Alchemy
Loading...
Searching...
No Matches

Structures

Every structure this game declares.
 C[union].sScrollingSpritesInitialization writes each three-word OAM packet; drawing updates its fields
 CAbilityListEntryA Psynergy the debug shortcut picker lists: its owner and the Psynergy
 CActorTableThe event work, seen for its table of the scene's 66 actor slots
 CAdvanceSpriteOne OAM entry for Runtime_PushSlotEntry
  C[union].attributes
   C[struct].attributes.fields
 CAffineMatrixOne OAM rotation-scaling matrix: pa, pb, pc and pd in 8.8 fixed point, the inverse of the transform the sprite is drawn with
 CAffineTransformA sprite's rotation and scale: scales in 8.8 fixed point (0x100 is full size), the angle in 1/65536 turns
 CAnimationEntryOne animation layer of a sprite: its animation id, frames, running script and timer
 CAnimationMetadataAn animation's metadata: the sprite's size, scale and offsets, how its frames are drawn and decoded, its frames and its animation scripts
 CAnimationObjectAn animated sprite: its image and shadow, scale, rotation, size and up to four animation layers
 CAnimationSpritePartThe hardware sprite attributes one part of an animated sprite (its image or its shadow) is drawn with
 CArcEffectObjectA field object as Avoid's caster: its facing, its animation records and the phase and frame count of its per-frame callback
 CArcSpriteA sprite as the arcs set it up: its three OAM attributes and its bookkeeping
 CArticleTableThe article written before a name of each article class
 CB5ContextThe object context a battle routine reads; most of its fields are still unnamed
 CBattleActAn ability's definition, a row of gBattleAction_DefinitionTable: its targeting, kind, element, effect, range, PP cost and power
 CBattleActionRecordA unit's chosen action for the turn: its command, the command's parameter, its target and range, and its priority in the turn order
 CBattleAffineThe battle background's affine parameters and reference point, copied whole to the BG2PA registers
 CBattleAffineHdmaThe battle background's scanline work in heap slot 10: two pages of per-line BG2CNT values, swapped each frame, and the affine parameters
 CBattleAnimationStateAn actor's animated sprite, as far as the pointer to its sprite id
 CBattleAutomaticStateAn enemy's memory of its action choice, kept in BattleUnit.rewards (0 in every row of enemies.tsv, so it starts cleared)
 CBattleBackgroundViewThe battle background's work slot as the background code reads it: its display mode (2 draws it as an affine perspective plane)
 CBattleBaseStatsA copy of a unit's base stats, from baseHp to its element stats, kept while its level is adjusted: BattleEnemy_AdjustLevel reads only the stats it changes, for their 70 percent floors
 CBattleCameraThe battle camera: its eye, the focus it turns about, and its pitch, yaw and distance
 CBattleCanvasOriginTwo adjacent affine background coordinates, queued together for BG2X/BG2Y
 CBattleDisplayOffsetThe battle message's text channel, as far as its offset in the window
 CBattleDisplayWorkThe battle message display: its window, its text channel and whether the next message is marked
 CBattleEffectArgumentThe command shared by an effect's caller, dispatcher and handlers
 CBattleEffectBuffersThe colour buffer (heap block 32) that fades the BG and OBJ palettes: the source palette, the shown and target colour channels, their per-frame steps, and two pages of packed RGB555 colours queued each frame
 CBattleEffectEntryA speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its portrait (0xff for none) and the flags that choose its idle line
 CBattleEffectIndexWindowWhat BattleFx_BuildCenteredIndexList (unused) reads: a value to find in a list, and how many indices either side of it to keep
 CBattleEffectWorkThe running battle effect's work: its canvas image, 64 particles, the display registers it stages and its animation objects
  C[union].__unnamed0__Images and scanline tables reuse the storage before the particles
   C[struct].__unnamed0__.__unnamed0__
   C[struct].__unnamed0__.trackedCanvasThe tracked elemental scene stages its origin inside the image area
 CBattleElementStatsA unit's elemental power and resistance in one element
 CBattleEventQueueThe battle event queue: up to 64 events, each an opcode (enum BattleEventOpcode) and one operand, in the order they play
 CBattleEventStateThe battle event queue and the state of its playback: the phase, the event playing and the advance arrow
 CBattleFormationRecordAn enemy formation: its battle type and up to five kinds of enemy, each with the fewest and most of it that appear
 CBattleFxSceneThe work of a Psynergy effect scene: its caster and target, where it takes place, the map state it restores and its 24 effect slots
 CBattleGroupOrderThe order the two sides' units take their round-end effects in, as gBattleParty_RoundEndGroupOrder gives it
 CBattleLinkedActionStateThe header a link battle sends before its actions: how many there are, the next random number to check the consoles agree, and the parent's random seed for the round
 CBattleLocationRuleA field scene's encounter zones (gBattle_LocationRules, location_rules.s), ended by scene -1
 CBattleMenuWorkThe battle command menus' work, heap slot 57 (0x104 bytes), reached as gLinkCountdownWork
