1#ifndef ALCHEMY_FIELD_INTERNAL_H
2#define ALCHEMY_FIELD_INTERNAL_H
111#define TARGET_UNSET ((s32)0x80000000)
Sprite rotation and scale, and the affine matrices handed out each frame.
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from.
B5Context, the object context a battle routine reads; most of its fields are still unnamed.
The battle camera and the presentation's transition, background and affine work.
Which units are in a battle, and the Djinn recovery list.
BattleUnit_Recalculate, which recalculates a unit's stats.
The task scheduler: tasks, their order and the scheduler's state.
The step counts and value shift of a curve table.
The engine calls the debug menus import, and their palette swatch tiles.
DMA channel registers, and the DMA and CPU fills.
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
AnimationCommand
Animation script commands.
@ ANIM_CMD_JUMP
continue at script position arg
@ ANIM_CMD_WAIT
keep the current frame arg frames longer
@ ANIM_CMD_BLANK
show nothing for arg
@ ANIM_CMD_END
blank the layer and stop its script
@ ANIM_CMD_SET_KIND
use facing table arg
@ ANIM_CMD_PLAY
switch to animation arg
@ ANIM_CMD_HOLD
stay on this command and frame for good
Field objects and actors, and the scene transition styles.
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
16.16 fixed-point constants, sine and cosine, and the library division.
#define Q16_ONE
One in the engine's signed 16.16 fixed-point format.
FixedPointPosition, a position in 16.16 fixed point.
Game flags, named where their meaning is shown.
The frame loop's globals: lag counts, the CPU load display and the VBlank flags.
GameState, the game's state: play time, coins, the scene and the leader's position,...
The work slots of gWorkSlot, read through their own names.
The screen blend's globals and the graphics routines.
The heap's work slots and HeapState.
The hardware's I/O registers and their bits, as pret names them.
Io_Write16, a 16-bit write to a register or memory.
The IWRAM call layer: the routines the game keeps resident in IWRAM, each at its fixed address,...
The keypad state the VBlank interrupt keeps.
Small statement macros both games use for positions, velocities and bounds.
Maps: their cells, layers, animations and blend scripts, and the map state.
Declares nothing of its own: it only includes edition.h and types.h.
The map frame's scanlines and affine lines.
The heaps: allocating and freeing blocks.
The reel game's title lettering.
Field object scripts: one s32 command word, then its operands, as gScriptObject_CommandTable runs the...
The object dispatcher's forward declaration.
The object dispatcher's scripts: key checks, the player, the world map and the camera.
ObjectRuntime, a field object's runtime state, and the object snapshots.
Palette snapshots and their work.
The work pointers in the gWorkSlot table, by name.
Copying ARM routines to RAM to run them there.
Resource numbers, named where their contents are known.
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
The field object script interpreter and the operands its commands read.
ScriptMotionObject, an object moved by a field script.
ScriptObjectEntry, an entry in the script objects' table.
ScriptObjectRuntime, the work of an object a script moves.
Song and sound effect ids, indices into gSound_SongTable.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.
Declares nothing of its own: it only includes the window, battle command, resource and VRAM table hea...
The sprite VRAM block cache and its owners.