1#ifndef ALCHEMY_UNIT_FIELD_FACING_H
2#define ALCHEMY_UNIT_FIELD_FACING_H
const u16 gMap_TileDissolveTail
Two bytes after the dissolve order; no code in The Broken Seal names them.
const s32 gWorldMap_KeyYaws[16]
The world map camera's turn rate for each state of the direction pad, read by Object_MoveOnWorldMap.
const u8 gAnimationFacing_Kind88[8]
const u8 gAnimationFacing_Kind3[16]
const u8 gAnimationFacing_Kind2[8]
const u8 gAnimationFacing_Kind1[16]
Facing tables: for each animation kind, the frame to draw for each sector of the facing angle.
const s32 gScript_MainScript[1]
The idle script an object returns to when its own one ends: a lone SC_END, which reloads it.
const u8 gMap_TileDissolveOrder[64]
The order in which the 64 pixels of a sprite's tile in OBJ VRAM dissolve; read by Map_RenderAnimatedT...
const s32 gScriptObject_CycleTable[32]
One period of a triangle wave, which bobs a floating object up and down.
const u8 gAnimationFacing_Kind6[64]
const u8 gAnimationFacing_Kind22[8]
const u8 gAnimationFacing_Kind5[16]
const s32 gCamera_FixedViewMatrix[12]
The fixed camera's view matrix (Q16): identity with a -0.8 shear of y by x.
const u8 gAnimationFacing_Kind4[64]
const s16 gScript_MainScriptTail[8]
Halfwords that follow the main script; no code in The Broken Seal names them.
const u8 gAnimationFacing_Kind8[8]
The integer types, TRUE, UNUSED and the fixed-address macros.