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modMain.bas
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Attribute VB_Name = "modMain"
Option Explicit
Public Declare Sub Sleep Lib "kernel32" (ByVal dwMilliseconds As Long)
Public Declare Function BitBlt Lib "gdi32" (ByVal hDestDC As Long, ByVal X As Long, ByVal Y As Long, ByVal nWidth As Long, ByVal nHeight As Long, ByVal hSrcDC As Long, ByVal xSrc As Long, ByVal ySrc As Long, ByVal dwRop As Long) As Long
Public Declare Function StretchBlt Lib "gdi32" (ByVal hdc As Long, ByVal X As Long, ByVal Y As Long, ByVal nWidth As Long, ByVal nHeight As Long, ByVal hSrcDC As Long, ByVal xSrc As Long, ByVal ySrc As Long, ByVal nSrcWidth As Long, ByVal nSrcHeight As Long, ByVal dwRop As Long) As Long
Public Declare Function CreateCompatibleBitmap Lib "gdi32" (ByVal hdc As Long, ByVal nWidth As Long, ByVal nHeight As Long) As Long
Public Declare Function CreateCompatibleDC Lib "gdi32" (ByVal hdc As Long) As Long
Public Declare Function GetDC Lib "user32" (ByVal hWnd As Long) As Long
Public Declare Function SelectObject Lib "gdi32" (ByVal hdc As Long, ByVal hObject As Long) As Long
Public Declare Function DeleteObject Lib "gdi32" (ByVal hObject As Long) As Long
Public Declare Function DeleteDC Lib "gdi32" (ByVal hdc As Long) As Long
Public Declare Function GetKeyState Lib "user32" (ByVal nVirtKey As Long) As Integer
Public Declare Function mciSendString Lib "winmm.dll" Alias "mciSendStringA" (ByVal lpstrCommand As String, ByVal lpstrReturnString As String, ByVal uReturnLength As Integer, ByVal hwndCallback As Integer) As Integer
Public Declare Function SetCursorPos Lib "user32" (ByVal X As Long, ByVal Y As Long) As Long
Public Declare Function SetWindowPos Lib "user32" (ByVal hWnd As Long, ByVal hWndInsertAfter As Long, ByVal X As Long, ByVal Y As Long, ByVal cx As Long, ByVal cy As Long, ByVal wFlags As Long) As Long
Private Declare Function GetSystemDirectory Lib "kernel32" Alias "GetSystemDirectoryA" (ByVal lpBuffer As String, ByVal nSize As Long) As Long
Public Declare Function GetDesktopWindow Lib "user32.dll" () As Long
Public Declare Function GetWindowDC Lib "user32.dll" (ByVal hWnd As Long) As Long
Declare Function GetActiveWindow Lib "user32" () As Integer
Public Declare Function GetTickCount& Lib "kernel32" ()
Public OnlineDisc As Boolean
'Saved Events
Public Const MaxSavedEvents As Integer = 200
Public numSavedEvents As Integer
Public SavedEvents(1 To MaxSavedEvents) As String
Public BlockSwitch(1 To 4) As Boolean
'Public PowerUpUnlock(2 To 7) As Boolean
Public Const ScreenW As Integer = 800 'Game Screen Width
Public Const ScreenH As Integer = 600 'Game Screen Height
Public Const SWP_SHOWWINDOW = &H40
Public Const SWP_NOMOVE As Long = 2
Public Const SWP_NOSIZE As Long = 1
Public Const FLAGS = SWP_NOMOVE Or SWP_NOSIZE
Public Const HWND_TOPMOST As Long = -1
Public Const HWND_NOTOPMOST As Long = -2
Public myBackBuffer As Long 'Backbuffer
Public myBufferBMP As Long 'Backbuffer
Public AllCharBlock As Integer
Public Const KEY_TOGGLED As Integer = &H1 'For control information
Public Const KEY_PRESSED As Integer = &H1000 'For control information
Public LocalNick As String 'Online Nickname
Public LocalCursor As Integer 'Online Cursor color
Public ClientPassword As String 'Password client is connecting with
Public ServerPassword As String 'Password game server wants the client to use
Public ServerClear As Boolean
Public StartMenu As Boolean
Public BlockFlash As Integer
Public ScrollRelease As Boolean
Public TakeScreen As Boolean
Public LB As String ' Line Break
Public EoT As String ' End of Transmission for WINSOCK
Public Type Controls 'Controls for the player
Up As Boolean
Down As Boolean
Left As Boolean
Right As Boolean
Jump As Boolean
AltJump As Boolean
Run As Boolean
AltRun As Boolean
Drop As Boolean
Start As Boolean
End Type
Public Type nPlayer 'online player type
Controls As Controls 'online players controls
Cursor As Integer
IsMe As Boolean 'True if this player is the local player
Nick As String
Active As Boolean 'True if a player is using this variable
ECurserX As Double 'Cursor X position
ECurserY As Double 'Cursor Y position
End Type
Public Type nPlay 'Netplay data type
Allow As Boolean
Mode As Integer 'Server or client
ServerIP As String 'Server's IP
ServerCon As Boolean 'Server is connected
ServerStr As String
ServerLocked As Boolean
ServerLoad1 As Double
ServerLoad As Boolean
ClientLocked(0 To 15) As Boolean
ClientIP(0 To 15) As String
ClientCon(0 To 15) As Boolean
ClientName(0 To 15) As String
ClientStr(0 To 15) As String
ClientRelease(0 To 15) As Integer
