Alchemy
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common Directory Reference

Files

 
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_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