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The sources of Petari (https://github.com/SMGCommunity/Petari), the Super Mario Galaxy decompilation by the SMGCommunity, at commit 0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and src/. Left out: the game data Petari keeps from the original executable, the error message archive (include/Game/System/ ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's own disc. The port's changes follow in the next commit, so `git diff petari-base -- decomp` shows them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
69 lines
2.7 KiB
C++
69 lines
2.7 KiB
C++
#pragma once
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#include <revolution/types.h>
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class GalaxyMoveArgument;
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class UserFile;
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namespace GameSequenceFunction {
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void activateGalaxyCometScheduler();
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void deactivateGalaxyCometScheduler();
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void forceToNextStateGalaxyCometScheduler();
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bool isGalaxyCometLand(const char*);
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s32 getEncounterGalaxyCometPowerStarId(const char*);
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const char* getEncounterGalaxyCometName(const char*);
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s32 getGalaxyCometState(const char*);
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bool isNeedMoviePlayerForStorySequenceEvent();
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bool hasNextDemoForStorySequenceEvent();
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s32 getExecutingStorySequenceEventNum();
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bool isLuigiDisappearFromAstroGalaxy();
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bool isLuigiHidingAnyGalaxy();
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bool isActiveLuigiHideAndSeekEvent();
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bool isEndLuigiHideAndSeekEvent();
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void getLuigiHidingGalaxyNameAndStarId(const char**, s32*);
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void onGameEventFlagGetLuigiLetter();
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bool isReadyToStartScene();
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void startScene();
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void notifyToGameSequenceProgressToEndScene();
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void requestChangeScene(const char*);
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void requestGalaxyMove(const GalaxyMoveArgument&);
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void requestCancelScenarioSelect();
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void sendStageResultSequenceParam(const char*, s32, int, int);
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bool hasStageResultSequence() NO_INLINE;
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const char* getClearedStageName() NO_INLINE;
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s32 getClearedPowerStarId();
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int getClearedStarPieceNum();
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int getClearedCoinNum();
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bool hasPowerStarYetAtResultSequence();
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bool isPowerStarAtResultSequence(const char*, s32);
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bool isPowerStarGreenAtResultSequence();
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bool isPowerStarRedAtResultSequence();
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bool isGrandStarAtResultSequence();
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bool hasRetryGalaxySequence();
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bool isNeedToReflectStageResultSequenceStarPiece();
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void reflectStageResultSequenceCoin();
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void resetStageResultSequenceParam();
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void startPreLoadSaveDataSequence();
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void startTotalMailSizeSaveSequence();
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void startGameDataLoadSequence(int, bool);
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void startCreateUserFileSequence(int);
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void startDeleteUserFileSequence(int);
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void startCopyUserFileSequence(int, int);
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void startSetMiiOrIconIdUserFileSequence(int, const void*, const u32*);
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void storeMiiOrIconIdUserFileSequence(int, const void*, const u32*);
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void storeCopyUserFileSequence(int, int);
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void startSaveAllUserFileSequence();
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bool isActiveSaveDataHandleSequence();
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bool isSuccessSaveDataHandleSequence();
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void restoreUserFile(UserFile*, int);
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void restoreUserFile(UserFile*, int, bool);
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void tryNANDErrorSequence(s32);
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void reserveUserName(const wchar_t*);
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void requestPrepareResetNWC24();
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bool isEnableToResetNWC24();
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void resetNWC24();
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void storeSceneStartGameDataHolder();
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void updateGameDataAndSequenceAfterStageResultSequence();
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void startGameDataSaveSequence(bool, bool);
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}; // namespace GameSequenceFunction
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