ClientPassword(0 To 15) As Boolean
ClientLoad1(0 To 15) As Double
Online As Boolean 'online or local
MySlot As Integer
MyControls As Controls
Player(0 To 15) As nPlayer
PlayerWaitCount As Integer
NPCWaitCount As Single
End Type
Public Type Location 'Holds location information for objects
X As Double
Y As Double
Height As Double
Width As Double
SpeedX As Double
SpeedY As Double
End Type
Public Type EditorControls 'Controls for the editor
Up As Boolean
Down As Boolean
Left As Boolean
Right As Boolean
Mouse1 As Boolean
End Type
Public Type conKeyboard 'Input settings for the keyboard
Up As Integer
Down As Integer
Left As Integer
Right As Integer
Jump As Integer
Run As Integer
Drop As Integer
Start As Integer
AltJump As Integer
AltRun As Integer
End Type
Public Type conJoystick 'Input settings for the joystick
Jump As Integer
Run As Integer
Drop As Integer
Start As Integer
AltJump As Integer
AltRun As Integer
End Type
Public conKeyboard(1 To 2) As conKeyboard 'player 1 and 2's controls
Public conJoystick(1 To 2) As conJoystick
Public useJoystick(1 To 2) As Integer
Public Type NPC 'The NPC Type
AttLayer As String
Quicksand As Integer
RespawnDelay As Integer
Bouce As Boolean
Pinched1 As Integer 'getting smashed by a block
Pinched2 As Integer
Pinched3 As Integer
Pinched4 As Integer
MovingPinched As Integer 'required to be smashed
NetTimeout As Integer 'for online
RealSpeedX As Single 'the real speed of the NPC
Wet As Integer ' greater then 0 of the NPC is in water
Settings As Integer
NoLavaSplash As Boolean 'true for no lava splash
Slope As Integer 'the block that the NPC is on a slope with
Multiplier As Integer 'for upping the points the player recieves
TailCD As Integer 'if greater then 0 the player can't hit with it's tail
Shadow As Boolean 'if true turn the NPC black and allow it to pass through walls. only used for a cheat code
TriggerActivate As String 'for events - triggers when NPC gets activated
TriggerDeath As String 'triggers when NPC dies
TriggerTalk As String 'triggers when you talk to the NPC
TriggerLast As String 'trigger when this is the last NPC in a layer to die
Layer As String 'the layer name that the NPC is in
Hidden As Boolean 'if the layer is hidden or not
Legacy As Boolean 'Legacy Boss
Chat As Boolean 'for talking to the NPC
Inert As Boolean 'the friendly toggle. makes the NPC not do anything
Stuck As Boolean 'the 'don't move' toggle. forces the NPC not to move
DefaultStuck As Boolean
Text As String 'the text that is displayed when you talk to the NPC
oldAddBelt As Single
PinchCount As Integer 'obsolete
Pinched As Boolean 'obsolete
PinchedDirection As Integer 'obsolete
BeltSpeed As Single 'The speed of the object this NPC is standing on
standingOnPlayer As Integer 'If this NPC is standing on a player in the clown car
standingOnPlayerY As Integer
Generator As Boolean 'for spawning new NPCs
GeneratorTimeMax As Single
GeneratorTime As Single
GeneratorDirection As Integer
GeneratorEffect As Integer
GeneratorActive As Boolean
playerTemp As Boolean
Location As Location 'collsion detection information
'the default values are used when De-Activating an NPC when it goes on screen
DefaultLocation As Location
DefaultDirection As Single
DefaultType As Integer
DefaultSpecial As Integer
DefaultSpecial2 As Integer
Type As Integer 'Defines what NPC this is. 1 for goomba, 2 for red goomba, etc.
Frame As Integer 'The graphic to be shown
FrameCount As Single 'The counter for incrementing the frames
Direction As Single 'The direction the NPC is walking
'Secial - misc variables used for NPC AI
Special As Double
Special2 As Double
Special3 As Double
Special4 As Double
Special5 As Double
Special6 As Double
TurnAround As Boolean 'if the NPC needs to turn around
Killed As Integer 'Flags the NPC to die a specific way.
Active As Boolean 'If on screen
Reset(1 To 2) As Boolean 'If it can display the NPC
TimeLeft As Integer 'Time left before reset when not on screen
HoldingPlayer As Integer 'Who is holding it
CantHurt As Integer 'Won't hurt the player
CantHurtPlayer As Integer
BattleOwner As Integer 'Owner of the projectile
WallDeath As Integer
Projectile As Boolean 'If the NPC is a projectile
Effect As Integer 'For starting / stopping effects
Effect2 As Double
Effect3 As Integer
Section As Integer 'what section of the level the NPC is in
Damage As Single
JustActivated As Integer 'The player that activated the NPC
Block As Integer 'Used when a P-Switch turns a block into a coint
tempBlock As Integer
onWall As Boolean
TurnBackWipe As Boolean
Immune As Integer 'time that the NPC is immune
End Type
Public Type Player 'The player data type.
