Alchemy
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crossbone_isle.h

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1#ifndef ALCHEMY_UNIT_SCENE_CROSSBONE_ISLE_H
2#define ALCHEMY_UNIT_SCENE_CROSSBONE_ISLE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10struct SceneRegion;
11
12const struct SceneEntrance *Scene_GetEntrances(void);
13const struct SceneRegion *Scene_GetRegions(void);
14const u32 *Scene_GetExits(void);
15const struct ScenePlacement *Scene_GetPlacements(void);
16const struct SceneEvent *Scene_GetEvents(void);
21extern s32 gEffectScript0[];
22extern s32 gEffectScript1[];
23extern s32 gEffectScript2[];
25extern const s32 *gEffectScripts[];
37extern struct SceneEvent gCrossboneIsleEvents2[];
38extern struct SceneEvent gCrossboneIsleEvents1[];
39extern struct SceneEvent gCrossboneIsleEvents3[];
40extern struct SceneEvent gCrossboneIsleEvents4[];
41extern struct SceneEvent gCrossboneIsleEvents5[];
42
43#endif
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
s32 gEffectScript0[]
const s32 * gEffectScripts[]
s32 gEffectScript1[]
s32 gEffectScript2[]
struct SceneEvent gCrossboneIsleEvents5[]
struct ScenePlacement gCrossboneIslePlacementsOther[]
struct SceneEntrance gCrossboneIsleEntrances5[]
struct ScenePlacement gCrossboneIslePlacements1[]
struct SceneEvent gCrossboneIsleEvents4[]
struct SceneEntrance gCrossboneIsleEntrances3[]
struct ScenePlacement gCrossboneIslePlacements6To14[]
struct SceneEvent gCrossboneIsleEvents3[]
struct SceneEvent gCrossboneIsleEvents1[]
struct ScenePlacement gCrossboneIslePlacements3[]
struct SceneEntrance gCrossboneIsleEntrances2[]
struct SceneEvent gCrossboneIsleEventsOther[]
struct SceneEvent gCrossboneIsleEvents2[]
struct SceneEntrance gCrossboneIsleEntrances4[]
struct SceneEntrance gCrossboneIsleEntrances1[]
u32 gCrossboneIsleExits[]
u16 gCrossboneIsle_EntranceCells[]
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...
Definition field_scene.h:54
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,...
Definition field_scene.h:81
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.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15
unsigned short u16
Definition types.h:13