53struct ItemBreakFragmentSource;
54struct LinkedCaptureObject;
58struct PolarOffsetOutput;
64struct TransitionActorList;
131#ifndef OWN_gBattleBgFxWork
134#ifndef OWN_gBattleFxWork
137#ifndef OWN_gBattleOwnerStates
140#ifndef OWN_gRandomSeed
143#ifndef OWN_gTransitionWork
158#ifndef OWN__call_via_r0
166#ifndef OWN_Object_InitializeMode
s32 gBattleFx_RingFrameOffsets[]
s8 gBattleParty_CenterOrderOffsets[]
const u8 gBattlePres_TileVariants[]
u16 gBattleUnit_WeaponAnimsClass2[]
s32 Object_InitializeMode(struct AnimationObject *state, s32 flags)
u16 gBattleFormation_LevelMatchedEnemies[]
s32 gBattleFx_StarWorkOffsets[]
u16 gBattleUnit_WeaponAnimsClass3[]
struct WaveFxWork * gBattleBgFxWork
void BitDecoder_DecodeImage(void)
struct AnimationObject * GetBattleEffectObject(s32 kind)
const u32 BattleFx_Composite[]
void ItemIcon_LoadTilesFar(s32 item)
u8 gCamera_FlagTransformWork[]
s32 gBattle_BackdropScenes[]
u16 gResource_SlotAssignments[]
u16 gBattleUnit_WeaponAnimsClass5[]
void FarCall_WindowTable(void)
const s32 gBattlePres_ActorObjectScript[]
s32 gBattleMotion_VariantSpeedLimit[]
void Animation_ApplyChildArgumentFar(void *, s32)
const s8 gBattlePlacement_StepPairs[]
const u8 gBattleFx_SparkTiles[]
const u8 gBattleFx_ArcSparkTiles[]
const u8 gBattlePres_CurtainTiles[]
BattlePose
The battle sprites' animations (AnimationObjects_SelectAnimation numbers) that the battle code picks ...
@ POSE_PARTY_HELD
asleep, stunned or held; also a downed member
@ POSE_ENEMY_DOWN
a downed enemy stays in its damage pose
@ POSE_DAMAGE
taking damage
@ POSE_ENEMY_HELD
an enemy asleep, stunned or held
u16 gBattleUnit_WeaponAnimsClass1[]
s32 gBattleMotion_VariantVelocityY[]
struct BattlePresentationTransition * gTransitionWork
u16 gEncounter_EnemyGroupTable[]
const s32 gBattleFx_UntargetedObjectScript[]
const s16 gParty_PairResolveRules[]
u32 __udivsi3(u32 numerator, u32 denominator)
u16 gBattleUnit_WeaponAnimsClass0[]
const u8 gFieldFx_GroundParticleTiles[]
u8 gBattleCommand_SelectionWeights[3][8]
const s32 gBattleFx_TargetColors[]
const struct BattleGroupOrder gBattleParty_RoundEndGroupOrder
u8 gUi_RenderResultValues[]
u8 gBattlePres_AdvanceArrowTiles[]
const s32 gBattleFx_LinkedObjectScript[]
const s32 gWorldMap_PlaceMarkers[]
s32 gBattleMotion_VariantAcceleration[]
s8 gBattleFx_HighlightBlendRamp[]
s32 gBattleMotion_VariantDistancePercent[]
const u8 gObjectMotion_LinkedActionScript[]
void _call_via_r0(u32 routine)
The battle animation state, render objects and effect entries, and the palette buffer work.
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
Public interfaces to the engine's code banks.
const s32 gBattleFx_MarkerParticleScript[]
const u32 gBattleFx_PulseScales[3]
Two scales that alternate ((gFrameTick >> 2) & 1); nothing reads the third word.
const u8 gBattleFx_QuadrantModes[4]
const u16 gWorldMap_CursorDirectionAngles[16]
An angle for each +Control Pad direction (eight of them); 0xffff for none.
const struct BattleEffectEntry gBattleFx_DefinitionTable[131]
Speaker definitions: {sprite, portrait (0xff for none), idle line flags}.
const s32 gBattleFx_BurstParticleObjectScript[]
Word +4 is gBattleFx_HeavyImpactScript.