DoubleJump As Boolean
FlySparks As Boolean
Driving As Boolean
Quicksand As Integer
Bombs As Integer
Slippy As Boolean
Fairy As Boolean
FairyCD As Integer
FairyTime As Integer
HasKey As Boolean
SwordPoke As Integer
Hearts As Integer
CanFloat As Boolean
FloatRelease As Boolean
FloatTime As Integer
FloatSpeed As Single
FloatDir As Integer
GrabTime As Integer 'how long the player has been trying to grab an npc from above
GrabSpeed As Single
VineNPC As Double 'the NPC that the player is climbing
Wet As Integer 'weather or not the player is under water
WetFrame As Boolean 'true if the play should be swimming
SwimCount As Integer 'cool down between swim strokes
NoGravity As Integer
Slide As Boolean 'true if the player is sliding
SlideKill As Boolean 'true if the player is sliding fast enough to kill an NPC
Vine As Integer 'greater then 0 if the player is climbing
NoShellKick As Integer 'dont kick a shell
ShellSurf As Boolean 'true if surfing a shell
StateNPC As Integer
Slope As Integer 'the block that the player is standing on when on a slope
Stoned As Boolean 'true of a statue form (tanooki suit)
StonedCD As Integer 'delay before going back in to stone form
StonedTime As Integer 'how long the player can remain as a statue
SpinJump As Boolean 'true if spin jumping
SpinFrame As Integer 'frame for spinning
SpinFireDir As Integer 'for shooting fireballs while spin jumping
Multiplier As Integer 'for score increase for multiple hops
SlideCounter As Integer 'for creating the dust effect when sliding
ShowWarp As Integer
GroundPound As Boolean 'for purple yoshi pound
GroundPound2 As Boolean 'for purple yoshi pound
CanPound As Boolean 'for purple yoshi pound
ForceHold As Integer 'force the player to hold an item for a specific amount of time
'yoshi powers
YoshiYellow As Boolean
YoshiBlue As Boolean
YoshiRed As Boolean
YoshiWingsFrame As Integer
YoshiWingsFrameCount As Integer
'yoshi graphic display
YoshiTX As Integer
YoshiTY As Integer
YoshiTFrame As Integer
YoshiTFrameCount As Integer
YoshiBX As Integer
YoshiBY As Integer
YoshiBFrame As Integer
YoshiBFrameCount As Integer
YoshiTongue As Location
YoshiTongueX As Single
YoshiTongueLength As Integer 'length of yoshi's tongue
YoshiTonugeBool As Boolean
YoshiNPC As Integer 'the NPC that is in yoshi's mouth
YoshiPlayer As Integer 'the player that is in yoshi's mouth
Dismount As Integer 'delay before you can remount
NoPlayerCol As Integer
Location As Location 'collision detection info
Character As Integer 'luigi or mario
Controls As Controls 'players controls
Direction As Integer 'the way the player is facing
Mount As Integer '1 for boot, 2 for clown car, 3 for yoshi
MountType As Integer 'for different types of mounts. blue yoshi, red yoshi, etc
MountSpecial As Integer
MountOffsetY As Integer
MountFrame As Integer 'GFX frame for the player's mount
State As Integer '1 for small mario, 2 for super, 3 for fire, 4 for racoon, 5 for tanooki, 6 for hammer
Frame As Integer
FrameCount As Single
Jump As Integer 'how long the player can jump for
CanJump As Boolean 'true if the player can jump
CanAltJump As Boolean 'true if the player can alt jump
Effect As Integer 'for various effects like shrinking/growing/warping
Effect2 As Double 'counter for the effects
DuckRelease As Boolean
Duck As Boolean 'true if ducking
DropRelease As Boolean
StandUp As Boolean 'aid with collision detection after ducking
StandUp2 As Boolean
Bumped As Boolean 'true if hit by another player
Bumped2 As Single
Dead As Boolean 'true if dead
TimeToLive As Integer 'for returning to the other play after dying
Immune As Integer 'greater then 0 if immune, this is a counter
Immune2 As Boolean 'makes the player blink
ForceHitSpot3 As Boolean 'force hitspot 3 for collision detection
'for getting smashed by a block
Pinched1 As Integer
Pinched2 As Integer
Pinched3 As Integer
Pinched4 As Integer
NPCPinched As Integer 'must be > 0 for the player to get crushed
m2Speed As Single
HoldingNPC As Integer 'What NPC is being held
CanGrabNPCs As Boolean 'If the player can grab NPCs
HeldBonus As Integer 'the NPC that is in the player's container
Section As Integer 'What section of the level the player is in
WarpCD As Integer 'delay before allowing the player to warp again
Warp As Integer 'the warp the player is using
FireBallCD As Integer 'How long the player has to wait before he can shoot again
FireBallCD2 As Integer 'How long the player has to wait before he can shoot again
TailCount As Integer 'Used for the tail swipe
RunCount As Single 'To find how long the player has ran for
CanFly As Boolean 'If the player can fly
CanFly2 As Boolean
FlyCount As Integer 'length of time the player can fly
RunRelease As Boolean 'The player let go of run and pressed again
JumpRelease As Boolean 'The player let go of run and pressed again
StandingOnNPC As Integer 'The NPC the player is standing on
StandingOnTempNPC As Integer 'The NPC the player is standing on
UnStart As Boolean 'Player let go of the start button
mountBump As Single 'Player hit something while in a mount
SpeedFixY As Single
End Type
Public Type Background 'Background objects
Layer As String
Hidden As Boolean
Type As Integer
Location As Location
End Type
Public Type Water
Layer As String
Hidden As Boolean
Buoy As Single 'not used
Quicksand As Boolean
Location As Location
End Type
Public Type Block 'Blocks
Slippy As Boolean
RespawnDelay As Integer
RapidHit As Integer
DefaultType As Integer
DefaultSpecial As Integer
'for event triggers
TriggerHit As String
TriggerDeath As String
TriggerLast As String
Layer As String
Hidden As Boolean
Type As Integer 'the block's type
Location As Location
Special As Integer 'what is in the block?
