | unused? | | 0xBC | float | highest y_pos achieved while gaining height | | 0xC0 | float | y_pos offset (modified while in quicksand or cutscenes, otherwise 0.0f) | ===== References ===== * https://sites.google.com/site/kazemario64/home/structs * https://www.dropbox.com/s/oyo4em3hsuvh1dl/mario.py * https://github.com/SM64-STROOP/STROOP/tree/Development/Source/SM64%20Diagnostic/Config