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75 lines (64 loc) · 5.25 KB
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/* this is for use with mary as a decompiler */
/* mary: https://github.com/StanHash/mary */
/* note: those script functions are handled by one actual function located at MFOMTU:0803FAC8 */
/* == NO-OP FUNCTIONS == */
function void null0(int) = 0x000; /* does nothing (FoMT? Debug? not used) */
function void null1(int) = 0x001; /* does nothing (FoMT? Debug? not used) */
/* == ACTOR FUNCTIONS == */
function void setActorPosition(actor, int x, int y, facing) = 0x002; /* sets actor position. If actor isn't on active location, warps actor there. */
function int getActorX(actor) = 0x003; /* gets actor X position */
function int getActorY(actor) = 0x004; /* gets actor Y position */
function void setActorFacing(actor, facing) = 0x005; /* sets actor facing */
function facing getActorFacing(actor) = 0x006; /* gets actor facing */
function void setActorUnk21(actor, int b) = 0x007; /* sets actor field +21 */
function void actor_008(actor, int x, int c) = 0x008; /* something similar to 009 */
function void actor_009(actor, int x, int c) = 0x009; /* wraps MFOMTU:08012260([+0354], id, x, make_q16(c)) */
function void actor_00A(actor, int y, int c) = 0x00A; /* wraps MFOMTU:08012288([+0354], id, y, make_q16(c)) */
function void actor_00B(actor, int y, int c) = 0x00B; /* something similar to 00A */
function void actor_00C(actor) = 0x00C; /* wraps MFOMTU:080122B0([+0354], id) */
function void setActorAnim(actor, int anim) = 0x00D; /* sets sprite animation id for given actor */
function void actor_00E(actor) = 0x00E; /* wraps MFOMTU:08012304, a nullsub */
function void disableActor(actor) = 0x00F; /* disables actor (sets location id to 0x23A) */
function void actor_010(actor, int unk) = 0x010; /* something related to display (sets [[+10]+88]) */
function void actor_011(actor, int unk, bool unk) = 0x011; /* something related to display (sets a bunch of things) */
function void actor_012(actor, int unk) = 0x012; /* something related to display (sets [[+10]+8A+00bit]) */
function facing opposite(facing) = 0x013; /* gets opposite facing. TODO: check if this is actually how it is used */
function location getActorLocation(actor) = 0x014; /* gets actor location */
function void actor_015(actor, int unk, int unk) = 0x015; /* calls MFOMTU:0801232C, which assumes a certain kind of actor */
/* == CAMERA FUNCTIONS == */
function void camera_016(location, int x, int y) = 0x016; /* something about camera change */
function void camera_017(int x, int y, int unk) = 0x017; /* something else about camera change */
function void camera_018() = 0x018; /* wait for camera movement? */
/* == SOUND FUNCTIONS == */
function void playBgm(int start, song) = 0x019; /* set bgm? plays song through MusicPlayer at [[+354]+4]+B4 */
function void stopBgm() = 0x01A; /* stops whatever was played by 019 */
function void playSong(int start, song) = 0x01B; /* play sfx? can play by a bunch of MusicPlayers */
function void stopAllSounds() = 0x01C; /* stops all sounds */
function void stopBgmFaded() = 0x01D; /* fades bgm (or whatever 019 plays) out */
/* == TEXT BOX FUNCTIONS == */
function void talkEnd_01E() = 0x01E; /* end talk? */
function void talkBegin_01F() = 0x01F; /* begin talk? */
function void talkBegin_020() = 0x020; /* begin talk? (without portrait?) */
function void talkClose_021() = 0x021; /* close talk? */
function void talkDisplay_022(string) = 0x022; /* display text? */
function void talkDisplay_023(string) = 0x023; /* display text? (same as 022 but with 0x40 instead of 0x100 as text speed) */
function void talkDisplay_024(string) = 0x024; /* display text? (same as 022 but with 0 instead of 0x100 as text speed) */
function void talkDisplay_025(string, string, string) = 0x025; /* I have no idea (talk related) (choice text?) */
function void talkDisplay_026(string, string, string, string) = 0x026; /* (still talk related) */
function void talkDisplay_027(string, string, string, string, string) = 0x027; /* this is getting ridiculous */
function void talkDisplay_028(string, string) = 0x028;
function void talkDisplay_029(string, string, string) = 0x029;
function void talk_02D(actor) = 0x02D; /* set talk box name? */
function void talk_030(int unk) = 0x030;
function void talk_031() = 0x031;
function void func034(int unk, int unk) = 0x034; /* something about fading in/out? */
function void func035(int unk, int unk) = 0x035; /* ^ */
function void func037(int unk) = 0x37;
function int func03E(int unk) = 0x03E; /* related to func 3F */
function void func03F(int unk, int unk) = 0x03F; /* wraps MFOMTU:0804A3F8(self, a, b), which seems huge */
function int func040() = 0x040; /* is holding item? */
function void func080(int unk, int unk) = 0x080;
function void func104(int unk, int unk) = 0x104; /* wraps MFOMTU:08014EBC([+0354], a, b) */
function void func105(int unk, int unk, int unk) = 0x105;
function int func106() = 0x106;
function int func117(int unk) = 0x117;