#define RES_ID "HUMAConfig" typedef struct { char id[sizeof(RES_ID)]; unsigned char rem_lives; unsigned char credit_lives; unsigned char rem_bombs; unsigned char credit_bombs; unsigned char rank; unsigned char bgm_mode; // (indicating regular game play progression) unsigned char stage; char playchar_ascii; // (used for loading data files, directly inserted into file name // templates) char stage_ascii; long rand; unsigned char se_mode; char shottype; bool debug; int16_t unused_1; score_lebcd_t score_last; // (directly inserted into the ending .TXT file name template) char end_type_ascii; unsigned int std_frames; // (excluding bosses, see th04/frames.h) unsigned int items_spawned; unsigned int items_collected; unsigned int point_items_collected; unsigned int max_valued_point_items_collected; unsigned char end_sequence; unsigned char miss_count; unsigned char bombs_used; int8_t unused_2; // *Not* spawned. # of enemies that either left the screen or were killed. unsigned int enemies_gone; unsigned int enemies_killed; unsigned int graze; unsigned char cfg_lives; unsigned char cfg_bombs; unsigned char demo_stage; int8_t unused_3; unsigned char demo_num; int8_t unused_4; unsigned long slow_frames; unsigned long frames; // (including bosses, see th04/frames.h) bool zunsoft_shown; bool turbo_mode; int8_t unused_5[182]; } resident_t; extern resident_t *resident;