1#ifndef ALCHEMY_UNIT_SCENE_BABI_LIGHTHOUSE_H
2#define ALCHEMY_UNIT_SCENE_BABI_LIGHTHOUSE_H
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const struct SceneRegion * Scene_GetRegions(void)
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
struct SceneEntrance gBabiLighthouse_EntrancesOther[]
const u32 * BabiLighthouse_GetExits(void)
The four scenes share one exit table.
struct SceneEvent gBabiLighthouse_Events1[]
struct SceneEvent gBabiLighthouse_EventsOther[]
u32 gBabiLighthouse_Exits[]
struct SceneRegion gBabiLighthouse_Regions3[]
s32 BabiLighthouse_SetupScene(void)
Sets up the scene being entered: Retreat leads back to room 3; the site's block, room 3's blocks,...
struct ScenePlacement gBabiLighthouse_PlacementsOther[]
const s32 * gEffectScripts[]
struct SceneEntrance gBabiLighthouse_Entrances3[]
struct SceneEvent gBabiLighthouse_Events2[]
struct ScenePlacement gBabiLighthouse_NoPlacements[]
s32 gBabiLighthouse_TrembleScript[]
struct ScenePlacement gBabiLighthouse_Placements2[]
struct SceneEntrance gBabiLighthouse_Entrances2[]
struct ScenePlacement gBabiLighthouse_Placements1[]
struct SceneEntrance gBabiLighthouse_Entrances1[]
struct ScenePlacement gBabiLighthouse_Placements3[]
struct SceneEvent gBabiLighthouse_Events3[]
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The integer types, TRUE, UNUSED and the fixed-address macros.