|
| | colosso_item_icon.h |
| | Colosso Log, River and Wall, and Crossbone Isle's platform rooms: an actor drawn as an item's menu icon, such as the two items at a Colosso course's finish or the Red Key on Crossbone Isle.
|
| | colosso_marker.h |
| | colosso_occupant.h |
| | colosso_path_rival.h |
| | colosso_scene_state.h |
| | The Colosso finals' three courses (Colosso Log, River and Wall): a helper for the race gauge that no scene calls.
|
| | colosso_setup.h |
| | Colosso Log and Colosso River: setting up a race against the rival, with the race gauge at the top of the screen and the rival running a recorded path (colosso_path_rival.h).
|
| | colosso_solo.h |
| | colosso_story_flags.h |
| | colosso_task.h |
| | effect_advance.h |
| | effect_create.h |
| | effect_psynergy.h |
| | Vale, its home, storm and Babi scenes, Sol Sanctum's eruption and Venus Lighthouse's aerie: Psynergy shown in a cutscene.
|
| | effect_radial.h |
| | effect_spawn.h |
| | effect_vertical.h |
| | item_equip.h |
| | Colosso Log, River and Wall, and Goma Cave's entrance: giving a character an item and putting it on.
|
| | kolima_blink.h |
| | Kolima and its forest bridge: the sparkling dust that falls when Tret's curse strikes.
|
| | kolima_forest_bridge_falling_effect.h |
| | kolima_grow.h |
| | Kolima, its forest bridge and the forest's tree: an effect (object 26) that stretches as it travels.
|
| | kolima_jump.h |
| | Kolima's forest bridge and river: the hop east onto actor 10 (the third placement).
|
| | kolima_palette.h |
| | map_panel.h |
| | mercury_lighthouse_arrive.h |
| | Mercury Lighthouse and its entrance: arriving on a floor through one of its sparkling passages.
|
| | mercury_lighthouse_lights.h |
| | mercury_lighthouse_palette_cycle.h |
| | mercury_lighthouse_pillar.h |
| | mercury_lighthouse_risedrop.h |
| | Mercury Lighthouse and its entrance: leaving a floor through one of its sparkling passages.
|
| | mercury_lighthouse_sparks.h |
| | object_depth.h |
| | object_distance.h |
| | object_facing.h |
| | object_findcell.h |
| | object_findslot.h |
| | object_heading.h |
| | object_nearest.h |
| | object_orbit.h |
| | object_pairmove.h |
| | object_pulse.h |
| | object_staged_actor.h |
| | object_waitdown.h |
| | object_waitidle.h |
| | scroll_initialize_hblank_dma.h |
| | sol_sanctum_elemental_star_ring_setup.h |
| | sol_sanctum_init_zoom.h |
| | Sol Sanctum's corridor and maze: the scenes' initialization.
|
| | vale.h |
| | Vale's storm and Vale's homes: going indoors through a door.
|
| | vault_bone.h |
| | Vault's interiors, before and after the thieves are caught: the Bone left on the floor of the house where the dog's owner offers bones.
|
| | vault_djinn.h |
| | Vault and its interiors: Ivan hands back Isaac's Djinni before he leaves the party.
|
| | vault_itemobj.h |
| | Vault's interiors, before and after the thieves are caught: an item lying on the floor, drawn as its menu icon (the Bone, at (568, 16, 672)).
|
| | vault_nearby.h |
| | Vault, before and after the thieves are caught: the two villagers who walk about together (actors 14 and 15).
|
| | vault_range.h |
| | Vault, before and after the thieves are caught: villagers who walk about stop when someone is close in front of them.
|
| | vault_scene_cells.h |
| | Vault, before and after the thieves are caught: the doorway of exit 11, which opens in two frames as the leader walks into it facing north.
|
| | vault_spotflag.h |
| | Vault's interiors, before and after the thieves are caught: whether the leader stands beside the Bone on the floor, which the scenes' event tables test through FLAG_SCENE_TEMP_50.
|
| | vault_talk.h |
| | Vault and its interiors: a villager's thought read with Mind Read.
|
| | vault_toggle.h |
| | Vault, before and after the thieves are caught: touch triggers 1 and 2 swap the collision of the 4x2 cells at cell (23, 26) between two versions kept elsewhere in the map.
|
| | world_map_linked_effects.h |