Twilight Princess
Remastered version of the GameCube game
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NB83
 NDirectXStructs
 NDiscord
 NJStudio
 NKclLibrary
 NToolbox
 NUnity
 NZeldaTesting
 C_Testing
 CActor
 CActorEditor
 CActorGroupAttribute
 CActorLoader
 CAlphaTestGX_SetAlphaCompare - Sets the parameters for the alpha compare function which uses the alpha output from the last active TEV stage. The alpha compare operation is: alpha_pass = (alpha_src(comp0)ref0) (op) (alpha_src(comp1)ref1) where alpha_src is the alpha from the last active TEV stage
 CAnimationEvent
 CAnimationJobManager
 CAnimationSetup
 CArcGlobalLoader
 CArcReader
 CASTCDecoder
 CASTCDecoderException
 CASTCPixel
 CAudioManager
 CAudioSourceExtensions
 CBackgroundMusicPlayer
 CBackgroundTiler
 CBFNData
 CBFNLoader
 CBinaryTextureImageThe BinaryTextureImage (or BTI) format is used by Wind Waker (and several other Nintendo games) to store texture images. There are a variety of encoding methods, some of which are supported right now for decoding. This does not currently support encoding BTI files but will at some point in time. It does not load mipmaps from the file currently
 CBitmapExtension
 CBitUtility
 CBlendModeGX_SetBlendMode - Determines how the source image is blended with the Embedded Frame Buffer. When Type is set to GXBlendMode.None the source data is written directly to the EFB. When set to GXBlendMode.Blend source and EFB pixels are blended using the following equation: dst_pix_clr = src_pix_clr * src_fact + dst_pix_clr * dst_fact
 CBMD
 CBMDCreator
 CBMDCreator_Inspector
 CBMDFetcher
 CBMDParser
 CBMDRenderer
 CBmgReader
 CBoneNameAttribute
 CBTI
 CBTIExporter
 CBTILoader
 CBTP
 CBTPAnimationEntry
 CBufferUtil
 CButtonTiler
 CCameraCut
 CCameraManager
 CCameraPoint
 CCameraProcess
 CCameraProcess_Inspector
 CCameraSequence
 CCameraSequence_Inspector
 CCameraUnderwaterManager
 CCapPhysics
 CCar_Inspector
 CChest
 CChestManager
 CColorChannelControlThe color channel can have 1-8 lights associated with it, set using ColorChannelControl.LitMask. The ColorChannelControl.DiffuseFunction and ColorChannelControl.AttenuationFunction parameters control the lighting equation for all lights associated with this channel. The ColorChannelControl.AmbientSrc and ColorChannelControl.MaterialSrc used to select whether the input source colors come from the register colors or vertex colors
 CColorPP
 CConditionalField
 CConditionalFieldAttribute
 CConditionalFieldDrawer
 CCustomCurve
 CCustomKeyframe
 CDDS
 CDDSCompressor
 CDialogueManager
 CDialogueText
 CDirectXTexNativeHelper
 CDisabledShapes
 CDiscordManager
 CDoor
 CDRW1
 CDZSLoader
 CEditedBitmap
 CEditorEnumDrawer
 CEditorMeshCreator
 CEnumerationExtensions
 CEnumeratorHelper
 CEnumExtensions
 CEnumPickerWindow
 CETC1
 CEVP1
 CExternalLinkAnimation
 CExternalTextures
 CFAABox
 CFaceRepresentation
 CFetchData
 CFileReader
 CFileSelectionManager
 CFileWriter
 CFill_index_list_class
 CFiremanNative
 CFlagEvent
 CFlagSelectorAttribute
 CFlagSelectorDrawer
 CFlashingBackground
 CFlowerRotation
 CFogInfo
 CFontLoader
 CFormatHelperA helper class for working with pixel formats
 CFRay
 CGameObjectExtensions
 CGlobalMap
 CGlyph
 CGlyphBlock
 CGMX
 CGTX
 CGTXFetcher
 CGTXFile
 CGTXImage
 CGTXLoader
 CHeadTarget
 CHeartManager
 CHoverIndicator
 CIInteractable
 CImageEffects
 CImageParameters
