Alchemy
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include Directory Reference

Directories

 
battle
 
farcall
 
field
 
game
 
graphics
 
lib
 
menu
 
sound
 
system
 
unit

Files

 
ability_ids.h
 Ability numbers, named from the English release.
 
affine.h
 Sprite rotation and scale, and the affine matrices handed out each frame.
 
audio_engine.h
 Declares nothing of its own: it only includes audio_engine_symbols.h and sound/audio_engine_types.h.
 
audio_engine_symbols.h
 The sound driver's command masks, cue controls and the routines and globals it shares with the engine.
 
battle_command.h
 The battle command names: auto battle and the battle options (aliases of debug and key globals), and the actions' flag and status tables.
 
battle_effect_runtime.h
 The battle animation state, render objects and effect entries, and the palette buffer work.
 
battle_formation.h
 The enemy formation records.
 
battle_intro.h
 Who strikes first as a battle opens.
 
battle_message.h
 Declares nothing of its own: it only includes types.h and text/msg_ids.h.
 
battle_type.h
 BattlePlan, an action planned for its targets: the hits, criticals and multipliers rolled.
 
battle_work.h
 BattleWork, the battle's own work, and the battle display work.
 
canvas.h
 Declares nothing of its own: it only includes types.h and battle_effect.h.
 
cartboot.h
 Cart_Restart, the cartridge's restart entry at 0x08000000.
 
character.h
 The definitions of characters, classes, Djinn and enemies, and a level up's result.
 
character_menu.h
 The character menu's state, and the ailments it shows.
 
colosso_log_rolling_stage.h
 Declares nothing of its own: it only includes types.h.
 
config.h
 Build switches, as pret's config.h: BUGFIX opts in to fixes of the original game's bugs, and UBFIX gives undefined behaviour its defined form.
 
configured_effect_spawn.h
 The sprite and effect views and the options a scene's configured effect spawner uses.
 
create_configured_overlay_object.h
 The engine calls a scene uses to create an overlay object and set its sprite flags.
 
cursor.h
 The cursor that approaches its target, shared by shops, name entry and settings.
 
curve.h
 The step counts and value shift of a curve table.
 
debug.h
 The engine calls the debug menus import, and their palette swatch tiles.
 
djinn_ids.h
 Djinn numbers, named from the English release.
 
djinn_menu.h
 The Djinn menu: its list tables, backdrop and work, and the fields of a Djinni's list entry.
 
djinn_preview.h
 The Djinn preview's sprites and arrow tiles.
 
engine_call.h
 The engine call layer: one typed inline for each of the thirteen main-image routines below that the scene, menu and debug overlays import; every overlay call of them goes through it.
 
equipment_menu.h
 Declares nothing of its own: it only includes types.h.
 
event.h
 Scene commands: the all-caps macros the scene scripts are written in.
 
farcall.h
 Public interfaces to the engine's code banks.
 
field_event.h
 The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin, Engine_ActorJump, Engine_EventSetMessage and the rest), with the constants and small inlines scenes share.
 
field_obj.h
 Field objects and actors, and the scene transition styles.
 
field_runtime.h
 The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
 
field_scene.h
 The scene table formats: entrances, exits, placements and events, and the macros that write them.
 
field_service.h
 The scene service layer: one typed inline for each engine service a scene calls by its own name, passing it on to the main image's import (Actor_Jump calls Engine_ActorJump).
 
flags.h
 Game flags, named where their meaning is shown.
 
four_object_motion.h
 FourObjectMotion, the row of four figures the Status and Djinn menus show.
 
frame.h
 The frame loop's globals: lag counts, the CPU load display and the VBlank flags.
 
fxblend.h
 FieldBlendWork, the field's colour blend work.
 
game_state.h
 GameState, the game's state: play time, coins, the scene and the leader's position, the active party and the options.
 
global_cells.h
 The work slots of gWorkSlot, read through their own names.
 
heap_state.h
 The heap's work slots and HeapState.
 
inn_runtime.h
 InnRuntimeState, an inn's work.
 
inventory.h
 gOverflowItem, an item slot the spoils code uses when items are handed out.
 
inventory_menu.h
 The item menu's state and commands.
 
item_ids.h
 Item numbers, named from the English release.
 
iwram_call.h
 The IWRAM call layer: the routines the game keeps resident in IWRAM, each at its fixed address, and one typed inline per routine that every call goes through.
 
keystate.h
 The keypad state the VBlank interrupt keeps.
 
