NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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Class Reference
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 Nd2d2D engine namespace. Deals with drawing anything 2D, like the HUD and small scores
 NdAudio
 NdDvd
 NdHbm
 NdReset
 NdWmLib
 NfProfileFor all profile related structures
 Nm2d
 Nm3dMLib 3D library
 C__eti_init_infoC++ exception table info
 C__partial_array_destructorGuarantees the correct destruction of an array if an exception is thrown during its construction
 CcListMg_cA doubly-linked list container. See cListNd_c
 CcListNd_cA doubly-linked list node. See cListMg_c
 CcM_rand_cRandom number generation helper class
 CcOwnerSetMg_cA set container. See cOwnerSetNd_c
 CcOwnerSetNd_cA set node with a pointer to the owning container. See cOwnerSetMg_c
 CcTreeMg_cA tree container. See cTreeNd_c
 CcTreeNd_cA tree node. See cTreeMg_c
 CdAcPy_c
 CdAcPyKey_cA class for managing controller input
 CdActor_cThe minimum required implementation for a stage actor
 CdActorMng_c
 CdActorMultiState_cAn implementation of dActor_c with multi state support
 CdActorState_cAn implementation of dActor_c with state support
 CdaEnCarry_cA carryable enemy. [As opposed to dEnemyCarry_c, this class is used a bit more widely.]
 CdaIceBall_cAn iceball, thrown by the player
 CdaPlBase_c
 CdaPlModel_c
 CdaPyDemoMng_c
 CdaPyMng_c
 CdaRemoDoor_cA door that can be opened by tilting the Wii Remote
 CdAttention_c
 CdaWmMap_c
 CdaWmPlayer_c
 CdaYoshi_c
 CdBase_cThe minimum required implementation for a base
 CdBaseActor_cThe minimum required implementation for an actor base
 CdBc_c
 CdBg_c
 CdBgParameter_c
 CdCc_cCollider ("Collision Check") class - handles collisions between actors
 CdCd_cCurrent course data holder. A course is made up of multiple files [Reggie terminology: "areas"] - see dCdFile_c
 CdCdFile_cCourse data file holder. A course data file contains the actual course elements - areas, actor create information, background data, etc
 CdCircleLightMask_c
 CdControllerInformation_cDisplays the controller information screen
 CdCourseSelectGuide_cThe world map HUD
 CdCsSeqMng_c
 CdCsvData_c
 CdCyuukan_c
 CdDeathInfo_c
 CdDynamicModuleControl
 CdEffActorMng_c
 CdEn_cAn enemy actor. Note that the definition of "enemy" in this context is actually any interactible stage entity, not just ones that can hurt the player
 CdEnBoyoMng_c
 CdEnCombo_c
 CdEnemyCarry_cA carryable enemy. This class is only used as a base for daEnJumpdai_c
 CdEnemyMng_c
 CdEnFumiCheck_c
 CdEnFumiProc_c
 CdFader_c
 CdFontMng_c
 CdfukidashiInfo_c
 CdfukidashiManager_c
 CdGameDisplay_c
 CdGameKey_c
 CdGameKeyCore_c
 CdGraph_c
 CdHeapAllocator_c
 CdIceMng_c
 CdInfo_c
 CdLastActor_cAn actor that is always placed last in the actor list
 CdLightMask_c
 CdMainA wrapper class for the top-level game loop
 CdMdActor_cThe minimum required implementation for a cutscene actor
 CdMessage_c
 CdMj2dGame_cRepresents the slot-specific save data for the game
 CdMj2dHeader_cRepresents the header of the game's save file
 CdMultiMng_cMultiplayer manager. Keeps track of statistics for each player, used for Coin Battle and Free Mode
 CdNandThread_c
 CdPlayerDownTimer_c
 CdQuake_c
 CdRail_cManages movement along rails
 CdRc_c
 CdRemoconMng_c
 CdRes_cAn archive resource management class
 CdResMng_cA higher-level archive resource management class
 CdRide_ctr_c
 CdSaveMng_c
 CdScBoot_cThis scene handles the game's boot process. It does the following:
 CdScene_cThe minimum required implementation for a scene base
 CdScMovie_c
 CdScoreMng_c
 CdScRestartCrsin_c
 CdScStage_c
 CdScWMap_c
 CdSelectCursor_c
 CdSmallScore_cDisplays a small popup score indicator
 CdSmallScoreManager_cA manager for the small score popups
 CdWarningManager_c