 CIndirectTevOrderConfigures a TEV stage during an indirect texture lookup
 CIndirectTexture
 CIndirectTextureMatrix
 CIndirectTextureScaleDefines S (U) and T (V) scale values to transform source texture coordinates during an indirect texture lookup
 CIndTexCoordScale
 CIndTexOrder
 CIntegerEncoded
 CInteractableManager
 CIntExtension
 CIntroLoader
 CIntroStartup
 CIntroState
 CItemData
 CJ3DLoader
 CJ3DModel
 CJNT1
 CJobBoneData
 CJoint
 CJPA
 CJPAC
 CJPACData
 CJPAEmitterManager
 CJPAResourceRaw
 CJPC
 CKCL
 CLadderController
 CLanguage
 CLineTiler
 CLink
 CLinkAnimPlayerEditor
 CLinkCreator
 CLinkIKHelper
 CLinkLookIK
 CLocalizationData
 CLocalizationString
 CLookAt
 CLoopRepresentation
 CMAT3
 CMaterial3
 CMaterialData
 CMeshBundleBuilder
 CMeshHelper
 CMeshVertexHolder
 CMeshVertexIndex
 CModelDataAttribute
 CModelRepresentation
 CMultipleObject
 CMultiSelectEnumAttribute
 CNative
 CNBTScale
 COffsetParticleEditor
 CPackManager
 CPLC
 CPrimitivePoint
 CPrimitiveProcessor
 CProfileList
 CR4G4
 CResourceLoader
 CRGBAPixelDecoder
 CRotateObject
 CRuntimeFont
 CSaveData
 CSaveDetails
 CSaveGame
 CSavegameLoader
 CSaveManager
 CSaveManagerEditor
 CSceneChange
 CSelectableFile
 CSelectionData
 CSerializableQuaternion
 CSerializableVector3
 CSettingManager
 CShapeComparer
 CShapeVertexAttribute
 CSheet
 CShineEffect
 CSHP1
 CSkeletonJoint
 CSound
 Cstage_envr_info_class
 Cstage_palet_info_class
 Cstage_pselect_info_class
 Cstage_pure_lightvec_info_class
 Cstage_vrbox_info_class
 CStageData
 CStageDataAttribute
 CStageEvent
 CStageFlagAttribute
 CStageLayerFlagData
 CStageLoader
 CStageLoaderSettingsDrawer
 CStageObjectEvent
 CStageObjectEvent_Inspector
 CStageValue
 CStageWeather
 CSTGenericTexture
 CStringTable
 CSunbeamMovement
 CSword
 CTevColorOverride
 CTevIn
 CTevIndirect
 CTevOp
 CTevOrderGXSetTevOrder(GXTevStageID stage, GXTexCoordID coord, GXTexMapID map, GXChannelID color) Determines which texture and rasterize color inputs are available to each TEV stage. GXSetTevColorIn/GXSetTevAlphaIn control how the inputs plug into each TEV operation for each stage
 CTevStage
 CTevSwapModeGXSetTevSwapMode(GXTevStageID stage, GXTevSwapSel ras_sel, GXTevSwapSel tex_sel) For each TEV Stage you can select entry from the GXSetTevSwapModeTable for the rasterized input and the texture color input. The texture color inputs and the rasterized color inputs can be swapped, and a color channel can be selected
 CTevSwapModeTableGXSetTevSwapModeTable(GXTevSwapSel select, GXTevColorChan red, GXTevColorChan green, GXTevColorChan blue, GXColorChan alpha) The swap table allows the rasterized/color colors to be swapped component-wise. An entry into the swap table specifies how input components remap to output components
 CTEX1
 CTexCoordGenSpecifies how texture coordinates are generated
 CTexMatrix
 CTextureAtlasGenerator
 CTextureData
 CTextureFetcher
 CTextureTiler
 CTextureUtils
 CTmpk
 CTransformExtension
 CTransitionManager
 CUiKeyboard
 CUnityMainThreadDispatcherA thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
 CVertexDescription
 CVertexFormat
 CVTX1
 CWaveBreakEnumDrawers
 CWeightDataGenerator
 CWiiUBmdParser
 CWiiUCreator
 CWMath
 CZeldaAnimation
 CZeldaAnimationDrawer
 CZeldaManager
 CZeldaTP
 CZModeGX_SetZMode - Sets the Z-buffer compare mode. The result of the Z compare is used to conditionally write color values to the Embedded Frame Buffer