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| | battle |
| | Battles, from their opening transition to their spoils.
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| | debug |
| | The three debug rooms the retail game keeps.
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| | effect |
| | Everything drawn over a battle while an ability plays.
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| | field |
| | The field engine.
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| | game |
| | The game rules and the tables they read.
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| | graphics |
| | The pictures and the screens that are mostly pictures.
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| | The field menu and its screens.
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| | object |
| | A field scene and what plays in it.
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| | runtime |
| | The code the rest of the game stands on.
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| | scene |
| | Every place the party can walk around in, one overlay each.
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| | shop |
| | The counters: shops, the artifact counter and the sanctum.
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| | sound |
| | The sound cue layer and the sound driver.
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| | system |
| | What ties the image together: header, IWRAM code, BIOS calls, far calls.
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| | window |
| | The window system and the screens built on it.
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