52 const void *callback);
61 s32 first_arg,
s32 first_extra,
63 s32 second_arg,
s32 second_extra);
72 s32 requested_z,
s32 use_setter);
171void BattleFx_ClearRandomParticlesFar(
void);
void(*) EffectCallback(struct EffectSlot *)
void BattleFx_ConfigureLinkedObjectFar(s32 id, s32 flags)
s32 Field_RunSceneFar(s32 entrance)
s32 Menu_AskYesNoFar(s32 value)
void EventObject_InitializeFar(void)
void Camera_MoveWithinMapBoundsFar(s32 requested_x, s32 requested_y, s32 requested_z, s32 use_setter)
void Audio_PlayCueFromEventWorkFar(void)
void Event_SetSceneEventsFar(const struct SceneEvent *events)
void FieldEvent_ShowMessageAndWaitFar(s32 action, s32 flag)
void Motion_SetModeAndWaitAnimationFar(u32 objectId, s32 action)
void FieldFx_StartLightningFar(void)
void Field_RequestBattleFromEncounterTableFar(s32 zone_no, s32 slot_no)
void BattlePres_RunActionThenWaitIfModeZeroFar(s32 first, s32 second, s32 value)
void Scene_AssignViewFlagsFar(struct ScenePlacement *entry)
void BattleFx_SetQueuedSoundAndPlayFar(s32 sound_id)
void EffectRuntime_StopCurrentObjectFar(void)
void ObjectGroup_SetChildValueFar(struct FieldActor *actor, s32 value)
void Object_SetTargetAndCallbackFar(u32 objectId, s32 targetId, const void *callback)
void Event_SetDefeatDestinationFar(s32 first, s32 second)
void Camera_WorldToScreenFar(struct EffectVector *position)
s32 BattleFx_PlayCueAndStartEmitterOnTargetFar(s32 effect, s32 target, s32 mode)
void * ObjectTable_GetFar(u32 index)
void ObjectMotion_OffsetPositionAndResetFar(u32 objectId, s32 x_offset, s32 z_offset)
void Motion_LaunchFromFocusedObjectFar(u32 arg0, s32 arg1, s32 arg2, s32 arg3)
void Object_RefreshSelectorByIdFar(u32 objectId)
void BattleFx_ApplyColorToTargetBufferFar(s32 mode, s32 half)
void ObjectMotion_EnableActionAndResetMotionFar(u32 objectId)
void EffectRuntime_RunRisingObjectSequenceFar(void *object, s32 flags)
void Event_SetMessageIdFar(s32 value)
void Field_RequestDjinnBattleFar(s32 flag, s32 no)
void FieldEffect_InitSparklesFar(void)
void Party_LearnAbilityFar(s32 unit, s32 ability)
void BattleFx_SpawnLinkedFar(s32 id, s32 mode, s32 wait)
void Object_SetActionByIdFar(u32 objectId, s32 action)
void BattleFx_SetupObjectPairFar(s32 user_id, s32 targetId)
void Event_ClearInvalidPackedValuesFar(void)
void ObjectVisual_CopyAttributesFar(u32 targetId, u32 sourceId)
void Event_FinishScreenTransitionFar(void)
void ObjectMotion_SetAngleTowardFar(s32 firstId, s32 second_id, s32 wait)
s32 PartyInventory_GiveItemFar(s32 item, s32 unused)
void Marker_MoveLeaderAwayFar(void)
s32 BattleFx_GetResourceIdFar(u32 id)
void Ui_SetMessageVoiceFromActorFar(s32 arg0)
void ObjectMotion_ArmCallbackFar(s32 objectId, s32 angle, s32 wait)
void Map_SetViewBoundsFar(s32 minX, s32 minY, s32 maxX, s32 maxY)
void BattleFx_ClearOwnedSlotFar(struct EffectSlot *slot)
s32 Object_GetScreenPositionFar(s32 objectId, s32 *position)
u32 BattleFx_HasTriggerFar(u16 item)
void BattleFx_LoadActionEffectResourcesFar(s32 abilityId, s32 mode)
void Battle_ShowPairedUnitWorkAndWaitFar(s32 first, s32 first_x, s32 first_y, s32 first_arg, s32 first_extra, s32 second, s32 second_x, s32 second_y, s32 second_arg, s32 second_extra)