 CBattleObjA unit's place on the battlefield: its sprite object, resources and animations, its anchor spot and scale, and the conditions it shows
 CBattlePlanOne action, as BattleCommand_BuildPlan lays it out for BattleTargetExec to apply target by target
 CBattlePresentationTransitionThe battle background's work slot as the camera reads it: the yaw the camera eases toward and the frames left to ease it
 CBattlePresentationWorkThe effect updates its command while the presentation keeps animation state
 CBattlePromptSpriteOne OAM entry in a sprite list: the arrow that waits for the player to advance a battle message
 CBattleRenderObjectA field actor as the speaker lookup reads it: its kind (1 for an animated sprite) and that sprite
 CBattleSpoilsA battle's spoils so far: coins, experience, enemies defeated and up to four items
 CBattleSpriteDefinitionAn enemy class's battle sprite: its animation, size, attack effect, palette and defeat-sound kind
 CBattleSummonStateThe party's Djinn recovery table as summons read it: the mask of summons the party can call, bit n for summon n
 CBattleTransitionEntryWhat BattlePresentation_InitializeTransitionEntries treats as an array of these; Transform_SetIdentity writes over it as a matrix
 CBattleUnitA unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments
 CBattleWorkThe battle's own work: its enemies, units and their objects, the turn's actions, the spoils, the background palette, the plan and the events
 CBeaconSparkA spark the beacon flame throws off, swinging round the flame on its arc
 CBendLogA log's saved record: its sprite, first map cell and orientation, then its actor once created
 CBgAffineOne background's affine registers, BG2PA to BG2Y
 CBgScrollA background's hardware scroll offsets
 CBlendScriptStateThe map's running blend script, which sets the blend registers over time
 CBoltSparkBufferRam_MapCellBuffer as the falling bolts use it: window 0's scanline table, then the bolts' sparks
 CBuildStampCopyThe build stamp's twelve digit characters copied to IWRAM, and a zero word after them that ends the string
 CBurstParticleVectorA point Growth works out round the effect's position
 CBurstParticleVisualA particle sprite's attributes
  C[union].attributes
   C[struct].attributes.bits
   C[struct].attributes.bytes
 CBurstParticleVisualGroupA particle's sprite, seen as its two parts' attributes, which Growth copies from the first to the second
 CCam
 CCameraWorkThe battle camera (struct BattleCamera) as the effects that swing it see it
 CCaptureObjectA FieldActor seen with the halfword at 0x5e (lifetime), which FieldActor does not name
 CCaveDustOptionsEffectOptions cut after its scales: the caller's frame holds only these 24 bytes
 CCaveEffectScriptsThe three action scripts cave dust can run, chosen by its spawn flags
 CCellCopyA block of map cells copied from one place in the map to another
 CCgbNoteA note on one of the four CGB channels of the hardware: its state and envelope, its levels and pan, its frequency and its wave
 CCharacterDefinitionA character's definition: the growth curves of its stats, its element bonus, starting level and starting equipment
 CCharacterMenuStateThe work of the member chooser and the Status menu, in the HEAP_SLOT_MENU work slot
 CClassAbilityAn ability a class teaches, and the level it is learned at
 CClassDefinitionA class: its series, the element levels it needs, its stat multipliers and the abilities it teaches
 CColossoGaugeSpriteOne sprite of the race gauge's list: a link word, its position and shape attributes, and its tile
 CColossoGaugeWorkThe Colosso race gauge's work at the start of work slot 59: its sprites, how far it has slid down, the racers and the finish
 CCompetitorStateThe mode and stage bytes of the menu control work, set while Isaac is shown on the stage and reset when he is put back
 CConfiguredEffectOptionsThe options a scene passes to Effect_Spawn for a configured effect: its kind, mode, rates and callback
 CCrossboneIslePillarCellA copied map cell, also read in the two flag pairs the pillar redraw keeps
  CCrossboneIslePillarCellBits
 CCursorSlotA target marker's track: where it is, its state flags and the target it follows
 CCursorSpriteA cursor or prompt sprite: a list link and its OAM attributes as fields
 CCurtainSpriteThe curtains: three columns of eight 32 by 8 sprites that close in from the sides as the ship sails
 CDebugPartyEntryOne row of the debug party presets (presets.tsv): a party member, the level to raise them to, the djinn of each element to give them, the items to equip and up to two abilities to teach
 CDescendingArcSpriteA falling arc's sprite, seen as the attribute bits, resource slot and animation that Retreat sets on it
  C[union].attr
   C[struct].attr.half
   C[struct].attr.byte
 CDescendingOrbitObjectA FieldActor seen with the halfword at 0x64 unsigned and the one at 0x66 signed, as the bytes read them (FieldActor's own types change the code)
 CDirectionStepsThe step table read as one word per heading: the x step in pixels in the high halfword, the z step in the low
 CDirXZThe way a drifting floor carries the party: -1, 0 or 1 on x and on z
