|
| | 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.
|
| | 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_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.
|
| | 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.
|
| | 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.
|
| | 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.
|
| | 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.
|