'for the shake effect after hitting ablock
ShakeY As Integer
ShakeY2 As Integer
ShakeY3 As Integer
Kill As Boolean 'if true the game will destroy the block
Invis As Boolean 'for invisible blocks
NPC As Integer 'when a coin is turned into a block after the p switch is hit
IsPlayer As Integer 'for the clown car
IsNPC As Integer 'the type of NPC the block is
standingOnPlayerY As Integer 'when standing on a player in the clown car
noProjClipping As Boolean
IsReally As Integer 'the NPC that is this block
End Type
Public Type Effect 'Special effects
Type As Integer
Location As Location
Frame As Integer
FrameCount As Single
Life As Integer 'timer before the effect disappears
NewNpc As Integer 'when an effect should create and NPC, such as Yoshi
Shadow As Boolean 'for a black effect set to true
End Type
Public Type vScreen 'Screen controls
Left As Double
Top As Double
Width As Double
Height As Double
Visible As Boolean
tempX As Double
TempY As Double
TempDelay As Integer
End Type
Public Type WorldLevel 'the type for levels on the world map
Location As Location
Type As Integer
FileName As String 'level's file
LevelExit(1 To 4) As Integer ' For the direction each type of exit opens the path
Active As Boolean
LevelName As String 'The name of the level
StartWarp As Integer 'If the level should start with a player exiting a warp
WarpX As Double 'for warping to another location on the world map
WarpY As Double
Path As Boolean 'for drawing a small path background
Path2 As Boolean 'big path background
Start As Boolean 'true if the game starts here
Visible As Boolean 'true if it should be shown on the map
End Type
Public Type Warp 'warps such as pipes and doors
Locked As Boolean 'requires a key NPC
WarpNPC As Boolean 'allows NPC through the warp
NoYoshi As Boolean 'don't allow yoshi
Layer As String 'the name of the layer
Hidden As Boolean 'if the layer is hidden
PlacedEnt As Boolean 'for the editor, flags the entranced as placed
PlacedExit As Boolean
Stars As Integer 'number of stars required to enter
Entrance As Location 'location of warp entrance
Exit As Location 'location of warp exit
Effect As Integer 'style of warp. door/
level As String 'filename of the level it should warp to
LevelWarp As Integer
LevelEnt As Boolean 'this warp can't be used if set to true (this is for level entrances)
Direction As Integer 'direction of the entrance for pipe style warps
Direction2 As Integer 'direction of the exit
MapWarp As Boolean
MapX As Integer
MapY As Integer
curStars As Integer
maxStars As Integer
End Type
Public Type Tile 'Tiles for the World
Location As Location
Type As Integer
End Type
Public Type Scene 'World Scenery
Location As Location
Type As Integer
Active As Boolean 'if false this won't be shown. used for paths that become available on a scene
End Type
Public Type WorldPath 'World Paths
Location As Location
Active As Boolean
Type As Integer
End Type
Public Type WorldMusic 'World Music
Location As Location
Type As Integer
End Type
Public Type EditorCursor 'The editor's cursor
X As Single
Y As Single
SelectedMode As Integer 'cursor mode. eraser/npc/block/background
Selected As Integer
Location As Location
Layer As String 'current layer
Mode As Integer
Block As Block
Water As Water
Background As Background
NPC As NPC
Warp As Warp
Tile As Tile
Scene As Scene
WorldLevel As WorldLevel
WorldPath As WorldPath
WorldMusic As WorldMusic
End Type
Public Type WorldPlayer 'the players variables on the world map
Location As Location
Type As Integer
Frame As Integer
Frame2 As Integer
Move As Integer
Move2 As Integer
Move3 As Boolean
LevelName As String
End Type
Public Type Layer
EffectStop As Boolean
Name As String
Hidden As Boolean
SpeedX As Single
SpeedY As Single
End Type
Public Type CreditLine
Location As Location
Text As String
End Type
Public ScreenShake As Integer
Public Checkpoint As String 'the filename of the level the player has a checkpoint in
Public MagicHand As Boolean 'true if playing a level in the editor while not in fullscreen mode
Public testPlayer(1 To 2) As Player 'test level player settings
Public ClearBuffer As Boolean 'true to black the backbuffer
Public numLocked As Integer
Public resChanged As Boolean 'true if in fullscreen mode
Public inputKey As Integer 'for setting the players controls
Public getNewKeyboard As Boolean 'true if setting keyboard controls
Public getNewJoystick As Boolean
Public lastJoyButton As Integer
Public GamePaused As Boolean 'true if the game is paused
Public MessageText As String 'when talking to an npc
Public NumSelectWorld As Integer
Public SelectWorld(1 To 100) As SelectWorld
Public ShowFPS As Boolean
Public PrintFPS As Double
Public vScreen(0 To 2) As vScreen 'Sets up the players screens
Public ScreenType As Integer 'The screen/view type
Public DScreenType As Integer 'The dynamic screen setup
Public LevelEditor As Boolean 'if true, load the editor
Public WorldEditor As Boolean
Public PlayerStart(1 To 2) As Location
Public Const vScreenYOffset As Integer = 0 'Players Y on the screen
Public Const maxBlocks As Integer = 20000 'Max # of blocks
Public Const maxPlayers As Integer = 200 'Holds the max number of players
Public Const maxEffects As Integer = 1000 'Max # of effects