kolima.h
 The globals Kolima's scenes share: the falling effect and the party's state.
 
low_runtime.h
 Declares nothing of its own: it only includes types.h.
 
map.h
 Maps: their cells, layers, animations and blend scripts, and the map state.
 
map_render_work.h
 MapRenderWork, the map renderer's work.
 
map_scroll.h
 The map layers' scroll work and the background scroll values.
 
mapframe.h
 The map frame's scanlines and affine lines.
 
menu_list.h
 Menu lists: sprites, cursors, the party status window and paged selections.
 
menu_result.h
 MenuResult, what a menu returns.
 
mercury.h
 Includes field_event.h with FIELD_STAGED_ACTOR_IMPORTS defined, so a scene gets the staged-actor imports.
 
mercury_lighthouse.h
 Declares nothing of its own: it only includes field_event.h, field_effect.h, configured_effect_spawn.h and select_overlay_data_by_runtime_selector.h.
 
minigame.h
 The reel game's title lettering.
 
oambuf.h
 OamShadow, a sprite entry a routine builds by hand and DMA copies to OAM.
 
objcmd.h
 Field object scripts: one s32 command word, then its operands, as gScriptObject_CommandTable runs them.
 
object_dispatch.h
 The object dispatcher's scripts: key checks, the player, the world map and the camera.
 
object_factory.h
 Object_Create, which creates a field object.
 
object_runtime.h
 ObjectRuntime, a field object's runtime state, and the object snapshots.
 
orbit.h
 The views of an orbiting scene object's sprite.
 
overlay_object.h
 Overlay objects and their records.
 
owner_state.h
 Declares nothing of its own: it only includes battle_system.h.
 
palette_scene.h
 Declares nothing of its own: it only includes types.h.
 
party_state.h
 Declares nothing of its own: it only includes static_assert.h and game_state.h.
 
preset_table.h
 PresetValues, a row of preset values.
 
project.h
 The 3D projection.
 
psynergy_menu.h
 The Psynergy menu's state.
 
ram_buffer.h
 The work pointers in the gWorkSlot table, by name.
 
resource_37c_runtime.h
 The Sol Sanctum Psynergy Stone room's imports, under their overlay.inc names: BattleFx_SetQueuedSoundAndPlay and FieldEffect_InitSparkles.
 
resource_37de_scene.h
 A scene overlay's imports: queueing a scene sound and setting up its record buffer.
 
resource_388_runtime.h
 The views a scene overlay takes of its runtime work and slots; most fields are still unnamed.
 
resource_397.h
 Declares nothing: an empty header kept for the files that include it.
 
resource_3a8_effect.h
 The view a scene overlay takes of an effect; most fields are still unnamed.
 
resource_3a9.h
 Declares nothing: an empty header kept for the files that include it.
 
resource_ids.h
 Resource numbers, named where their contents are known.
 
save_state.h
 The save workspace: slot headers and summaries.
 
scene_effect_sequence.h
 Declares nothing of its own: it only includes types.h.
 
scene_ids.h
 Scene numbers, named after their places.
 
script_motion.h
 ScriptMotionObject, an object moved by a field script.
 
script_object_entry.h
 ScriptObjectEntry, an entry in the script objects' table.
 
scroll.h
 The display scroll work, the HBlank scroll work and its wave.
 
select_overlay_data_by_runtime_selector.h
 Declares nothing of its own: it only includes types.h.
 
shop.h
 ShopRuntime, a shop's work, and the shop screen's tiles.
 
songs.h
 Song and sound effect ids, indices into gSound_SongTable.
 
spawn_configured_effect.h
 The sprite view a scene's configured effect spawner uses.
 
staged_actor.h
 The pushable actors' movement probes and footprint bounds.
 
staged_actor_effect.h
 A staged actor's effect and its request.
 
staged_actor_pair_scene.h
 Declares nothing of its own: it only includes types.h.
 
tbs_edition.h
 Values that differ by patch level or language, chosen once for their code.
 
types.h
 The integer types, TRUE, UNUSED and the fixed-address macros.
 
ui.h
 UiWork, the window system's work, and the status screen's cursors.
 
venus_lighthouse_aerie.h
 Venus Lighthouse aerie's actors, entrances and exits.
 
version.h
 The patch levels: our groups of the measured changes from the Japanese release.
 
vram_block.h
 Declares nothing of its own: it only includes the window, battle command, resource and VRAM table headers.
 
window.h
 The window renderer's work.
 
workspace_options.h
 The options screen's work and the selection work.