1#ifndef ALCHEMY_UNIT_MENU_CLEAR_H
2#define ALCHEMY_UNIT_MENU_CLEAR_H
s32 SaveMenu_Run(void)
Runs new/continue/copy/delete, arena entry and save-data transfer/password menus.
u8 * Clear_GetExits(void)
u32 gClear_PasswordFlags[]
s16 gClear_ExtraCodeProgress
struct SceneEntrance gClear_Entrances[]
const u16 gClear_ExtraCodeSequence[]
u16 gClear_PasswordStackItems[]
const u16 gClear_CodeSequence[]
Hidden command: sequence of pressed keys, terminated by 0.
s16 gClear_ExtraCodeUnlocked
u8 * Clear_GetPlacements(void)
struct ScenePlacement gClear_Placements[]
struct SceneEvent gClear_Events[]
u8 * Clear_GetEvents(void)
u32 gClear_PasswordKeyItems[]
u8 * Clear_GetEntrances(void)
The file select overlay's scene tables, for the scene loader: one entrance, the exit,...
u32 gClear_PasswordMembers[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
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,...
The integer types, TRUE, UNUSED and the fixed-address macros.