 CDispatchObjectA field object as the object dispatcher's far calls take it
  C[union].target
 CDisplayRegistersThe display control and green swap registers, REG_DISPCNT onward
 CDisplayScrollObjectOne eight-byte OAM entry in the credits' private sprite buffer
 CDisplayScrollWorkThe wavy background's work: two pages of BG1 to BG3 scroll offsets for each of the 160 scanlines, and the sine wave that bends them on each axis
 CDisplayTransitionFrameThe display transition state as the centre-line transition and the dissolve read it: the dissolve's tile pixels and the transition's progress
 CDisplayTransitionStateThe display transition state (heap block 31): two pages of window edges for every line, the dissolve's solid tile, and the transition's mode and progress
 CDisplayTransitionWindowThe map work's display fields that transitions use: its display control bits and the lines where the centre-line transition shows and hides the screen, with the VCount interrupt's copies and phase
 CDjinnDefinitionA Djinni: its ability and the stat bonuses it gives while set
 CDjinnListTableThe Djinn menu's lists: each party member's Djinn entries and their count
 CDjinnMenuBackdropThe Djinn menu's lists, the field tiles and palette it restores on closing, and the tutorial's state
 CDjinnMenuWorkThe Djinn menu's work, in the HEAP_SLOT_MENU work slot
 CDjinnRecoveryEntryA Djinni on standby or recovering: its element and index, its owner, and the turns until it is set again
 CDjinnRecoveryListOne side's Djinn recovery list: up to 64 entries and their count
 CDjinnRecoveryTableOne side's Djinn recovery table, as Djinn_GetRecoveryTable returns it
 CDmaRegistersA DMA channel's registers (DMAxSAD, DMAxDAD, DMAxCNT)
 CDoorAnimEach village door the party can walk through: its opening picture and the cell it is drawn at
 CDualColumnOne growing column, laid over a struct EffectStep in work->particles
 CDustWordA particle's first word, seen as a value or a link
 CEffectA field effect's layout, as FieldEffect gives it; no TBS code names this struct
 CEffect05ObjectA FieldActor seen with the halfword at 0x5e (here its phase), which FieldActor does not name
 CEffect05StateDouse's effect work: the orb's destination (or the angle toward it), the target, and the flags that choose how the light falls
 CEffectDescriptorOne of the scene's events (the same 12 bytes as struct SceneEvent)
 CEffectObjAn actor as these effects see it
 CEffectOptionsThe options of a spawned field effect, each used when its EFFECT_USE_ flag (or EFFECT_SCALE_TO_TARGET) is set
 CEffectPositionA point projected onto the screen, with its depth
 CEffectSlotA particle a Psynergy effect moves and draws: its sprite, its position and target, its speed, scale and heading, and its per-frame callback
 CEffectStepA moving point of an effect: its position, its velocity and a value each effect uses its own way (a size, a timer, -1 for idle)
 CEffectVectorA world position, as Camera_WorldToScreen converts it to the screen
 CElementLevelBonusThe elemental power and resistance of one element level
 CEncounterZoneAn encounter zone, a row of encounter.tsv: its rate, the level it is made for, and the enemy groups that can appear with their chances
 CEnemyDefinitionAn enemy's definition: its level and stats, items, element preset, the actions it chooses from and its rewards
 CEnt
 CEventGlobalsThe work slot pointers from the event work (slot 27) onward, reaching the palette buffer work in slot 32
 CEventWorkThe running scene's event work: its placement and event tables, its actors, the triggers and exit it has hit, encounters, transitions and the message on show
 CFacingObjectA field object seen as one that turns toward its facing target: its facing, its ground position and the target
 CFadeOverlayWorkThe fade overlay draws one mark on each side of its tracked actor
 CFadeViewThe map work in heap slot 8, seen as the halfwords of its view position: the high halves are the view's x and z in whole pixels
 CFieldActorA field actor: a person or thing on the field with a position, motion toward a target, sprites and an update callback
  C[union].__unnamed0__
 CFieldBlendWorkThe storm's lightning work: the colours it flashes between and their difference, the countdown to the next flash and whether the thunder is loud
 CFieldCoordinateA field coordinate, read whole or as its fraction and its whole pixels
  C[struct].part
 CFieldEffectA field effect: a small object on the field that moves at its velocity and grows and spins at its rates, run by its script and update hook
 CFieldObjectAn object on the field, read as an actor or as an effect
 CFieldPositionA position on the field
 CFieldWorkFull event work allocated by Field_RunScene (heap slot 27)
 CFixedPointPositionA position in three coordinates, each in 16.16 fixed point
 CFlags35An actor seen only as its priority flags at 0x23 (enum ActorPriorityFlag)
 CFlashSectorSector size and count
 CFlashSetupInfoSettings for each flash chip model (44 bytes), in flash_setup's field order from flashset.s
 CFlashTypeFlash chip type (the 24-byte record pointed to by gFlash)
 CFontGlyphA character of the text font: its width and its rows of pixels
 CFormationCandidateA formation that may be chosen for the party's level: its record and its enemies' average level