Public Const maxNPCs As Integer = 5000 'Max # of NPCs
Public Const maxBackgrounds As Integer = 8000 'Max # of background objects
Public Const maxPlayerFrames As Integer = 750 'Maximum number of player frames
Public Const maxBlockType As Integer = 700 'Maximum number of block types
Public Const maxBackgroundType As Integer = 200 'Maximum number of background types
Public Const maxSceneType As Integer = 100 'Maximum number of scenetypes
Public Const maxNPCType As Integer = 300 'Maximum number of NPC types
Public Const maxEffectType As Integer = 200 'Maximum number of effect types
Public Const maxWarps As Integer = 200 'Maximum number of warps
Public Const numBackground2 As Integer = 100 'Total # of backgrounds
Public Const numCharacters As Integer = 5 'Maximum number of player characters
Public Const numStates As Integer = 7 'Maximum number of player states
Public Const maxWater As Integer = 1000
Public Const maxWorldLevels As Integer = 400 'Maximum number of levels
Public Const maxWorldPaths As Integer = 2000 'Maximum number of paths
Public Const maxWorldMusic As Integer = 1000 'Maximum number of musics
Public Const numSounds As Integer = 100
Public Const maxSections As Integer = 20
Public Const maxTileType As Integer = 400
Public Const maxLevelType As Integer = 100
Public Const maxPathType As Integer = 100
Public Const maxTiles As Integer = 20000
Public Const maxScenes As Integer = 5000
Public Const frameRate As Double = 15 'for controlling game speed
Public blockCharacter(0 To 20) As Boolean
Public Type SelectWorld
WorldName As String
WorldPath As String
WorldFile As String
blockChar(1 To numCharacters) As Boolean
End Type
Public OwedMount(0 To maxPlayers) As Integer 'when a yoshi/boot is taken from the player this returns after going back to the world map
Public OwedMountType(0 To maxPlayers) As Integer
Public AutoX(0 To maxSections) As Single 'for autoscroll
Public AutoY(0 To maxSections) As Single 'for autoscroll
Public numStars As Integer 'the number of stars the player has
Public Type Star 'keeps track of where there player got the stars from
level As String
Section As Integer
End Type
Public nPlay As nPlay ' for online stuff
Public Water(0 To maxWater) As Water
Public numWater As Integer 'number of water
Public Star(1 To 1000) As Star
Public GoToLevel As String
Public StartLevel As String 'start level for an episode
Public NoMap As Boolean 'episode has no world map
Public RestartLevel As Boolean 'restart the level on death
Public LevelChop(0 To maxSections) As Single 'for drawing backgrounds when the level has been shrunk
'collision detection optimization. creates a table of contents for blocks
Public Const FLBlocks As Long = 8000
Public FirstBlock(-FLBlocks To FLBlocks) As Integer
Public LastBlock(-FLBlocks To FLBlocks) As Integer
Public MidBackground As Integer 'for drawing backgrounds
Public LastBackground As Integer 'last backgrounds to be drawn
Public iBlocks As Integer 'blocks that are doing something. this keeps the number of interesting blocks
Public iBlock(0 To maxBlocks) As Integer 'references a block #
Public numTiles As Integer 'number of map tiles
Public numScenes As Integer 'number of scense
Public CustomMusic(0 To maxSections) As String 'section's custom music
Public level(0 To maxSections) As Location 'sections
Public LevelWrap(0 To maxSections) As Boolean 'Wrap around the level
Public OffScreenExit(0 To maxSections) As Boolean 'walk offscreen to end the level
Public bgMusic(0 To maxSections) As Integer 'music
Public bgMusicREAL(0 To maxSections) As Integer 'default music
Public Background2REAL(0 To maxSections) As Integer 'background
Public LevelREAL(0 To maxSections) As Location 'default background
Public curMusic As Integer 'current music playing
Public bgColor(0 To maxSections) As Long 'obsolete
Public Background2(0 To maxSections) As Integer 'level background
Public WorldPath(1 To maxWorldPaths) As WorldPath
Public numWorldPaths As Integer
Public numWarps As Integer 'number of warps in a level
Public Warp(1 To maxWarps) As Warp 'define the warps
Public Tile(1 To maxTiles) As Tile
Public Scene(1 To maxScenes) As Scene
Public Credit(1 To 200) As CreditLine 'for end game credits
Public numCredits As Integer 'number of credits
Public numBlock As Integer 'number of blocks
Public numBackground As Integer 'number of background objects
Public numNPCs As Integer
Public numEffects As Integer
Public numPlayers As Integer
Public numWorldLevels As Integer
Public WorldMusic(1 To maxWorldMusic) As WorldMusic
Public numWorldMusic As Integer
Public WorldLevel(1 To maxWorldLevels) As WorldLevel
Public Background(1 To maxBackgrounds) As Background
Public Effect(1 To maxEffects) As Effect
Public NPC(-128 To maxNPCs) As NPC
Public Block(0 To maxBlocks) As Block
Public Player(0 To maxPlayers) As Player
Public MarioFrameX(0 To maxPlayerFrames) As Integer 'Player frame offset X
Public MarioFrameY(0 To maxPlayerFrames) As Integer 'Player frame offset Y
Public LuigiFrameX(0 To maxPlayerFrames) As Integer 'Player frame offset X
Public LuigiFrameY(0 To maxPlayerFrames) As Integer 'Player frame offset Y
Public PeachFrameX(0 To maxPlayerFrames) As Integer 'Player frame offset X
