Structures

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Aside from few highly optimized paired-single algorithms, Mario Kart Wii and the first-party Wii EAD libraries were written in C and C++ and compiled to PowerPC Assembly. This article presents several highly-used structures and classes reconstructed to C and C++ structures.

Primitive Sizes

The following table presents the size of primitive elements as they are in Mario Kart Wii. This is the equivalent of sizeof(...).

Sizeof Primitives
Shorthand Type Size in bytes.
s32, u32 (unsigned) int, long int 4
s16, u16 (unsigned) short int 2
u8, s8 (unsigned) char 1
- bool 1
- enum 4
u64, s64 (unsigned) long long int 8
f32 float 4
f64 double 8

Alignment

All members are aligned to multiples of their size. For example, an int is four bytes and therefore must be aligned to a multiple of four bytes. Consider the following:

struct Example {
 short FieldA;
 int   FieldB;
};

FieldA will be placed at +00 and end at +02. However, FieldB will not end at +02 as it is not a multiple of four. The compiler will instead place two bytes of implicit padding between FieldA and FieldB. Structures presented in this article will omit implicit padding.

Structures

Multithreading

Thread

The Thread class defines an implementation of a thread that game threads must inherit. Wrapping an OSThread, Thread is the successor to JSYSTEM's JKRThread.

Thread virtual table data structure
Offset Return Type Description
0x08 - Virtual destructor.
0x0C int Function to run the thread.
0x10 void Called on entering the thread.
0x14 void Called on exiting the thread.
0x3C End of this structure
Thread data structure
Offset Type Description
0x00 - Virtual Table
0x04 Heap* Heap to use for thread-specific allocations. It's used immediately in the constructor to allocate the stack and optionally OSThread on heap.
0x08 OSThread* The OS thread this object wraps.
0x0C OSMessageQueue The message queue of this thread.
0x2C OSMessage* The message buffer.
0x30 u32 The number of messages in the buffer.
0x34 void* The base (beginning) of the stack.
0x38 u32 Size of the stack.
0x3C Heap* When not NULL, it will override the heap used for allocations. (Note: Does not escape the global heap restriction if enabled.)
0x3C End of this structure

System

RKSystem

The following structures describe the Mario Kart Wii specific system class. The system class in actuality has a complex class hierarchy, however for readability, has been condensed into one structure. The incredibly specific descriptions of members are based on decompilation of the game, not speculation.

The system instance is located in BSS at PAL 802A4080. Two main pointers to this class are located at PAL 80386F60 (parent main class instance pointer used only by system classes) and PAL 80385FC8 (RK SystemManager System instance pointer used by game code). The SystemManager getter for the System is at PAL 80008E84.

RKSystem virtual table data structure
Offset Return Type Description
0x08 Video* Returns a pointer to the video wrapper.
0x0C Heap* Returns a pointer to the system heap.
0x10 Display* Returns a pointer to the display wrapper.
0x14 XfbManager* Returns a pointer to the external framebuffer manager.
0x18 PerformanceView* Returns a pointer to the debug bar. Mario Kart Wii's debug bar inherits Thread before PerformanceView, so sizeof(Thread) is added when returning.
0x1C SceneManager* Returns a pointer to the system scene manager.
0x20 AudioManager* Returns a pointer to the system audio manager.
0x24 void Called before every frame. Nullsub.
0x28 void Called at the end of every frame. Nullsub.
0x2C void Called in initialization functions. Nullsub.
0x30 void Initializes the system memory.
0x34 void The main game loop!
0x38 void Initializes the system.
0x3C End of this structure
RKSystem data structure
Offset Type Description
0x00 - Virtual Table
0x04 void* Lower boundary of MEM1 arena.
0x08 void* Upper boundary of MEM1 arena (start of FST).
0x0C void* Lower boundary of MEM2 arena.
0x10 void* Upper boundary of MEM2 arena.
0x14 u32 Memory size, as set in the boot info.
0x18 Heap* Pointer to the MEM1 root expanded heap. Encompasses all of the MEM1 arena. Name pointer set to "EGGRootMEM1".
0x1C Heap* Pointer to the MEM2 root expanded heap. Encompasses all of the MEM2 arena. Name pointer set to "EGGRootMEM2".
0x20 Heap* Pointer to the Debug root expanded heap. Size is either 0x3B50000 when enabled or 0 when empty. Only created if Mem2ArenaSize >= 0x4000000, as debug units have an additional 64MB of MEM2 memory (ending at 7FFFFFF; retail ends at 3FFFFFF). Several stripped debug tasks use this. Name pointer set to "EGGRootDebug".
0x24 Heap* Pointer to the System expanded heap. The system heap is a child of the root MEM1 heap. Name pointer set to "EGGSystem".
0x28 Thread* Pointer to the thread that initialized the system.
0x2C void* Set to the cached base (0x80000000).
0x30 void* Set to the MEM1 arena low.
0x34 u32 Determines the size of the system heap to create.
0x38 u32 Determines the GXFifo buffer size.
0x3C GXRenderModeObj* Render mode used when configuring the video wrapper.
0x40 ExpandedAudioManager* The system audio manager.
0x44 Video* The system video wrapper.
0x48 XfbManager* The system external framebuffer manager. Holds two XFBs.
0x4C AsyncDisplay* The system asynchronous display wrapper.
0x50 ProcessMeter* The system debug bar.
0x54 SceneManager* The system scene manager.
0x58 void* KPAD working memory.
0x5C u32 Unknown.
0x60 Heap* Heap to use when linking StaticR.rel.
0x64 ExpHeap* Another system heap. Overrided system heap getter returns this heap in the RK system rather than the heap returned by the debug main class system heap getter.
0x68 u8[4] Misc
0x70 void* Unknown
0x3C End of this structure