 CFourObjectMotionStateThe menu work as the row of four figures reads it: each figure's object, screen position and motion phase
 CGameStateThe game's state: play time, coins, the scene and the leader's position, the active party and the options
 CGlyphCursorTwo halfwords of a selection record, the second cleared as its cursor
 CGlyphPaletteA compact palette shared by a selection's command icons: the slot each icon colour was given, or 255 for none yet, and how many slots are taken
 CGlyphTransfer
 CGomaCavePillarFragmentScriptsThe action scripts a pillar fragment can run, chosen by the low bits of its spawn value
 CGroundParticleOne weather particle: OAM attributes followed by its world position
 CGroundParticleWorkWork slot 29 while ground particles, motes or sparkles run
 CHalfA halfword holding the zero the gauge's slide and phase are cleared with
 CHeapStateThe heap's 64 work slots, the first two holding the next free EWRAM and IWRAM addresses
  C[struct].heap
 CImpactChipOne chip of the impact, laid over the same 28-byte records as PARTICLES but with its velocities in other places than struct EffectStep's
 CInnRuntimeStateAn inn's work, in the menu work: the coins window and the innkeeper's portrait
 CIntroSpriteA sprite of the "Press Start" prompt, linked into a render slot each frame: OAM attributes 0 to 2 with the position split out
 CIntroWorkThe title intro's state, in heap slot 43
  C[union].area
   C[struct].area.prompt
 CInventoryMenuStateThe item menu's work, in the HEAP_SLOT_MENU work slot: its windows, the party figures, the items listed and the two choices a command makes
 CIoWriteQueueThe register writes VBlank carries out once the frame loop has finished a frame; IoWriteQueue_FlushPending empties it
 CItemBreakFragmentObjectA FieldActor seen with the halfword at 0x5e (its lifetime), which FieldActor does not name
 CItemDefinitionAn item's definition: its price, type, who can equip it, its bonuses and unleash, its effects and the action it is used for
 CItemEffectOne effect of an item while equipped: its kind (enum ItemEffectKind) and amount
 CItemPickerResultThe event work as the item picker sees it: what the player chose, for the event script
 CJudgmentWorkJudgment's work block, laid over struct BattleEffectWork from its start
 CLayeredSceneEntryA row of gMap_LayeredScenes: a layered map's resources, counted from ResourceId_Map001: its header, palette, three tile sheets and layer data
 CLayeredSceneHeaderA layered map's header: the camera's bounds, the layers' priorities, tile bases and setup, and the offsets of its packed tiles, collision, tilemap, tile animation, blend script and marker list
 CLayeredSceneLayerOne background layer's setup in a layered map's header: its origin, its parallax and drift, and where it wraps
 CLevelUpResultA level up's result: the level reached, an ability learned and the gain in each stat
 CLevelUpWorkScratch for Owner_LevelUp, in the alternate pool
 CLightWheelThe ring of five lights above room 6's rocks as it spins to its next light: angles are 16-bit turns, the light at the top is the chosen one
 CLinkPeerThe partner console's signature as the lobby reads it: a word for each slot column
 CLinkSignatureThe partner console's signature as the link battle timer reads it: four letters that restart the countdown
 CLuckyDiceSpritesThe used prefix of Lucky Dice's 0x618-byte work block (heap slot 45): its sprites and windows
 CLunpaDoorOne house door: the cell animation that opens it and where it plays
 CLzPackNodeA position of the LZ packer's window in the chain of the byte value it holds
 CLzPackWorkThe LZ packer's work: a node per window position, a chain head per byte value, the byte at each position, the best match and the output
 CMapAffineLineOne screen line's affine parameters for a background, as the HBlank DMA copies them into the BG2 or BG3 registers
 CMapAffinePairOne screen line's affine parameters for BG2 and BG3
 CMapAnimationOne of the 16 tile animation channels, which copy tiles into VRAM by script
 CMapCellOne cell of a map layer: its metatile and flags, its collision code and an attribute indexing the collision table
 CMapCellAnimCell replacement: procedure and destination cells
 CMapCopyCommandOne step of a map edit sequence: the rectangle of cells to copy from and the wait after it
 CMapFrameWorkThe world map's frame work in heap slot 7: the scanline terms and two pages of per-line affine parameters, one built while the other is shown
 CMapLayerA map layer's scroll record, seen from its cells
 CMapLayerScrollOne background layer of the field map: its scroll position, origin, parallax against the view, drift and wrap, and its first map cell
 CMapRenderWorkThe world map's perspective work (struct PerspectiveWork) as the world map scene sees it, for the map's rotation
 CMapScanlineOne screen line's ground-plane terms on the world map: its width scale and distance, from which its affine parameters are built
 CMapScrollWorkThe field map's work: the followed position, screen shake, tile animations, blend script, view and its bounds, and three scrolling layers
 CMapStateThe map work in heap slot 8 (struct MapScrollWork), seen as its tile animation channels, blend script and layers' cells