Public PeachFrameY(0 To maxPlayerFrames) As Integer 'Player frame offset Y
Public ToadFrameX(0 To maxPlayerFrames) As Integer 'Player frame offset X
Public ToadFrameY(0 To maxPlayerFrames) As Integer 'Player frame offset Y
Public LinkFrameX(0 To maxPlayerFrames) As Integer 'Player frame offset X
Public LinkFrameY(0 To maxPlayerFrames) As Integer 'Player frame offset Y
Public BackgroundFence(0 To maxBackgroundType) As Boolean
Public NPCFrameOffsetX(0 To maxNPCType) As Integer 'NPC frame offset X
Public NPCFrameOffsetY(0 To maxNPCType) As Integer 'NPC frame offset Y
Public NPCWidth(0 To maxNPCType) As Integer 'NPC width
Public NPCHeight(0 To maxNPCType) As Integer 'NPC height
Public NPCWidthGFX(0 To maxNPCType) As Integer 'NPC gfx width
Public NPCHeightGFX(0 To maxNPCType) As Integer 'NPC gfx height
Public NPCSpeedvar(0 To maxNPCType) As Single 'NPC Speed Change
Public NPCIsAShell(0 To maxNPCType) As Boolean 'Flags the NPC type if it is a shell
Public NPCIsABlock(0 To maxNPCType) As Boolean 'Flag NPC as a block
Public NPCIsAHit1Block(0 To maxNPCType) As Boolean 'Flag NPC as a hit1 block
Public NPCIsABonus(0 To maxNPCType) As Boolean 'Flags the NPC type if it is a bonus
Public NPCIsACoin(0 To maxNPCType) As Boolean 'Flags the NPC type if it is a coin
Public NPCIsAVine(0 To maxNPCType) As Boolean 'Flags the NPC type if it is a vine
Public NPCIsAnExit(0 To maxNPCType) As Boolean 'Flags the NPC type if it is a level exit
Public NPCIsAParaTroopa(0 To maxNPCType) As Boolean 'Flags the NPC type as a para-troopa
Public NPCIsCheep(0 To maxNPCType) As Boolean 'Flags the NPC type as a cheep cheep
Public NPCJumpHurt(0 To maxNPCType) As Boolean 'Hurts the player even if it jumps on the NPC
Public NPCNoClipping(0 To maxNPCType) As Boolean 'NPC can go through blocks
Public NPCScore(0 To maxNPCType) As Integer 'NPC score value
Public NPCCanWalkOn(0 To maxNPCType) As Boolean 'NPC can be walked on
Public NPCGrabFromTop(0 To maxNPCType) As Boolean 'NPC can be grabbed from the top
Public NPCTurnsAtCliffs(0 To maxNPCType) As Boolean 'NPC turns around at cliffs
Public NPCWontHurt(0 To maxNPCType) As Boolean 'NPC wont hurt the player
Public NPCMovesPlayer(0 To maxNPCType) As Boolean 'Player can not walk through the NPC
Public NPCStandsOnPlayer(0 To maxNPCType) As Boolean 'for the clown car
Public NPCIsGrabbable(0 To maxNPCType) As Boolean 'Player can grab the NPC
Public NPCIsBoot(0 To maxNPCType) As Boolean 'npc is a kurbo's shoe
Public NPCIsYoshi(0 To maxNPCType) As Boolean 'npc is a yoshi
Public NPCIsToad(0 To maxNPCType) As Boolean 'npc is a toad
Public NPCNoYoshi(0 To maxNPCType) As Boolean 'Player can't eat the NPC
Public NPCForeground(0 To maxNPCType) As Boolean 'draw the npc in front
Public NPCIsABot(0 To maxNPCType) As Boolean 'Zelda 2 Bot monster
Public NPCDefaultMovement(0 To maxNPCType) As Boolean 'default NPC movement
Public NPCIsVeggie(0 To maxNPCType) As Boolean 'turnips
Public NPCNoFireBall(0 To maxNPCType) As Boolean 'not hurt by fireball
Public NPCNoIceBall(0 To maxNPCType) As Boolean 'not hurt by fireball
Public NPCNoGravity(0 To maxNPCType) As Boolean 'not affected by gravity
Public NPCFrame(0 To maxNPCType) As Integer
Public NPCFrameSpeed(0 To maxNPCType) As Integer
Public NPCFrameStyle(0 To maxNPCType) As Integer
Public Type NPCDefaults 'Default NPC Settings
NPCFrameOffsetX(0 To maxNPCType) As Integer
NPCFrameOffsetY(0 To maxNPCType) As Integer
NPCWidth(0 To maxNPCType) As Integer
NPCHeight(0 To maxNPCType) As Integer
NPCWidthGFX(0 To maxNPCType) As Integer
NPCHeightGFX(0 To maxNPCType) As Integer
NPCIsAShell(0 To maxNPCType) As Boolean
NPCIsABlock(0 To maxNPCType) As Boolean
NPCIsAHit1Block(0 To maxNPCType) As Boolean
NPCIsABonus(0 To maxNPCType) As Boolean
NPCIsACoin(0 To maxNPCType) As Boolean
NPCIsAVine(0 To maxNPCType) As Boolean
NPCIsAnExit(0 To maxNPCType) As Boolean
NPCIsAParaTroopa(0 To maxNPCType) As Boolean
NPCIsCheep(0 To maxNPCType) As Boolean
NPCJumpHurt(0 To maxNPCType) As Boolean
NPCNoClipping(0 To maxNPCType) As Boolean
NPCScore(0 To maxNPCType) As Integer
NPCCanWalkOn(0 To maxNPCType) As Boolean
NPCGrabFromTop(0 To maxNPCType) As Boolean
NPCTurnsAtCliffs(0 To maxNPCType) As Boolean
NPCWontHurt(0 To maxNPCType) As Boolean
NPCMovesPlayer(0 To maxNPCType) As Boolean
NPCStandsOnPlayer(0 To maxNPCType) As Boolean
NPCIsGrabbable(0 To maxNPCType) As Boolean
NPCIsBoot(0 To maxNPCType) As Boolean
NPCIsYoshi(0 To maxNPCType) As Boolean
NPCIsToad(0 To maxNPCType) As Boolean
NPCNoYoshi(0 To maxNPCType) As Boolean
NPCForeground(0 To maxNPCType) As Boolean
NPCIsABot(0 To maxNPCType) As Boolean
NPCDefaultMovement(0 To maxNPCType) As Boolean
NPCIsVeggie(0 To maxNPCType) As Boolean
NPCSpeedvar(0 To maxNPCType) As Single
NPCNoFireBall(0 To maxNPCType) As Boolean
NPCNoIceBall(0 To maxNPCType) As Boolean
NPCNoGravity(0 To maxNPCType) As Boolean
End Type
Public NPCDefaults As NPCDefaults
Public BlockIsSizable(0 To maxBlockType) As Boolean 'Flags block if it is sizable
Public BlockSlope(0 To maxBlockType) As Integer 'block is sloped on top. -1 of block has an upward slope, 1 for downward
Public BlockSlope2(0 To maxBlockType) As Integer 'block is sloped on the bottom.