void WorldMap_EndEventFar(void)
void ObjectTable_DestroyByIdFar(s32 index)
u32 EffectSlot_HasPendingTargetFar(struct EffectSlot *effect)
void Event_RequestDestinationFar(u16 first, u16 second)
void ObjectMotion_ResetAndSetPositionFar(u32 objectId, s32 x, s32 z)
s32 Scene_GetAreaNameIndexFar(s32 scene, s32 entrance)
void Event_SetExitRequestFar(u16 value)
void Event_SetDestinationFar(s32 first, s32 second)
void Motion_SetVarCbAndRefreshFar(u32 objectId, s32 variant)
void BattleEffect_CleanupSceneObjectsFar(void)
void EffectSlot_SetCallbackFar(struct EffectSlot *effect, EffectCallback callback)
void Object_PlaceCurrentWithinCameraBoundsFar(s32 arg0, s32 arg1)
void BattleFx_FinishSceneAndReleaseHeapBlockFar(void)
void BattleFx_InitializeSlotsFar(void)
void EffectSlot_InitializeFar(struct EffectSlot *effect, s32 kind, s32 x, s32 z)
void SaveState_CaptureObjectTableFar(void)
Far call to ObjectTable_Snapshot.
void ObjectMotion_LaunchFar(u32 objectId, s32 speed, s32 event_id)
void Object_LinkPairFar(s32 firstId, s32 second_id, s32 wait)
void ObjectMotion_CommitPositionAndActivateFar(u32 objectId, s32 x_offset, s32 z_offset)
void FieldFx_LastLightningFar(void)
void Event_PrepareTwoObjectsAndApplyFar(s32 first, s32 second)
void Object_SetActionCallbackAndRefreshByIdFar(u32 objectId, s32 action)
void Event_CallWithLastActiveObjectIdFar(struct ScenePlacement *table)
void ObjectMotion_OffsetPositionAndResetMotionFar(u32 objectId, s32 x_offset, s32 z_offset)
void BattleFx_ApplyColorToSourceBufferFar(s32 mode, s32 half)
void Camera_SetSpeedParametersFar(s32 first, s32 second)
void BattleFx_StartBufferBlendFar(s32 from, s32 to)
struct UiWindow * UiText_OpenMessageAtObjectFar(s32 arg, s32 unused)
void BattleFx_StartFadeOverlayFar(void *object)
s32 BattleFx_HasMatchingEvent5Far(s32 group)
void Event_WaitTransitionFramesFar(void)
void ObjectMotion_CommitCurrentPositionAndActivateFar(u32 objectId)
void ObjectMotion_SetHorizontalPositionWithTerrainFar(u32 objectId, s32 x, s32 z)
void Camera_FollowActorFar(s32 id, s32 flag)
s32 Party_RemapCharacterIdByFlagsFar(s32 arg0)
void ObjectMotion_SetVariantCallbackFar(u32 objectId, s32 variant)
void EffectSlot_SetPositionFar(struct EffectSlot *effect, s32 x, s32 z)
void Camera_WaitForArrivalFar(void)
void ObjectMotion_SetPositionAndCommitFar(u32 objectId, s32 x, s32 z)
s32 Field_ClimbDownFar(void)
void BattleFx_PlayQueuedSoundFar(void)
s32 Field_TryJumpForwardFar(void)
void FieldFx_StartGroundParticlesFar(void)
void EffectSlot_UpdateFar(struct EffectSlot *effect)
void Actor_JumpDownLedgeFar(s32 sequence_arg, s32 mode_or_frame, s32 optional_action)
void ObjectMotion_SetActionVariantFar(s32 objectId, s32 priority)
void BattleEffect_PauseObjectFar(s32 id)
void DisplayScroll_DisarmHBlankDmaFar(void)
void BattleFx_ClearActiveSlotsAndScheduleUpdatesFar(void)
s32 Event_AskYesNoWithActorAnimationFar(s32 actor, s32 force_bottom)
void Object_SetModeByIdFar(u32 objectId, s32 action)
void ObjectMotion_SetSpeedParametersFar(u32 objectId, s32 speedLimit, s32 acceleration)