 CMapTilePosThe top left of a layer's visible area, in cells
 CMarkerCoordinateThe pointer's glide start on one axis, read signed or unsigned
 CMarkerMapThe start of the map's work
 CMarkerSlotA map marker placed as an actor: a chest or a Psynergy stone
 CMenuCtrlThe object system's work (struct ObjectSystemWork), seen as the flag that suspends sprite projection while the menu opens
 CMenuCursorA menu cursor: its render output, or the cursor that approaches its target
 CMenuPointA point on the screen where a menu shows its cursor
 CMenuResultA paged list for one party member: their unit, the list's length and pages, and the page and row of the entry chosen last
 CMenuSpriteA menu sprite: a list link and its OAM attributes, as two words or as fields
  C[union].oam
   C[struct].oam.word
   C[struct].oam.f
 CMenuWorkspaceEntryOne of the seven entries of the option screen's work from offset 0x400; only its state is known
 CMercuryLighthouseLightsPublished in the scene's light-controller slot while the pillar is active
 CMotionObjectAn effect object that moves and draws one sprite: its position, scale, velocity and target, and its per-frame update
 CNodeChainNode
 CNodeChainState
 COamShadowOAM buffer: sprite entries a routine builds by hand and DMA copies to OAM
 COamUsageHow many OAM entries are in use, and the most that may be
 COarSpriteAn oar's animation object, seen for the tilt that follows its swing
 CObjectA field actor (struct FieldActor), seen with its position as one vector
 CObjectCameraFixed
 CObjectCameraObjectA field object, as the camera reads it
 CObjectCameraPointA point the fixed camera looks from or at
 CObjectCameraTileA map cell's word, as the camera reads it
 CObjectRuntimeOne of the 64 field objects in the object pool (heap slot 5): its script, position, motion toward a target, animation and update callback
 CObjectSlotTableThe event work seen as its actor slots, which the actor commands index by actor number
 CObjectSystemWorkThe object system's work: the flag that suspends sprite projection, the outline's edge and fill colours, and the resource slots
 CObjectTableSnapshotActors kept across a battle or a saved scene, with parallel sprite state
 COneCell
 COrbitingSceneObjectA floating Nut's actor: its position, the spot it sways around and how far through the sway it is, its sprite and its callback
 COrbitingSceneObjectSpriteA floating Nut's sprite, seen as the attribute bits, palette and state its scenes set
 COverlayActorPositionAn actor seen only as the coordinate at 0x08, which Goma Cave's stump reads in 16-pixel map cells
 COverlayActorStateAn actor seen only as its priority flags at 0x23 (enum ActorPriorityFlag)
 COverlayObjectA field object as a Mercury Lighthouse beacon spark sees it: its position and target, its angle round the flame and the flame it is linked to
 COverlayObjectRecord
 COwnerActionSlotAn entry in a unit's action list: the action's id (OWNER_ACTION_ID_MASK) and marks for an action its class or an equipped item gave
 COwnerStatusCursorA cursor stop on the status screen's equipment or conditions: its help entry and where the cursor points
 COwnerStatusStatCursorA cursor stop among the status screen's stats: its help entry, where the cursor points and the run of the row it highlights
 CPackedWordA word put together from its four bytes, lowest first
  C[struct].part
 CPalacePlacementTalkFacingViewThe talkFacing bytes of placement rows 6 to 9: actors 14 to 17
 CPaletteFadeA colour buffer for all 512 palette colours: the source palette, the shown and target colour channels, their steps, and two pages of packed colours
 CPaletteSnapshotA palette cycle: a run of up to 16 background palette colours, saved and rotated by one colour every delay + 1 frames
 CPaletteSnapshotWorkThe palette cycling queue (heap slot 28): four cycles and how many are in use
 CPartyStatusWindowThe party status window's layout: its window, its place and size, and what it shows (PARTY_STATUS_ flags)
 CPasswordOwnerA party member as the password reads them: their level, base stats, inventory and Djinn
 CPasswordStatsA party member's base stats, which the password clamps and packs
 CPathRecorderThe Colosso rival's path player in the scene state: its mode (1 playing, 2 recording, 9 finished), whether it mirrors the path, the actor, its place in the path and how long the actor has stood still
 CPathWorkThe race's work: the gauge (struct ColossoGaugeWork) and then the path, in pixels, as pairs of x and z, one pair a frame, ending with (0, 0)
 CPerspectiveWorkThe world map's perspective view: the followed position, screen shake, view position, window, pitch and yaw, tile ids and zoom
 CPillarPlacementA pillar slot's place and ground cell, without its flag; it holds one slot while two are swapped
 CPillarSlotWhere one of room 4's pillars stands, the ground cell saved under it and its footprint flag
 CPlayerSlotAn entry of the player table: a player, its tracks and track count, and its priority check
 CPoint2DTwo-dimensional {x, y} pair for position or velocity, a local of the summon scenes (Nereid, Procne, Tiamat and Ramses)
 CPolarOffsetPositionThe polar-offset routine walks three array elements
 CPositionThe camera's eye or target point, as this routine reads it