Public vScreenX(0 To maxPlayers) As Double 'vScreen offset
Public vScreenY(0 To maxPlayers) As Double 'vScreen offset
Public qScreenX(1 To maxPlayers) As Double 'vScreen offset adjust
Public qScreenY(1 To maxPlayers) As Double 'vScreen offset adjust
Public qScreen As Boolean 'Weather or not the screen needs adjusting
Public BlockWidth(0 To maxBlockType) As Integer 'Block type width
Public BlockHeight(0 To maxBlockType) As Integer 'Block type height
Public BonusWidth(1 To 100) As Integer 'Bonus type width
Public BonusHeight(1 To 100) As Integer 'Bonus type height
Public EffectWidth(1 To maxEffectType) As Integer 'Effect width
Public EffectHeight(1 To maxEffectType) As Integer 'Effect height
Public Type EffectDefaults
EffectWidth(1 To maxEffectType) As Integer
EffectHeight(1 To maxEffectType) As Integer
End Type
Public EffectDefaults As EffectDefaults
Public SceneWidth(1 To 100) As Integer 'Scene width
Public SceneHeight(1 To 100) As Integer 'Scene height
Public BackgroundHasNoMask(1 To maxBackgroundType) As Boolean
Public Foreground(0 To maxBackgroundType) As Boolean 'flags the background object to be drawn in front of everything else
Public BackgroundWidth(1 To maxBackgroundType) As Integer
Public BackgroundHeight(1 To maxBackgroundType) As Integer
Public BackgroundFrame(1 To maxBackgroundType) As Integer
Public BackgroundFrameCount(1 To maxBackgroundType) As Integer
Public BlockFrame(1 To maxBlockType) As Integer 'What frame the block is on
Public BlockFrame2(1 To maxBlockType) As Integer 'Counter to update the blocks frame
Public sBlockArray(1 To 1000) As Integer 'sizable block array
Public sBlockNum As Integer
Public SceneFrame(1 To maxSceneType) As Integer 'What frame the scene is on
Public SceneFrame2(1 To maxSceneType) As Integer 'Counter to update the scene frames
Public SpecialFrame(100) As Integer 'misc frames for things like coins and the kurbi shoe
Public SpecialFrameCount(100) As Single
Public TileWidth(1 To maxTileType) As Integer
Public TileHeight(1 To maxTileType) As Integer
Public TileFrame(1 To maxTileType) As Integer
Public TileFrame2(1 To maxTileType) As Integer
Public LevelFrame(1 To 100) As Integer 'What frame the scene is on
Public LevelFrame2(1 To 100) As Integer 'Counter to update the scene frames
Public BlockHasNoMask(1 To maxBlockType) As Boolean
Public LevelHasNoMask(1 To 100) As Boolean
Public BlockOnlyHitspot1(0 To maxBlockType) As Boolean
Public BlockKills(0 To maxBlockType) As Boolean 'block is lava
Public BlockKills2(0 To maxBlockType) As Boolean
Public BlockHurts(0 To maxBlockType) As Boolean 'block hurts the player
Public BlockPSwitch(0 To maxBlockType) As Boolean 'block is affected by the p switch
Public BlockNoClipping(0 To maxBlockType) As Boolean 'player/npcs can walk throught the block
Public CoinFrame(1 To 10) As Integer 'What frame the coin is on
Public CoinFrame2(1 To 10) As Integer 'Counter to update the coin frames
Public EditorCursor As EditorCursor
Public EditorControls As EditorControls
Public Sound(1 To numSounds) As Integer
Public SoundPause(1 To numSounds) As Integer
Public EndLevel As Boolean 'End the level and move to the next
Public LevelMacro As Integer 'Shows a level outro when beat
Public LevelMacroCounter As Integer
Public numJoysticks As Integer
Public FileName As String
Public Coins As Integer 'number of coins
Public Lives As Single 'number of lives
Public EndIntro As Boolean
Public ExitMenu As Boolean
Public LevelSelect As Boolean 'true if game should load the world map
Public WorldPlayer(1) As WorldPlayer
Public LevelBeatCode As Integer ' code for the way the plauer beat the level
Public curWorldLevel As Integer
Public curWorldMusic As Integer
Public NoTurnBack(0 To maxSections) As Boolean
Public UnderWater(0 To maxSections) As Boolean
Public TestLevel As Boolean
Public FullFileName As String
Public FileNamePath As String
Public GameMenu As Boolean
Public WorldName As String
Public selWorld As Integer
Public selSave As Integer
Public PSwitchTime As Integer
Public PSwitchStop As Integer
Public PSwitchPlayer As Integer
Public SaveSlot(1 To 3) As Integer
Public SaveStars(1 To 3) As Integer
Public BeltDirection As Integer 'direction of the converyer belt blocks
Public BeatTheGame As Boolean 'true if the game has been beaten
'for frameskip
Public cycleCount As Integer
Public fpsTime As Double
Public fpsCount As Double
Public FrameSkip As Boolean
Public GoalTime As Double
Public overTime As Double
'------------------
Public worldCurs As Integer
Public minShow As Integer
Public maxShow As Integer
Public Type Physics
PlayerJumpHeight As Integer
PlayerBlockJumpHeight As Integer
PlayerHeadJumpHeight As Integer
PlayerNPCJumpHeight As Integer
PlayerSpringJumpHeight As Integer
PlayerJumpVelocity As Single
PlayerRunSpeed As Single
PlayerWalkSpeed As Single
PlayerTerminalVelocity As Integer
PlayerGravity As Single
PlayerHeight(1 To numCharacters, 1 To numStates) As Integer
PlayerDuckHeight(1 To numCharacters, 1 To numStates) As Integer
PlayerWidth(1 To numCharacters, 1 To numStates) As Integer
PlayerGrabSpotX(1 To numCharacters, 1 To numStates) As Integer
PlayerGrabSpotY(1 To numCharacters, 1 To numStates) As Integer
NPCTimeOffScreen As Integer
NPCCanHurtWait As Integer
NPCShellSpeed As Single
NPCShellSpeedY As Single
NPCWalkingSpeed As Single
NPCWalkingOnSpeed As Single
NPCMushroomSpeed As Single
NPCGravity As Single
NPCGravityReal As Single
NPCPSwitch As Integer
End Type
Public Type Events
addSavedEvent As String
RemoveSavedEvent As String
LayerSmoke As Boolean
Sound As Integer
Name As String
Text As String
HideLayer(0 To 20) As String
ShowLayer(0 To 20) As String
ToggleLayer(0 To 20) As String
Music(0 To maxSections) As Integer
