1#ifndef ALCHEMY_FIELD_FIELD_H
2#define ALCHEMY_FIELD_FIELD_H
30struct FieldEffectObject;
47struct FieldSceneObject;
122#ifndef OWN_gObjectSlots
126#ifndef OWN_gScanlinePitch
169#ifndef OWN_LamakanDesert_SandPhase
173#ifndef OWN_LamakanDesert_SandVramSlot
177#ifndef OWN_Render_DecodeFrame
193#ifndef OWN_FieldScene_PrepareActors
196#ifndef OWN_GameFlag_IsSet
201#ifndef OWN_Object_Destroy
u32 gStagedActor_FootprintKinds[]
struct SceneEvent gBabiPalace_Events2AfterColosso[]
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
const s32 gWorldMap_FootprintActions[6]
Two scripts for the world map's footprint and dust effects: wait 120 or 30 frames,...
const u16 gWorldMap_KeyHeadings[16]
The heading for each state of the direction pad (bits 4-7 of the keys); 0xffff means no direction is ...
Public interfaces to the engine's code banks.
void WorldMap_BeginStillView(void)
Freezes the world map's perspective view as a still picture on BG1: saves BG1's tiles,...
s32 FarCall_BlankRunTable(s32 entrance)
u8 gLamakanDesert_SandEffectTiles[]
s16 gColosso_ModeBlendTarget
s16 gAltinPeak_PaletteStep
s16 gColosso_ModeScaleStep
u8 gObjectMotion_LaunchScript
s16 gColosso_ModeBlendStep
s32 FarCall_BlankLoadTable(s32 entrance)
s32 Math_Atan2(s32 dy, s32 dx)
u16 gLamakanDesert_SandPhase
s16 * gKolimaForestBendLayout
u8 Render_DecodeFrameCodeSize[]
const u8 gFieldFx_SparkleTiles[]
const u8 TileMap_DrawRows[]
s32 gColosso_MarkerOam[3]
u8 gSolSanctumStatue_SpriteRowsGfx[]
const u8 gFieldFx_MoteTiles[]
s16 gColosso_ModeBlendDuration
s16 gAltinPeak_PaletteHold
s16 gColosso_ModeMoveStart
s16 gColosso_ModeBlendStart
const u8 gWorldMapPalettes[]
u8 Transform_UpdateVerticesSize
s32 gColosso_CompetitorStartZ
void ScenePlacement_ClipToView(struct ScenePlacement *placements)
u16 gColosso_GaugePalette[]
s32 gColosso_CompetitorStartX
const u8 gObjectMotion_WaitScript[]
void Engine_ActorFollow(s32 actor, s32 leader)
struct BendLog * gKolimaForestBendRecords
u32 gKolimaForestBend_ShakeScroll[]
s16 gColosso_ModeScaleStart
s32 Engine_PartyRemoveItem(s32 item)
u8 TileMap_DrawRowsCodeSize[]
const u16 gLamakanDesert_SandPalette[16]
u16 gLamakanDesert_SandVramSlot
const u8 gObjectMotion_StepAngleScript[]
void SceneTable_Prepare(struct ScenePlacement *placements)
const u8 gBattleFx_BurstParticleScriptB[]
const u8 gObjectMotion_ActionKind4Script[]
const u8 gObjectMotion_ActionKind1Script[]
const u8 gWorldMapPackedTiles[]
void Object_Destroy(struct DispatchObject *work)
s16 gColosso_ModeMoveStep
struct MenuSprite gLamakanDesert_SandWork[]
const u8 gWorldMapPackedFrames[]
void Engine_EventClearInvalidPackedValues(void)
u8 gLamakanDesert_SandTileBuffer[]
const u8 gBattleFx_BurstParticleScriptA[]
const u8 gObjectMotion_MoveTowardTargetScript[]
u16 * gKolimaForestBendReturned
s32 gColosso_CompetitorStartAngle
u8 Object_UpdateAllCodeSize[]
u32 gKolimaForestBend_ShakeChance
void FieldScene_PrepareActors(struct ScenePlacement *entry)
u8 gRuntime_ByteRemapTable[]
u32 gColosso_LetteringSprites[]
const u8 gObjectMotion_TurnTowardLinkedScript[]
s32 CalculateFacingAngle(s32, s32)
const u8 gObjectMotion_ResetActionScript[]
s16 gColosso_ModeScaleDuration
s16 gColosso_ModeScaleTarget
const u8 gObjectMotion_ActionKind2Script[]
const u8 gObjectMotion_ActionKind3Script[]
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
const s32 gObjectMotion_VariantScripts[97]
Squashes as many times as the variant (1 to 3): variant v starts at word (3 - v) * 32 and runs to the...
const u8 gField_TileMessageOffsets[6]
The message of each searchable tile code from 242 to 247, as an offset from MsgTileChecked and MsgTil...
const u8 gObjectGroup_BlinkChildValues[4]
A child value by frame ((gFrameCount >> 1) & 3).
u8 gKolimaPalette_First[1792]
u8 gKolimaPalette_Second[896]
const u8 gWorldMap_TerrainBehaviorTable[48]
World map terrain behaviour, indexed by the collision value plus 0x10 when the block word's top bit i...
ObjectRuntime, a field object's runtime state, and the object snapshots.
const s32 gObjectDispatch_DefaultScript[]
The script FieldObject_Create gives every new object: it does nothing and returns to the idle script.
A Psynergy the debug shortcut picker lists: its owner and the Psynergy.
The command shared by an effect's caller, dispatcher and handlers.
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
A log's saved record: its sprite, first map cell and orientation, then its actor once created.
A field object as the object dispatcher's far calls take it.
A point projected onto the screen, with its depth.
A moving point of an effect: its position, its velocity and a value each effect uses its own way (a s...
A field object seen as one that turns toward its facing target: its facing, its ground position and t...
A field actor: a person or thing on the field with a position, motion toward a target,...
An actor seen only as its priority flags at 0x23 (enum ActorPriorityFlag).
One cell of a map layer: its metatile and flags, its collision code and an attribute indexing the col...
Published in the scene's light-controller slot while the pillar is active.
An effect object that moves and draws one sprite: its position, scale, velocity and target,...
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
An actor seen only as the coordinate at 0x08, which Goma Cave's stump reads in 16-pixel map cells.
s32 depthFixed
16.16 fixed-point pixels
An actor seen only as its priority flags at 0x23 (enum ActorPriorityFlag).
The Colosso rival's path player in the scene state: its mode (1 playing, 2 recording,...
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
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 scene's exit region: the box that, while its condition holds, takes the party leader out through it...
One frame of a sparkle: its height offset and tile (fxdata.c).
A Venus Lighthouse switch or pillar socket's map cell.
A log in Kolima Forest lying across four map cells, from its first cell across or,...
s32 gTolbiShipInteriors_ShakeTimer
Frames left of the Kraken's current jolt; at 0 another may start.
The integer types, TRUE, UNUSED and the fixed-address macros.
An object on the field, read as an actor or as an effect.
struct ScriptMotionObject * gObjectSlots
u16 gVaultInteriors_StopTimer
u32 gWorldMap_GraphicsResources[2][6]
Each set is a palette and five tile sets; WorldMap_LoadGraphics takes the second set when the cell it...