 CPresetValuesAn enemy's element preset in gEnemy_ElementPresetTable: the element it attacks with, its level in each element, and its base power and resistance in each element as packed halfword pairs
 CPreviewSpriteThe OAM entry of a render output, as the Djinn preview places its stat arrows
  C[union].attributes
   C[struct].attributes.bits
 CProjectionThe 3D projection onto the screen: its focal length, near and far depths, and the screen point the view centres on
 CPsynergyMenuStateThe Psynergy menu: its windows, icons and cursors, the party members' tabs and the Psynergy listed for the chosen member
 CRampedSpinObjectA spinning object: its angle, and at 0x64 the frames its spin has been speeding up for (BattleFx_AdvanceAngleWithRamp), read signed
 CReelOne of the slot machine's five reels: how far it has turned, its 21 symbols, whether it is held, and the countdown to its stop (-1 until one starts)
 CReelSaveGGameState seen from +12, the base the bytes load: wonPrizes is gGameState.wonPrizes (through the field itself ReelGame_RunFrame differs 12)
 CReelWorkThe slot machine's work in heap slot 45: its reels, state, bet and spins, keys, timer, winning lines, sprites and windows
 CRenderInputA 16-byte record of a rectangle
 CRenderOamAttributes zero through two copied to OAM, plus one unused word
 CRenderOutputA render output: a sprite in a window's output list (a character, an icon or a portrait), with its VRAM cache slot and OAM attributes
 CRenderOutputListA list of render outputs: its first output and the link to append after
 CRenderTableValueA sprite's OAM attribute 2 (tile index, priority and palette) and the halfword after it, as one word or as fields
  C[struct].bits
  C[struct].half
 CResource388Runtime
 CResource388SlotView
 CResource3a8Effect
 CResourceMenuEntryA command icon of the resource menu: its OAM attributes, its place and its VRAM cache slot
 CResourceMenuWorkThe resource menu: up to six command icons in a row, the windows of their labels, the icons' resource ids, the selection and the layout
 CResourceSlotA resource slot: the tag of the animation loaded into it (slot number and animation id) and the buffer holding its frames
 CResourceSlotNumberA row of gResourceSlot_NumberTable: the packed resource that holds an animation number's frames, ending at number 0
 CRingOne of the star field's three rings, moving outward on the effect canvas
 CRippleScrollWorkThe water's ripple, this scene's view of the HBlank scroll work (gHBlankScrollWork, struct DisplayScrollWork): two pages of per-line scroll offsets, swapped each frame, built from a sine table
 CRockPuzzleRoom 6's rock puzzle, kept in gSceneState: the rounds of lights matched in byte 0, then the state and the light shown
 CRockWallHeightsThe heights of Quake's rock pillars
 CRuntimeMathBinaryEntryA runtime table entry whose two-argument target this routine calls, the arctangent
 CRuntimeMathTableThe runtime table's prefix through Trig_Cos, in its assembly order
 CRuntimeMathUnaryEntryA runtime table entry whose one-argument target this routine calls, the sine or the cosine
 CRuntimeUnusedEntryAn eight-byte runtime entry contains the ldr/bx instructions and a target word
 CS
 CSafePointA recovery point: where a collapsed leader comes to
 CSaveLinkGreetingA linked console's signature: four letters naming its language and game
 CSaveMenuSceneStateA view of the scene state that names its copy of the play time, checked against the loaded game's
 CSaveSlotHeaderThe header of a save sector in flash: its signature, the record it holds, its checksum and its sequence number
 CSaveSummaryA save file's summary for the file screen: the leader's name, level and class, the area, play time, coins, Djinn and party
 CSaveWorkspaceThe save work: which of the 16 flash sectors hold a record, their record ids and sequence numbers, one sector's buffer and the three files' summaries
  C[union].slot
   C[struct].slot.record
 CScanVertexOne scanline of the world map's ground plane
 CScatterPositionThe position an item-break effect spawns its objects and shards from
 CSceneActorA field actor, as its fields or as its bytes, set up as the houses load
  C[struct].fields
 CSceneAreaNameRuleA rule naming the place a scene is in (gScene_AreaNameRules, scene_rules.s), ended by id -1
 CSceneEffectOriginThe point the curse dust falls around
 CSceneEffectWorkThe first map work slot, seen for the curse dust's origin
 CSceneEntranceA scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for none)
 CSceneEntriesThe entry table at the start of each scene overlay: its initialize function and the functions returning its entrances, exits, placements, events and regions, each behind a veneer word
 CSceneEventA scene event: its kind and detail, the trigger it answers, its condition and its value (a message or an event script)
 CSceneInteractionEntryA rule choosing a scene's field music (gScene_InteractionRuleTable, scene_rules.s), ended by id -1
 CScenePlacementAn actor a scene places: its sprite, the condition for placing it, how it behaves, where it stands and which way it faces, and how it turns to talk
 CSceneRecordAn actor's animation object, seen for the flags and rotation that lay a wounded soldier in his bed