Background(0 To maxSections) As Integer
level(0 To maxSections) As Location
EndGame As Integer
TriggerEvent As String
TriggerDelay As Double
Controls As Controls
MoveLayer As String
SpeedX As Single
SpeedY As Single
AutoX As Single
AutoY As Single
AutoSection As Integer
AutoStart As Boolean
End Type
Public Layer(0 To 100) As Layer
Public Events(0 To 100) As Events
Public ReturnWarp As Integer 'for when the player returns from a warp
Public StartWarp As Integer
Public Physics As Physics
Public MenuCursor As Integer
Public MenuMode As Integer
Public MenuCursorCanMove As Boolean
Public MenuCursorCanMove2 As Boolean 'Joystick
Public NextFrame As Boolean
Public StopHit As Integer
Public MouseRelease As Boolean
Public TestFullscreen As Boolean
Public keyDownAlt As Boolean 'for alt/enter fullscreen
Public keyDownEnter As Boolean
Public BlocksSorted As Boolean 'if using block optimization it requires the locks to be sorted
Public SingleCoop As Integer 'cheat code
Public CheatString As String 'logs keys for cheats
Public GameOutro As Boolean 'true if showing credits
Public CreditChop As Single
Public EndCredits As Integer
Public curStars As Integer 'number of stars
Public maxStars As Integer 'max number of stars in the game
'cheat codes --------------
Public ShadowMode As Boolean 'cheat code
Public MultiHop As Boolean
Public SuperSpeed As Boolean
Public WalkAnywhere As Boolean
Public FlyForever As Boolean
Public FreezeNPCs As Boolean
Public CaptainN As Boolean
Public FlameThrower As Boolean
Public CoinMode As Boolean 'cheat code
Public WorldUnlock As Boolean
Public MaxFPS As Boolean
Public GodMode As Boolean
Public GrabAll As Boolean
Public Cheater As Boolean 'if the player is a cheater
'--------------------------------
Public WorldCredits(1 To 5) As String
Public Score As Long 'player's score
Public Points(1 To 13) As Integer
Public oldJumpJoy As Integer
Public MaxWorldStars As Integer 'maximum number of world stars
Public Debugger As Boolean 'if the debugger window is open
Public SavedChar(0 To 10) As Player 'Saves the Player's Status
Public LoadCoins As Integer
Public LoadCoinsT As Single
'Game Graphics
Public GFXBlockCustom(1 To maxBlockType) As Boolean
Public GFXBlock(1 To maxBlockType) As Long
Public GFXBlockMask(1 To maxBlockType) As Long
Public GFXBlockBMP(1 To maxBlockType) As StdPicture
Public GFXBlockMaskBMP(1 To maxBlockType) As StdPicture
Public GFXBackground2Custom(1 To numBackground2) As Boolean
Public GFXBackground2(1 To numBackground2) As Long
Public GFXBackground2BMP(1 To numBackground2) As StdPicture
Public GFXBackground2Height(1 To numBackground2) As Integer
Public GFXBackground2Width(1 To numBackground2) As Integer
Public GFXNPCCustom(1 To maxNPCType) As Boolean
Public GFXNPC(1 To maxNPCType) As Long
Public GFXNPCMask(1 To maxNPCType) As Long
Public GFXNPCBMP(1 To maxNPCType) As StdPicture
Public GFXNPCMaskBMP(1 To maxNPCType) As StdPicture
Public GFXNPCHeight(1 To maxNPCType) As Integer
Public GFXNPCWidth(1 To maxNPCType) As Integer
Public GFXEffectCustom(1 To maxEffectType) As Boolean
Public GFXEffect(1 To maxEffectType) As Long
Public GFXEffectMask(1 To maxEffectType) As Long
Public GFXEffectBMP(1 To maxEffectType) As StdPicture
Public GFXEffectMaskBMP(1 To maxEffectType) As StdPicture
Public GFXEffectHeight(1 To maxEffectType) As Integer
Public GFXEffectWidth(1 To maxEffectType) As Integer
Public GFXBackgroundCustom(1 To maxBackgroundType) As Boolean
Public GFXBackground(1 To maxBackgroundType) As Long
Public GFXBackgroundMask(1 To maxBackgroundType) As Long
Public GFXBackgroundBMP(1 To maxBackgroundType) As StdPicture
Public GFXBackgroundMaskBMP(1 To maxBackgroundType) As StdPicture
Public GFXBackgroundHeight(1 To maxBackgroundType) As Integer
Public GFXBackgroundWidth(1 To maxBackgroundType) As Integer
Public GFXMarioCustom(1 To 10) As Boolean
Public GFXMario(1 To 10) As Long
Public GFXMarioMask(1 To 10) As Long
Public GFXMarioBMP(1 To 10) As StdPicture
Public GFXMarioMaskBMP(1 To 10) As StdPicture
Public GFXMarioHeight(1 To 10) As Integer
Public GFXMarioWidth(1 To 10) As Integer
Public GFXLuigiCustom(1 To 10) As Boolean
Public GFXLuigi(1 To 10) As Long
Public GFXLuigiMask(1 To 10) As Long
Public GFXLuigiBMP(1 To 10) As StdPicture
Public GFXLuigiMaskBMP(1 To 10) As StdPicture
Public GFXLuigiHeight(1 To 10) As Integer
Public GFXLuigiWidth(1 To 10) As Integer
Public GFXPeachCustom(1 To 10) As Boolean
Public GFXPeach(1 To 10) As Long
Public GFXPeachMask(1 To 10) As Long
Public GFXPeachBMP(1 To 10) As StdPicture
Public GFXPeachMaskBMP(1 To 10) As StdPicture
Public GFXPeachHeight(1 To 10) As Integer
Public GFXPeachWidth(1 To 10) As Integer
Public GFXToadCustom(1 To 10) As Boolean
Public GFXToad(1 To 10) As Long
Public GFXToadMask(1 To 10) As Long
Public GFXToadBMP(1 To 10) As StdPicture
Public GFXToadMaskBMP(1 To 10) As StdPicture
Public GFXToadHeight(1 To 10) As Integer
Public GFXToadWidth(1 To 10) As Integer
Public GFXLinkCustom(1 To 10) As Boolean
Public GFXLink(1 To 10) As Long
Public GFXLinkMask(1 To 10) As Long
Public GFXLinkBMP(1 To 10) As StdPicture
Public GFXLinkMaskBMP(1 To 10) As StdPicture
Public GFXLinkHeight(1 To 10) As Integer
Public GFXLinkWidth(1 To 10) As Integer
Public GFXYoshiBCustom(1 To 10) As Boolean
Public GFXYoshiB(1 To 10) As Long
Public GFXYoshiBMask(1 To 10) As Long
Public GFXYoshiBBMP(1 To 10) As StdPicture
Public GFXYoshiBMaskBMP(1 To 10) As StdPicture
Public GFXYoshiTCustom(1 To 10) As Boolean
Public GFXYoshiT(1 To 10) As Long
Public GFXYoshiTMask(1 To 10) As Long
Public GFXYoshiTBMP(1 To 10) As StdPicture
Public GFXYoshiTMaskBMP(1 To 10) As StdPicture
'World Map Graphics
Public GFXTileCustom(1 To maxTileType) As Long