 CdWCamera_c
 CdWiiStrapScreen_c
 CdWipeCircle_cA fader that animates a circle in/out
 CdWipeDokan_cA fader that animates a wavy texture across the screen
 CdWipeKuppa_cA fader that animates a Bowser texture in/out
 CdWipeMario_cA fader that animates a Mario texture in/out
 CdWmActor_cThe minimum required implementation for a world map actor
 CdWmBgmSync_c
 CdWmConnect_c
 CdWmDemoActor_c
 CdWmEffectManager_c
 CdWmEnemy_c
 CdWmEnPath_c
 CdWmMapModel_c
 CdWmPath_c
 CdWmPathPoint_s
 CdWmSeManager_c
 CdWmSVMdl_c
 CdWmViewClip_c
 CdYesNoWindow_cDisplays a confirmation prompt
 CDynamicModuleControlBase
 CEffectManager_c
 CfBaHelper_c[A helper class for fBase_c with unknown purpose]
 CfBase_cThe base class for all scenes, actors and various other processes
 CfLiMgBa_cA base list, made of fLiNdBa_c nodes
 CfLiMgPTMF_cA base list made of fLiNdPrio_c nodes, with a reference to a process function
 CfLiNdBa_cA base list node
 CfLiNdPrio_cA base list node, with priority fields for reordering
 CfManager_cManages the execution of base operations
 CfTrMgBa_cA base tree, made of fTrNdBa_c nodes
 CfTrMgPTMF_cA base tree made of fTrNdBa_c nodes, with a reference to a process function
 CfTrNdBa_cA base tree node
 CFumiCcInfo_c
 CFumiCheckBase_c
 CLytBase_c
 CLytTextBox_cA text box class with BMG message support
 CmAllocator_cAn allocator class that wraps an EGG:Allocator
 CmAllocatorDummyHeap_cA non-functional heap to be used when mHeapAllocator_c does not have a proper heap
 CmAngA one-dimensional short angle vector
 CmAng3_cA three-dimensional short angle vector
 CmColorA 32-bit RGBA color
 CmColorFader_cA fader that fades a color in and out
 CmDvd_callback_c
 CmDvd_command_c
 CmDvd_mountMemArchive_c
 CmEf
 CmFader_cFader management class
 CmFaderBase_cBase fader implementation
 CmHeapAllocator_cAn allocator with some helper functions that manage the heap from which it allocates memory
 CmMtx_cA 3x4 matrix
 CmPad
 CMsgRes_c
 CmSphere_c
 CmVec2_cA two-dimensional floating point vector
 CmVec2_POD_c
 CmVec3_cA three-dimensional floating point vector
 CmVideo
 CmWipeFader_cA fader that wipes a texture in and out to/from the center of the screen
 CNMSndObject
 CNMSndObjectBase
 CNonUniqueFumiCheck_c
 CobjectRefGlobal destruction chain entry
 CPausewindow_cDisplay a menu that appears when the game is paused inside a course
 CRemocon
 CsActorCreateData
 CsAreaData
 CsBcSensorBase
 CsBcSensorLine
 CsBcSensorPoint
 CsBgData
 CsBlock4Data
 CsBlock8Data
 CsBlockInfo
 CsCcDatNewFA structure that contains information about a collider
 CsDeathInfoData
 CsFState_cA state holder for a given class
 CsFStateFct_cA state factory for a given class
 CsFStateID_cAn implementation of a state ID for a given class
 CsFStateMgr_cA wrapper for sStateMgr_c that uses sFStateFct_c and sStateIDChk_c
 CsFStateStateMgr_c
 CsFStateVirtualID_c
 CsGlobalData_cA templated global data holder class
 CSndAudioMgr
 CSndObjctCmnEmy
 CSndObjctCmnMap
 CsNextGotoData
 CsOptionData
 CsPhase_cA phase is a list of methods to be called in order
 CsRailInfoData
 CsRailNodeData
 CsRangeData
 CsRangeDataF
 CsRangePosSize
 CsScrollAreaData
 CsScrollData
 CsStateFctIf_cThe interface for state factories
 CsStateID_cA generic implementation of a state ID
 CsStateIDChk_cA default implementation of a state ID checker
 CsStateIDChkIf_cThe interface for state ID checkers
 CsStateIDIf_cThe interface for state IDs
 CsStateIf_cThe interface for a state holder
 CsStateMethod_cA class that handles state execution and transition
 CsStateMethodIf_c
 CsStateMethodUsr_FI_cAn extension to sStateMethod_c that implements the remaining abstract methods
 CsStateMgr_cAn implementation of sStateMgrIf_c
 CsStateMgrIf_cThe interface for state managers
 CsStateStateMgr_c
 CsStateStateMgrIf_c
 CsTilesetData
 CTagProcessor_c