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battle_effect_runtime.h

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1#ifndef ALCHEMY_BATTLE_EFFECT_RUNTIME_H
2#define ALCHEMY_BATTLE_EFFECT_RUNTIME_H
3
4/// @file
5/// The battle animation state, render objects and effect entries, and the
6/// palette buffer work.
7
9#include "object_lookup.h"
10#include "types.h"
11#include "static_assert.h"
12#include "palbuf.h"
13
14/// An actor's animated sprite, as far as the pointer to its sprite id.
16 u8 unk00[0x28];
18};
19
20/// A field actor as the speaker lookup reads it: its kind (1 for an animated
21/// sprite) and that sprite.
23 u8 unk00[0x24];
32 u8 unk44[0x0c];
35};
36
37/// A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its
38/// portrait (0xff for none) and the flags that choose its idle line.
43};
44
46
47#endif
struct BattleEffectBuffers * gPaletteBufferWork
Declares nothing: an empty header kept for the files that include it.
Palette fades, the battle effect palette buffers and the colour channel curves.
STATIC_ASSERT, a compile-time check that emits nothing.
An actor's animated sprite, as far as the pointer to its sprite id.
The colour buffer (heap block 32) that fades the BG and OBJ palettes: the source palette,...
Definition palbuf.h:40
A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its portrait (0xff for none) and ...
A field actor as the speaker lookup reads it: its kind (1 for an animated sprite) and that sprite.
struct BattleAnimationState * animation
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
signed short s16
Definition types.h:12
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11