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
 NdEf
 NdHbm
 NdReset
 NdWmLib
 NfProfileFor all profile related structures
 Nm2d
 Nm3dMLib 3D library
 NmEf
 NUtil
 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
 CcCounter_c
 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_cThe player class for Mario, Luigi and the Toads
 CdAcPy_HIO_Speed_c
 CdAcPyKey_cA class for managing controller input
 CdActor_cThe minimum required implementation for a stage actor
 CdActorCreateMng_cManager for map actor creation
 CdActorData_cThe configuration for a map actor
 CdActorGroupIdMng_c
 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.]
 CdaEnDoor_c
 CdaEnShell_cBase implementation of a shell enemy
 CdaFireBall_Player_c
 CdaIceBall_cAn iceball, thrown by the player
 CdaObjFruitTree_cA decorative leafy bush used for Yoshi fruits
 CdaPlBase_cThe base class for the player and Yoshi
 CdaPlyIce_c
 CdaPyDemoMng_c
 CdaPyMng_c
 CdaRemoDoor_cA door that can be opened by tilting the Wii Remote
 CdaTagWind_c
 CdAttention_c
 CdAwa_cAn early version of the unused water bubble, without collision
 CdaWmCannon_cThe actor for the Warp Cannons found on the World Map
 CdaWmCloud_cThe actor for the decorative clouds used in the World 7 map
 CdaWmDokan_cThe actor for non-moving pipes found on the World Map
 CdaWmDokanRoute_cThe actor for World Map pipes used in course unlock paths
 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
 CdBg_ctr_c
 CdBgParameter_c
 CDbMapFileA debug map file wrapper
 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, map actor information, background data, etc
 CdCircleLightMask_c
 CdCoin_cControls the rotating animation for coins
 CdControllerInformation_cDisplays the controller information screen
 CdCourseSelectGuide_cThe world map HUD
 CdCsSeqMng_c
 CdCsvData_c
 CdCyuukan_cCheckpoint manager. This is intended to be used as a singleton and kept for the entire game session. It deals with managing the active checkpoint and the collected star coins up until the checkpoint
 CdDeathInfo_c
 CdDvdErr_c
 CdDynamicModuleControlConstructs a new DynamicModuleControl.
 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
 CdIceEfScale_c
 CdIceInfo
 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
 CdMarioMdl_c
 CdMaskMng
 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
 CdNext_cManager for scene changes triggered by entrances
 CdPc_c
 CdPlayerDownTimer_c
 CdPlayerOrchestra_c
 CdPole_ctr_c
 CdPropelParts_c
 CdPyAnm_HIO_c
 CdPyAnmMain_HIO_c
 CdPyEffectMng_c
 CdPyMdlBase_c
 CdPyMdlBase_HIO_c
 CdPyMdlMng_c
 CdPyModel_HIO_c
 CdPyModelData_s
 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
 CdRomFontMgr_c
 CdSaveMng_c
 CdScAutoSelect_cAn empty scene that does nothing
 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
 CdScSelect_cAn empty scene that does nothing
 CdScStage_c
 CdScWMap_c
 CdSelectCursor_cManages the animated L-shaped corner rectangles around selected buttons
 CdSmallScore_cDisplays a small popup score indicator
 CdSmallScoreManager_cA manager for the small score popups
 CdStageTimer_c
 CdSys_cMain game handler class. Handles initialization and the main game loop
 Cdummy_unused_static_local
 CdWarningManager_c
 CdWaterEntryMng_c
 CdWCamera_c
 CdWiiStrap_cDisplays the Wii Strap safety warning screen
 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_cThe minimum required implementation for world map event-driven actors
 CdWmEffectManager_c
 CdWmEnemy_c
 CdWmEnPath_c
 CdWmMapModel_c
 CdWmObjActor_cThe minimum required implementation for world map objects
 CdWmPath_c
 CdWmPathPoint_s
 CdWmSeManager_c
 CdWmSVMdl_c
 CdWmViewClip_c
 CdYesNoWindow_cDisplays a confirmation prompt
 CDynamicModuleControlFull implementation of a dynamic module handler
 CDynamicModuleControlBaseBase class for managing a relocatable module
 CdYoshiMdl_c
 CdYoshiModel_HIO_c
 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_cA 2D layout
 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
 CmDvd_toMainRam_c
 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
 CMsgRes_c
 CmSphere_c
 CMugenComboFumiCheck_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
 Cremove_reference
 Cremove_reference< T & >
 CsAirTurnPowerData
 CsAreaData
 CsBcPlayerPointData
 CsBcPointData
 CsBcSensorBase
 CsBcSensorLine
 CsBcSensorPoint
 CsBgData
 CsBlock4Data
 CsBlock8Data
 CsBlockInfo
 CsCcDatNew
 CsCcDatNewFA structure that contains information about a collider
 CsDeathInfoData
 CsDynNameTableEntryAn entry in the profile to module name table
 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
 CsMapActorCreateBounds
 CsMapActorData
 CSnd2DCalc
 CSndAudioMgr
 CSndObjctCmnEmy
 CSndObjctCmnMap
 CSndObjctEmy
 CSndObjctPly
 CSndSceneMgr
 CsNextGotoData
 CsOptionData
 CsPhase_cA phase is a list of methods to be called in order
 CsPowerChangeData
 CsPowerChangeSpeedData
 CsRailInfoData
 CsRailNodeData
 CsRangeData
 CsRangeDataF
 CsRangePosSize
 CsScrollAreaData
 CsScrollData
 CsSpeedData
 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
 CsTurnPowerData
 CTagProcessor_c
 CUniqueFumiCheckInf_c