NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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Description

Includes all game logic processes.

Namespaces

namespace  dDyl
 Serves as the bridge between the game's profile system and the dynamic module linking system.
namespace  dGameCom
 A collection of various functions used throughout the game.
namespace  dSystem
 System initialization and management functions.

Classes

class  daEnCarry_c
 A carryable enemy. [As opposed to dEnemyCarry_c, this class is used a bit more widely.]. More...
class  daIceBall_c
 An iceball, thrown by the player. More...
class  daObjFruitTree_c
 A decorative leafy bush used for Yoshi fruits. More...
class  daRemoDoor_c
 A door that can be opened by tilting the Wii Remote. More...
class  daWmCannon_c
 The actor for the Warp Cannons found on the World Map. More...
class  daWmCloud_c
 The actor for the decorative clouds used in the World 7 map. More...
class  daWmDokan_c
 The actor for non-moving pipes found on the World Map. More...
class  daWmDokanRoute_c
 The actor for World Map pipes used in course unlock paths. More...
class  dActor_c
 The minimum required implementation for a stage actor. More...
class  dActorState_c
 An implementation of dActor_c with state support. More...
class  dActorMultiState_c
 An implementation of dActor_c with multi state support. More...
class  dActorCreateMng_c
 Manager for map actor creation. More...
class  NMSndObjectBase
class  dAwa_c
 An early version of the unused water bubble, without collision. More...
class  dBase_c
 The minimum required implementation for a base. More...
class  dBaseActor_c
 The minimum required implementation for an actor base. More...
class  dCoin_c
 Controls the rotating animation for coins. More...
class  dControllerInformation_c
 Displays the controller information screen. More...
class  dCyuukan_c
 Checkpoint 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. More...
class  dDynamicModuleControl
 Constructs a new DynamicModuleControl. More...
struct  sDynNameTableEntry
 An entry in the profile to module name table. More...
class  dEn_c
 An 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. More...
class  dEnemyCarry_c
 A carryable enemy. This class is only used as a base for daEnJumpdai_c. More...
class  dLastActor_c
 An actor that is always placed last in the actor list. More...
class  dMain
 A wrapper class for the top-level game loop. More...
class  dMdActor_c
 The minimum required implementation for a cutscene actor. More...
class  dMj2dHeader_c
 Represents the header of the game's save file. More...
class  dMj2dGame_c
 Represents the slot-specific save data for the game. More...
class  Pausewindow_c
 Display a menu that appears when the game is paused inside a course. More...
class  dRes_c
 An archive resource management class. More...
class  dResMng_c
 A higher-level archive resource management class. More...
class  dScAutoSelect_c
 An empty scene that does nothing. More...
class  dScBoot_c
 This scene handles the game's boot process. It does the following: More...
class  dScSelect_c
 An empty scene that does nothing. More...
class  dScene_c
 The minimum required implementation for a scene base. More...
class  dSelectCursor_c
 Manages the animated L-shaped corner rectangles around selected buttons. More...
class  dSmallScore_c
 Displays a small popup score indicator. More...
class  dSmallScoreManager_c
 A manager for the small score popups. More...
class  dSys_c
 Main game handler class. Handles initialization and the main game loop. More...
class  Util::FrameCounter_c
 A bidirectional frame counter. More...
class  dWiiStrap_c
 Displays the Wii Strap safety warning screen. More...
class  dWipeCircle_c
 A fader that animates a circle in/out. More...
class  dWipeDokan_c
 A fader that animates a wavy texture across the screen. More...
class  dWipeKuppa_c
 A fader that animates a Bowser texture in/out. More...
class  dWipeMario_c
 A fader that animates a Mario texture in/out. More...
class  dWmActor_c
 The minimum required implementation for a world map actor. More...
class  dWmDemoActor_c
 The minimum required implementation for world map event-driven actors. More...
class  dWmEnemy_c
class  dWmObjActor_c
 The minimum required implementation for world map objects. More...
class  dYesNoWindow_c
 Displays a confirmation prompt. More...

Functions

void * DynamicModuleCallback::InitCallback (void *self)
 Second initialization step of the dynamic module system.

Function Documentation

◆ InitCallback()

void * DynamicModuleCallback::InitCallback ( void * self)

Second initialization step of the dynamic module system.

The function performs the following remaining tasks:

  • Initializes the underlying dynamic module linking system.
  • Loads the string table file from disc.
  • Links the d_profile module.
Note
If the core module fails to link, the function enters an infinite loop.
The return type is void* to satisfy the type required by mDvd_callback_c.
Parameters
selfUnused (heap pointer passed through callback system).
Returns
Always returns true .

Definition at line 84 of file d_dylink.cpp.