void Marker_SetActorPositionFar(s32 id, s32 x, s32 y)
void Battle_ResetEffectCounterFar(void)
void Ui_SetBank15PaletteAndClearRenderModeFar(void)
void FieldEvent_WaitFramesFar(s32 frames)
void Event_WaitForZoomTransitionFar(void)
void Djinn_JoinPartyFar(s32 slot, s32 element, s32 djinn)
void FieldFx_StopLightningFar(void)
void Object_LinkObjectAndSetCallbackFar(u32 objectId, u32 linked_object_id)
void FieldFx_ResumeLightningFar(void)
void FieldEvent_EndFar(void)
void ObjectGroup_ConfigureChildValueFar(s32 objectId, s32 value)
s32 Field_ClimbUpFar(void)
void BattleFx_ScheduleRatioTransitionFar(s32 zoom, s32 frames)
void ObjectMotion_EnableActionAndSetCallbackFar(u32 objectId, s32 action)
void BattleFx_StartEffectObject22Far(s32 value, s32 flags)
void Event_StartScreenTransitionFar(void)
void Party_RemoveOwnerRestoredFar(s32 owner)
void ObjectMotion_SetActionCallbackFar(struct ObjectRuntime *object, s32 kind)
s32 FieldEvent_AskYesNoAndShowResponseFar(s32 objectId, s32 actionId)
s16 Event_GetSpecialValueFar(void)
void ObjectMotion_SetPositionAndResetFar(u32 objectId, s32 x, s32 z)
void DisplayScroll_InitializeHBlankDmaFar(s32 mode, s32 freqX, s32 stepX, s32 ampX, s32 freqY, s32 stepY, s32 ampY)
void Leader_StopMovingFar(void)
void Field_DispatchTypeHandlerFar(s32 kind)
struct FieldActor * Camera_GetEventObjectFar(void)
void FieldEvent_BeginFar(void)
s32 Object_GetTriggerTileAheadOfCurrentFar(void)
void ObjectMotion_CenterOnColumnFar(u32 objectId, s32 action, s32 z_offset)
void ObjectMotion_WaitForAnimationChangeFar(u32 objectId)
void BattleFx_StartBufferInterpolationFar(s32 frames)
void DisplayTransition_InitializeBattleEffectStateFar(s32 mode)
struct AnimationObject * Sprite_ShareVramCacheFar(struct AnimationObject *sourceSprite, struct AnimationObject *sharedSprite)
void Event_SetNextDestinationFar(s32 first, s32 second)
void Game_ResetForNewGameFar(s32 mode)
void BattleParty_ApplyDrainFar(s32 amount, s32 unused)
void EffectSlot_SetObjectModeFar(struct EffectSlot *effect, s32 mode)
void ObjectMotion_ResetAndSetPositionInMode2Far(u32 objectId, s32 x, s32 z)
void ObjectTable_RestoreFar(void)
void WorldMap_BeginEventFar(void)
struct FieldActor * Object_GetByIdFar(s32 objectId)
s32 Party_RemapCharacterIdIfEnabledFar(s32 arg0, s32 arg1)
void RunSceneTransitionEffectFar(s32 x, s32 y)
void Event_PrepareObjectAndApplyValueFar(s32 event_id, s32 value)
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
u8 slot
VRAM cache entry holding its tiles.
A particle a Psynergy effect moves and draws: its sprite, its position and target,...
A world position, as Camera_WorldToScreen converts it to the screen.
A field actor: a person or thing on the field with a position, motion toward a target,...
s32 speed
speed limit, 16.16 fixed-point pixels per frame
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
s32 acceleration
Added toward the target each frame, or taken off the speed when there is none, in 16....
u16 wait
the object script's wait, in frames (ScriptMotionObject)
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
u16 flags
UI_WINDOW_ flags; 0 once closing or free.