SM64 Cutscene Engine Notes
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SM64 Cutscene Engine Notes

In case it is of use to anyone, below are the notes on the cutscene engine used in Super Mario 64. Through trial and error, I've managed to figure out what most of the cut scene IDs are, but some of them remain a mystery. I could use help decoding the ones marked "TODO" in the table below.

cut scene state stored in 8033CA5A
cut scene counter stored in 8033CA5C

handling function: 802994E8

Spoiler: switch/case jump table at 80337668/F2668
802996D4 8029971C 8029A214 802997F4
8029983C 80299884 8029A214 8029A214
​8029A214 8029968C 80299764 802997AC
8029995C 802999EC 802999A4 80299B54
​8029A214 80299914 8029A214 80299C74
80299CBC 80299D04 80299D4C 80299DDC
80299E24 80299E6C 80299EB4 80299EFC
80299F44 8029A214 802998CC 80299C2C
8029A0AC 8029A13C 8029A184 80299A7C
80299AC4 80299B0C 8029A1CC 80299F8C
8029A064 8029A0F4 802995FC 8029956C
80299644 80299A34 802995B4 80299B9C
80299BE4 80299FD4 8029A01C 80299D94
8029AAAC 8029AADC 8029AB5C 8029AAFC
8029AB0C 8029AB1C 8029AAEC 8029AB5C
8029AB2C 8029AB3C 8029AB4C 8029AACC
8029AABC

Each cut scene has a table with each entry containing two words: a function pointer and the number of frames to run before advancing to the next entry.

​Table of function pointers for each cut scene
Idx| Table Address  | Count | Description
---+----------------+-------+--------------------------------------------------
00 | 8032F574/EA574 |    5  | door from room to main (basement, BBH)
01 | 8032F59C/EA59C |    5  | door with closeup after opening
02 | unused         |       |
03 | 8032F5F4/EA5F4 |    3  | enter cannon
04 | 8032F634/EA634 |    1  | jump into painting
05 | 8032F63C/EA63C |    2  | exit painting after death
06 | unused         |       |
07 | unused         |       |
08 | unused         |       |
09 | 8032F554/EA554 |    2  | door open to warp to another level
0A | 8032F5C4/EA5C4 |    3  | door inside door to main
0B | 8032F5DC/EA5DC |    3  | door BBH inside to lobby
0C | 8032F674/EA674 |    5  | intro peach, lakitu, mario from pipe
0D | 8032F74C/EA74C |    1  | star grab dance 1 (same as 2D)
0E | 8032F734/EA734 |    3  | enter Bowser platform
0F | 8032F544/EA544 |    2  | TODO: unknown
10 | unused         |       |
11 | 8032F65C/EA65C |    3  | TODO: unknown
12 | unused         |       |
13 | 8032F774/EA774 |    2  | sliding star door open
14 | 8032F69C/EA69C |    2  | prepare cannon
15 | 8032F784/EA784 |    2  | unlock key door
16 | 8032F6F4/EA6F4 |    1  | death scene 1 (BitS platform, fire)
17 | 8032F70C/EA70C |    1  | death scene 2
18 | 8032F714/EA714 |    1  | BBH,HMC death
19 | 8032F71C/EA71C |    2  | quicksand death animation
1A | 8032F72C/EA72C |    1  | TODO: unknown
1B | 8032F794/EA794 |    2  | exit Bowser stage after getting key
1C | 8032F7A4/EA7A4 |    2  | TODO: unknown
1D | unused         |       |
1E | 8032F64C/EA64C |    2  | exit painting after getting star
1F | 8032F76C/EA76C |    1  | cap switch button press
20 | 8032F7D4/EA7D4 |    3  | dialog with character (same as 21)
21 | 8032F7D4/EA7D4 |    3  | dialog with Koopa the Quick, penguin before race (same as 20)
22 | 8032F6CC/EA6CC |    2  | enter top of pyramid
23 | 8032F754/EA754 |    1  | star grab dance 2
24 | 8032F75C/EA75C |    1  | star grab dance 3
25 | 8032F764/EA764 |    1  | key grab dance
26 | 8032F6DC/EA6DC |    3  | TODO: unknown
27 | 8032F7B4/EA7B4 |    2  | BBH/invis cap exit (success)
28 | 8032F7C4/EA7C4 |    2  | non-painting (BiDW,HMC,BBH,RR) death exit
29 | 8032F7EC/EA7EC |    3  | read sign post/sign on wall message
2A | 8032F4D4/EA4D4 |   12  | end celebration on bridge with peach (before credits)
2B | 8032F60C/EA60C |    3  | star spawn, yoshi after getting lives
2C | 8032F534/EA534 |    2  | grand star grab, triple jump, fly
2D | 8032F74C/EA74C |    1  | special star grab dance (same as 0D)
2E | 8032F624/EA624 |    2  | special star spawn (red coin/secrets)
2F | 8032F564/EA564 |    1  | end scene everyone waving (after credits)
30 | 8032F56C/EA56C |    1  | end credits
31 | 8032F6AC/EA6AC |    2  | exit waterfall from metal cap
32 | 8032F6BC/EA6BC |    2  | fall to castle grounds from rainbow bonus
33 | 8032F6FC/EA6FC |    2  | enter pool (HMC, metal cap)



For each case, something like the following pseudo-code runs:
Code:
​ t1 = *0x8033ca5a
 frames = table[t1].frames
 func = table[t1].func
 func(a0)

 if (frames != 0 && (cutscene_frame & 0x8000) == 0) {
    if (cutscene_frame < 0x3fff) {
       cutscene_frame++;
    }
    if (cutscene_frame == frames) {
       cutscene_step++;
       cutscene_frame = 0;
    }
 } else {
    0x8032df60->u16_1e = 0;
    cutscene_step = 0;
    cutscene_frame = 0;
 }
 *(u16*)0x8033c75c = 0;
 // sp_1f is old value of a0[0x30]
 if (a0[0x30] == 0 && sp_1f != 0) {
    *(u8*)0x8032df54 = sp_1f;
 }

SM64 Cutscene Engine Notes
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