 CSceneRegionA scene's exit region: the box that, while its condition holds, takes the party leader out through its exit
 CSceneStateTailThe end of the scene state that a new game sets up
 CSchedulerTaskA scheduled task: its routine's address, its order (see SCHEDULER_KEY_) and its flags, where bit 0 keeps it running while overlay tasks are suspended
 CScriptInterpreterThe prefix that command handlers read from a field object's 0x70-byte slot
 CScriptMotionObjectA field object as the motion code sees it: its script, position, motion toward a target, bounce and gravity, motion flags and wait, and its hook
  C[union].vertical
 CScriptMotionWordsThe words of an object's script, as its script pointer reads them
 CScriptObjectEntryA field object as the script commands' overlap checks see it
 CScriptObjectRuntimeA field object as its object script commands see it: the script and its place, position, motion toward a target, and the home it wanders around
 CScriptOperandsThe whole 0x70-byte slot as SC_SET, SC_ADD and SC_CMP see it: each field is one work value (enum ScriptWork in objcmd.h), reached through gScript_OperandHandlerTable, and named for what the engine keeps there
 CScrollPairA background's horizontal and vertical scroll offsets
 CSealSceneThe seal being opened: its cell animations, its flag, where the leader jumps back to and where its statue returns if the story does not go on
 CSelectionEntryThe command icon row's work block and one of its icons: pictures.c loads the icons, command_row.c runs the row
 CSelectionNodeAn icon of the selection screen: its list links, the entry it shows, its place and its slide toward a target, its zoom and its sprite
 CSelectionScreenThe selection screen (heap block 18): the row of icons the player picks from, with arrows at each end and a pointing hand over the chosen target
 CSelectionSpriteA selection screen sprite: a list link and its OAM attributes
 CSelectionWorkThe command icon row's work block: the icons' shared palette, up to six icons, the label window, the pulsing icon's transform and the selection
 CSelectionWorkspaceThe work block of heap slot 19: two icon flags and resources and a window, among fields nothing here uses
 CSelectorRecordByte view of the six colour writes in a quantity-bar segment
 CSequenceHeaderA song's header: its track count, priority and mode, its voices, and where each track's commands start
 CSerialDataRegistersThe serial data registers read as two words or four halfwords; no TBS code names this union
 CSerialPacketA link cable packet: its sequence number, the consoles not yet heard from, its checksum and a 24-byte payload
 CSerialRuntimeThe link cable's runtime: its mode and phase, the consoles heard from, the send position and the packet buffers the interrupt handler fills
 CSerialTransferStateA console's block transfer state, exchanged with the partner each VBlank: its block sequence, its status and flags, and a 20-byte block
 CShopCursorCursor that approaches its target, shared by shop, name entry and settings
 CShopRuntimeA shop's work: its windows, the party members' icons, the stock, the cursor and its icons, and the particle effects
 CSlot
 CSlotArrayBattleWork's unit lists, read as one array of halfwords
 CSolSanctumRingEntryOne floating light: its actor, its drift and its pulsing scale, and where it is while hidden
 CSolSanctumRingListThe floating lights' work in work slot 33, one entry per light
 CSolSanctumRingObjectLegacy actor view used only while setting up the sprite flags
 CSongEntryAn entry of the song table: a song's header and the player table entry that plays it
 CSoundNoteA PCM note, one of 12 the mixer renders: its state and envelope, its output levels, and its links to the other notes of its track
 CSoundPlayerA player, which plays one song: its header and status, its tracks, its tempo and fade
 CSoundTrackA track of a playing song: the song commands it runs, its voice and notes, and the pitch, volume, pan and modulation it gives them
 CSoundVoiceA voice a track plays its notes with: its kind and base key, the sample or wave it plays, and its attack, decay, sustain and release
 CSoundWorkThe sound driver's work: its lock, the mixer's rate and buffers, the PCM and CGB notes, and the routines the driver calls
 CSparkOne of the star field's sparks, drawn inward to the centre
 CSparkleFrameOne frame of a sparkle: its height offset and tile (fxdata.c)
 CSparkObjectA FieldActor seen with the halfword at 0x5e (its lifetime), which FieldActor does not name
 CSparkWorkThe star field's work: its sprite sheet, 16 sparks and 3 rings
 CSpawnCounterCounts frames between the river effects, one every 30 frames
 CSpringObstacleOne of the four obstacles moving in the spring during a toss
 CSpringTossMotionThe tossed coin or medal: its last four positions for the trail, its velocity and the frames the prize rings still pull it
 CSpriteOne lettering piece as queued for drawing: a header word, then its OAM attributes
 CSpriteEntryA sprite of an animation record, as battle objects set its palette and drawing priority
 CSpriteOutputA view of struct RenderOutput with its sprite cell (from offset 0x10) as the member attr
 CSpritePlacementA sprite's screen position and its two vertical offsets, in 16.16 pixels
