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

script_func_local_1:
object /*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvAmbientSounds
object /*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBirdsSoundLoop
object /*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00010000, /*beh*/ bhvBirdsSoundLoop
return
script_func_local_2:
object /*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
object /*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
object /*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBooGroup
return
glabel level_castle_courtyard_entry
init_level
load_mio0 /*seg*/ 0x07, /*romStart*/ _castle_courtyard_segment_7SegmentRomStart, /*romEnd*/ _castle_courtyard_segment_7SegmentRomEnd
load_mio0 /*seg*/ 0x0A, /*romStart*/ _water_skybox_mio0SegmentRomStart, /*romEnd*/ _water_skybox_mio0SegmentRomEnd
load_mio0_texture /*seg*/ 0x09, /*romStart*/ _outside_mio0SegmentRomStart, /*romEnd*/ _outside_mio0SegmentRomEnd
load_mio0 /*seg*/ 0x05, /*romStart*/ _group9_mio0SegmentRomStart, /*romEnd*/ _group9_mio0SegmentRomEnd
load_raw /*seg*/ 0x0C, /*romStart*/ _group9_geoSegmentRomStart, /*romEnd*/ _group9_geoSegmentRomEnd
load_mio0 /*seg*/ 0x08, /*romStart*/ _common0_mio0SegmentRomStart, /*romEnd*/ _common0_mio0SegmentRomEnd
load_raw /*seg*/ 0x0F, /*romStart*/ _common0_geoSegmentRomStart, /*romEnd*/ _common0_geoSegmentRomEnd
alloc_level_pool
mario /*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario
jump_link /*target*/ script_func_global_1
jump_link /*target*/ script_func_global_10
load_model_from_geo /*model*/ MODEL_COURTYARD_SPIKY_TREE, /*geo*/ spiky_tree_geo
load_model_from_geo /*model*/ MODEL_COURTYARD_WOODEN_DOOR, /*geo*/ wooden_door_geo
load_model_from_geo /*model*/ MODEL_LEVEL_GEOMETRY_03, /*geo*/ castle_courtyard_geo_000200
area /*index*/ 1, /*geo*/ castle_courtyard_geo_000218
object /*model*/ MODEL_BOO, /*pos*/ -2360, -100, -2712, /*angle*/ 0, 0, 0, /*behParam*/ 0x01050000, /*beh*/ bhvBooWithCage
object /*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvWarps8C
object /*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvWarps90
warp_node /*id*/ 0x05, /*destLevel*/ 0x04, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*unk6*/ 0x0000
warp_node /*id*/ 0x0A, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*unk6*/ 0x0000
warp_node /*id*/ 0x0B, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*unk6*/ 0x0000
warp_node /*id*/ 0x01, /*destLevel*/ 0x06, /*destArea*/ 0x01, /*destNode*/ 0x02, /*unk6*/ 0x0000
warp_node /*id*/ 0xF1, /*destLevel*/ 0x10, /*destArea*/ 0x01, /*destNode*/ 0x03, /*unk6*/ 0x0000
jump_link /*target*/ script_func_local_1
jump_link /*target*/ script_func_local_2
terrain /*terrainData*/ castle_courtyard_seg7_collision
macro_objects /*objList*/ castle_courtyard_seg7_macro_objs
set_music /*unk2*/ 0x0000, /*seq*/ SEQ_NONE
terrain_type /*terrainType*/ 0x0001
end_area
free_level_pool
mario_pos /*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201
call /*arg*/ 0, /*func*/ lvl_init_or_update
call_loop /*arg*/ 1, /*func*/ lvl_init_or_update
clear_level
sleep_before_exit /*frames*/ 1
exit