Super Mario 64s source code (from a leak on 4chan so be careful)
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53 lines
3.7 KiB

6 years ago
  1. script_func_local_1:
  2. object /*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvAmbientSounds
  3. object /*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBirdsSoundLoop
  4. object /*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00010000, /*beh*/ bhvBirdsSoundLoop
  5. return
  6. script_func_local_2:
  7. object /*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
  8. object /*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
  9. object /*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
  10. return
  11. glabel level_castle_courtyard_entry
  12. init_level
  13. load_mio0 /*seg*/ 0x07, /*romStart*/ _castle_courtyard_segment_7SegmentRomStart, /*romEnd*/ _castle_courtyard_segment_7SegmentRomEnd
  14. load_mio0 /*seg*/ 0x0A, /*romStart*/ _water_skybox_mio0SegmentRomStart, /*romEnd*/ _water_skybox_mio0SegmentRomEnd
  15. load_mio0_texture /*seg*/ 0x09, /*romStart*/ _outside_mio0SegmentRomStart, /*romEnd*/ _outside_mio0SegmentRomEnd
  16. load_mio0 /*seg*/ 0x05, /*romStart*/ _group9_mio0SegmentRomStart, /*romEnd*/ _group9_mio0SegmentRomEnd
  17. load_raw /*seg*/ 0x0C, /*romStart*/ _group9_geoSegmentRomStart, /*romEnd*/ _group9_geoSegmentRomEnd
  18. load_mio0 /*seg*/ 0x08, /*romStart*/ _common0_mio0SegmentRomStart, /*romEnd*/ _common0_mio0SegmentRomEnd
  19. load_raw /*seg*/ 0x0F, /*romStart*/ _common0_geoSegmentRomStart, /*romEnd*/ _common0_geoSegmentRomEnd
  20. alloc_level_pool
  21. mario /*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario
  22. jump_link /*target*/ script_func_global_1
  23. jump_link /*target*/ script_func_global_10
  24. load_model_from_geo /*model*/ MODEL_COURTYARD_SPIKY_TREE, /*geo*/ spiky_tree_geo
  25. load_model_from_geo /*model*/ MODEL_COURTYARD_WOODEN_DOOR, /*geo*/ wooden_door_geo
  26. load_model_from_geo /*model*/ MODEL_LEVEL_GEOMETRY_03, /*geo*/ castle_courtyard_geo_000200
  27. area /*index*/ 1, /*geo*/ castle_courtyard_geo_000218
  28. object /*model*/ MODEL_BOO, /*pos*/ -2360, -100, -2712, /*angle*/ 0, 0, 0, /*behParam*/ 0x01050000, /*beh*/ bhvBooWithCage
  29. object /*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvWarps8C
  30. object /*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvWarps90
  31. warp_node /*id*/ 0x05, /*destLevel*/ 0x04, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*unk6*/ 0x0000
  32. warp_node /*id*/ 0x0A, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*unk6*/ 0x0000
  33. warp_node /*id*/ 0x0B, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*unk6*/ 0x0000
  34. warp_node /*id*/ 0x01, /*destLevel*/ 0x06, /*destArea*/ 0x01, /*destNode*/ 0x02, /*unk6*/ 0x0000
  35. warp_node /*id*/ 0xF1, /*destLevel*/ 0x10, /*destArea*/ 0x01, /*destNode*/ 0x03, /*unk6*/ 0x0000
  36. jump_link /*target*/ script_func_local_1
  37. jump_link /*target*/ script_func_local_2
  38. terrain /*terrainData*/ castle_courtyard_seg7_collision
  39. macro_objects /*objList*/ castle_courtyard_seg7_macro_objs
  40. set_music /*unk2*/ 0x0000, /*seq*/ SEQ_NONE
  41. terrain_type /*terrainType*/ 0x0001
  42. end_area
  43. free_level_pool
  44. mario_pos /*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201
  45. call /*arg*/ 0, /*func*/ lvl_init_or_update
  46. call_loop /*arg*/ 1, /*func*/ lvl_init_or_update
  47. clear_level
  48. sleep_before_exit /*frames*/ 1
  49. exit