 CSpriteScaleHorizontal and vertical sprite scale; 0x10000 is the original size
  C[union].__unnamed0__
   C[struct].__unnamed0__.__unnamed0__
 CStageControlThe rival's recorded-path playback state, held in the scene state; status 9 marks the rival finished
 CStagedActorEffectThe party leader's actor as Kolima Forest's hop sees it: the coordinates it nudges, its jump speeds and its motion flags
 CStagedActorEffectRequestThe hop's destination, a 16.16 position read as its whole pixels
 CStagedActorFootprintA footprint's bounds, as gStagedActor_FootprintBounds holds four words a footprint; no TBS code names this struct
 CStagedActorProbeWhere a large thing ahead of the leader would roll to: its footprint, its actor, that position, and a callback during the leader's follow-through
 CStatusCursorThe status screen's cursor: its place in each group, the help entry it shows and where it points
 CStatWorkThe running totals UnitCalc builds a unit's stats in, in a block of the alternate pool that it frees at the end
 CStepOwnerA party member's battle unit, seen as the HP and poison a step reads
 CStreakOne streak of light of the element streak burst, laid over the same 28-byte records as PARTICLES: a line along a randomly turned axis from tail to head, in distance from the centre
 CSummonDefinitionA summon: its name's message and the Djinn of each element it needs
 CSwitchCellA Venus Lighthouse switch or pillar socket's map cell
 CT
 CTerrainRuleThe world map's encounter zone for each kind of terrain (gWorldMap_EncounterRules, zonedata.c), ended by kind -1
 CTextReaderA position in a Huffman-coded message: the previous code, which picks the next symbol's tree, and the message's remaining bits
 CTileMaskOne row's masks for a pair of bar-pattern tiles: a word XORed into each tile's row
 CTileRunA log in Kolima Forest lying across four map cells, from its first cell across or, when vertical, down
 CTimedNoticeWorkThe area name notice's fields, which live in the event work block
 CTitleSpriteThe title overlay's sprite records, three OAM words each
 CTolbiInteriorsSpriteAttrThe byte of a sprite's attributes that holds its priority, as the code stores it
 CTolbiUiWorkThe window state the running children consult before they widen their stopping range
 CTradeFlagsThe party's Djinn recovery table as the summon list reads it: a mask of summons, bit n for summon n
 CTransitionShapeOne step of the shape window transition: the WININ and WINOUT values, swapped as the transition opens or closes, and three runs of lines
 CTransitionSpanA run of screen lines in a transition shape: one window edge pair for every line, or, when that is 0, edges moving from left x0 and right y0 to left x1 and right y1 down the run
 CUiChannelSlotA text channel, one of three, which types decoded text into a window a few characters a frame and runs its control codes
 CUiRenderWorkThe window system's work: the windows' tilemap, the windows, the three text channels, the 64 render outputs, and the decoded message and its arguments
 CUiSpriteViewerLayerOne animation layer the sprite viewer edits
 CUiWindowA window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation and the rectangle it last drew
 CUiWindowInterpolationScratchScratch values for a step of a window's zoom: the scaled part of a side, the scaled duration and their ratio
 CUiWorkA view of the window system's work that names only its dirty bits and its menu busy flag
 CVaultInteriorsStopA stop on the route network, two cells square, with its links to others
 CVaultInteriorsStopConnectionEach stop links to up to three others, with a heading for each connection
 CVecPosition record used by the shared radial-effect source below
 CVector3Three coordinates, x, y and z: a position, a velocity or a direction
 CVramBlockCacheEntryA sprite slot of the VRAM cache: the size of its block and where the block starts in OBJ VRAM
 CWaveFxSpriteA particle's sprite, seen as the two fields Douse and Mind Read set on it
 CWaveFxWorkWork slot 22 of the wave effect, 0x298 bytes (RunSceneTransitionEffect)
 CWaveMapThe map work, seen for the scrolling layers the swell moves
 CWaveMapLayerThe map's scrolling layers, as the swell moves them
 CWhirlwindOrbitA FieldActor seen with the halfword at 0x64 unsigned and the one at 0x66 signed, as the bytes read them (FieldActor's own types change the code)
 CWindowBufferA page of the display transition's window edges: WININ and WINOUT, then each of the 160 lines' edges
 CWindowLineOne line's horizontal window edges: window 0's and window 1's, each (left << 8 | right)
 CWorkPointersThe work slots from the window work's onward, seen as the window work and, twelve slots on, the event work in slot 27
 CWorkspaceWorkThe option screen's work (heap block 20): the settings being edited and how many values each takes, the page, and the cursor, markers and icons
 CWorldMapCellOne 32-pixel cell of the world map: its tile, its kind (21 selects the second graphics set) and a flag
 CWorldMapMarkerPartThe renderer's linked sprite entry and the three words that initialize it
 CWorldMapWorkScratch work while Map_ShowWorldMap owns gMapCellBuffer
 CWorldPositionA position on the world map, as its walkability check reads it