const u8 gWorldMap_MarkerBlendCycle[32]
The brightness of the world map markers ((gFrameCount >> 1) & 31).
const s8 gBattleFx_RandomChildValues[8]
const s32 gBattleFx_SourceHoldScript[]
const u8 gAnimation_ChildPaletteCycle[8]
The palette cycle of Animation_ChildPaletteCycle ((gFrameCount >> 1) & 7).
const s16 gFieldFx_GroundParticleFrames[80]
{dx, dy, tile, shape, size} for each of 16 frames.
const s32 gBattleFx_RisingPulseScript[]
Pulses twice, then rests, over and over.
const s32 gBattleFx_ParticleScript[]
Rises for 60 frames, then disappears.
const s16 gBattleFx_TargetRangeByMode[25]
{field Psynergy kind, range in pixels}, ended by -1; a kind not listed reaches 16 pixels.
const s32 gBattleFx_ParticleEmitterScript[]
Grows from half size to full size, a step every 2 frames.
const u16 gBattleFx_CyclePatternWords[16]
An angle for each value of the right, left, up and down bits of the +Control Pad; 0xffff for none.
One animation layer of a sprite: its animation id, frames, running script and timer.
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
u8 flags
bits: 1 outlined in ObjectSystemWork's edge and fill colours | 0 shadow drawn (set when created)
A field object as Avoid's caster: its facing, its animation records and the phase and frame count of ...
An ability's definition, a row of gBattleAction_DefinitionTable: its targeting, kind,...
A unit's chosen action for the turn: its command, the command's parameter, its target and range,...
The command shared by an effect's caller, dispatcher and handlers.
A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its portrait (0xff for none) and ...
The battle event queue and the state of its playback: the phase, the event playing and the advance ar...
The order the two sides' units take their round-end effects in, as gBattleParty_RoundEndGroupOrder gi...
A field scene's encounter zones (gBattle_LocationRules, location_rules.s), ended by scene -1.
A unit's place on the battlefield: its sprite object, resources and animations, its anchor spot and s...
One action, as BattleCommand_BuildPlan lays it out for BattleTargetExec to apply target by target.
The battle background's work slot as the camera reads it: the yaw the camera eases toward and the fra...
The party's Djinn recovery table as summons read it: the mask of summons the party can call,...
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
The battle camera (struct BattleCamera) as the effects that swing it see it.
u16 scroll
the camera's yaw, in 1/65536 turns
u8 unk00[0x36]
BattleCamera's eye to pitch; not named in this view.
A FieldActor seen with the halfword at 0x64 unsigned and the one at 0x66 signed, as the bytes read th...
A field object as the object dispatcher's far calls take it.
One of the scene's events (the same 12 bytes as struct SceneEvent).
A particle a Psynergy effect moves and draws: its sprite, its position and target,...
A world position, as Camera_WorldToScreen converts it to the screen.
s32 y
16.16 fixed-point pixels
s32 z
16.16 fixed-point pixels
s32 x
16.16 fixed-point pixels
An enemy's definition: its level and stats, items, element preset, the actions it chooses from and it...
A field actor: a person or thing on the field with a position, motion toward a target,...
An effect object that moves and draws one sprite: its position, scale, velocity and target,...
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
One of the star field's three rings, moving outward on the effect canvas.
s32 velY
1/1024 canvas pixels per frame
s32 y
1/1024 canvas pixels
s32 x
1/1024 canvas pixels
s32 velX
1/1024 canvas pixels per frame
The heights of Quake's rock pillars.
The position an item-break effect spawns its objects and shards from.
s32 y
16.16 fixed-point pixels
s32 x
16.16 fixed-point pixels
s32 z
16.16 fixed-point pixels
A rule naming the place a scene is in (gScene_AreaNameRules, scene_rules.s), ended by id -1.
A rule choosing a scene's field music (gScene_InteractionRuleTable, scene_rules.s),...
A field object as the script commands' overlap checks see it.
A FieldActor seen with the halfword at 0x5e (its lifetime), which FieldActor does not name.
Horizontal and vertical sprite scale; 0x10000 is the original size.
Work slot 22 of the wave effect, 0x298 bytes (RunSceneTransitionEffect).
The integer types, TRUE, UNUSED and the fixed-address macros.
Vector3, a three-coordinate vector.