Alchemy
Loading...
Searching...
No Matches

Source

Every folder and file of this game's C.
 include
  battle
   
b5_context.h
B5Context, the object context a battle routine reads; most of its fields are still unnamed
   
battle.h
The battle bank's routines and globals, as the other banks see them
   
battle_calc.h
The battle calculation tables: hit chances, HP and PP damage and recovery
   
battle_display.h
The battle camera and the presentation's transition, background and affine work
   
battle_effect.h
The battle effect argument and the rectangle-drawing routines effects call
   
battle_effect_argument.h
BattleEffectArgument, the command an effect's caller, dispatcher and handlers share, and the macros that define effect kinds
   
battle_effect_chance.h
Declares nothing of its own: it only includes edition.h, battle_unit.h and types.h
   
battle_effect_work.h
BattleEffectWork, the running battle effect's work, and its animation objects
   
battle_escape.h
Declares nothing of its own: it only includes edition.h, battle_session.h and types.h
   
battle_event.h
The battle event queue: the events BattleEvPush queues and the playback phases that play them
   
battle_motion.h
Declares nothing of its own: it only includes edition.h and types.h
   
battle_obj.h
Actor_Place, which places a battle object for a unit
   
battle_party.h
Which units are in a battle, and the Djinn recovery list
   
battle_random.h
GBattleRandomSeed, the battle's random seed
   
battle_session.h
A battle's objects and sprites, each unit's command and action record, and the spoils
   
battle_status_icon.h
Declares nothing of its own: it only includes edition.h and battle_session.h
   
battle_summon.h
Summons and the battle sprite definitions of the enemy classes
   
battle_system.h
BattleUnit_Recalculate, which recalculates a unit's stats
   
battle_target.h
Declares nothing of its own: it only includes edition.h, battle_session.h and types.h
   
battle_unit.h
BattleUnit, a party member's or enemy's battle state, with the elements, abilities and actions it uses
   
effect_slot.h
Effect slots: the particles Psynergy effects move and draw
   
fx_scene.h
BattleFxScene, the work of a battle or field Psynergy effect scene, and its arc objects
   
motobj.h
MotionObject, an effect object that moves and draws one sprite
   
object_effect_scripts.h
The object scripts effects give their particles and fragments
  farcall
   
battle.h
Battle state, unit motion and presentation services
   
blank_load.h
The reel-game entry point
   
blank_run.h
The display-blanked callback runner
   
effect.h
Battle-effect dispatch, drawing and presentation setup
   
field.h
Field actors, movement, map drawing and scene services
   
game.h
Party members, items, Djinn and game-state operations
   
menu.h
Party menus and their interactive selection screens
   
object.h
Scene events, field Psynergy, objects and effect lifecycles
   
palette.h
Title, introduction and splash-screen presentation
   
resource.h
Resource animation metadata lookup
   
runtime.h
Frame scheduling, memory, resources and core runtime services
   
scroll.h
The scrolling slideshow entry point
   
shop.h
Shops, inns and the cursors used by their screens
   
sound.h
Audio mixing, playback commands and music-player updates
   
window.h
Window construction, text drawing and selection interfaces
  field
   
a9_motion.h
Declares nothing of its own: it only includes edition.h and render_input.h
   
animspr.h
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from
   
colosso_gauge.h
The Colosso race gauge's sprites and work
   
effect_step.h
EffectStep and EffectPosition, the positions effects move through
   
event_work.h
EventWork, the running scene's event work
   
facing_object.h
FacingObject, the view of an object that turns to face a target
   
field.h
The field engine's shared routines, globals and object scripts
   
field_coordinate.h
FieldCoordinate, a position on the field
   
mapcopy.h
Declares nothing of its own: it only includes edition.h and types.h
   
objdisp.h
The object dispatcher's forward declaration
   
perspective.h
The world map's perspective view work
   
script.h
The field object script interpreter and the operands its commands read
   
script_object_runtime.h
ScriptObjectRuntime, the work of an object a script moves
  game
   
character_ids.h
Character numbers, with each character's Japanese name
   
ed_asm.h
   
edition.h
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN)
   
game.h
The item and summon tables and the game bank's routines
   
game_flags.h
Setting and clearing game flags, and the byte that holds a flag
   
item.h
Items: their definitions, types, flags and effects
   
item_gift.h
Declares nothing of its own: it only includes types.h, edition.h and farcall.h
   
owner_value.h
Declares nothing of its own: it only includes types.h, edition.h and farcall.h
  graphics
   
display_transition.h
The display transition's frames, windows and state
   
glyph.h
Font glyphs and their palettes
   
graphics.h
The screen blend's globals and the graphics routines
   
oam.h
OAM usage counts
   
output.h
Declares nothing of its own: it only includes edition.h and render_input.h
   
palbuf.h
Palette fades, the battle effect palette buffers and the colour channel curves
   
palqueue.h
Palette snapshots and their work
   
render_input.h
The sprite renderer's inputs and outputs: render inputs, OAM attributes and render output lists
   
render_placement.h
A sprite's screen position and scale
   
resource.h
The parts of a battle sprite id
   
text_font.h
The kanji glyphs and the text marks drawn with characters
   
text_reader.h
TextReader, a cursor through message text
   
text_render_runtime.h
Declares nothing of its own: it only includes edition.h and render_input.h
   
transform.h
The 3D transform and its stack
   
uiflow.h
Declares nothing of its own: it only includes edition.h and uiwindow.h
   
uiwindow.h
UiWindow, a window's work, and marking its tilemap rows for transfer
   
vram_tab.h
The sprite VRAM block cache and its owners
  lib
   
call.h
Calls through a function pointer, by argument count
   
fixed_math.h
16.16 fixed-point constants, sine and cosine, and the library division
   
lib.h
Declares nothing of its own: it only includes types.h and edition.h
   
lzpack.h
The LZ packer's work: hash chains over a 1024-byte window, one chain per byte value, and the output it is building
   
macros.h
Small statement macros both games use for positions, velocities and bounds
   
static_assert.h
STATIC_ASSERT, a compile-time check that emits nothing
   
stddef.h
Size_t, ptrdiff_t, wchar_t, NULL and offsetof, as the C library defines them
   
string.h
Declares nothing of its own: it only includes edition.h
  menu
   
m7_interfaces.h
Declares nothing of its own: it only includes edition.h and render_input.h
   
menu.h
The menus' list orders, sign strings and routines
   
node_chain.h
NodeChain, a chain of menu nodes
   
resource_menu.h
The resource menu's entries and work
   
select.h
The selection screen's sprites and nodes
  sound
   
audio_engine_types.h
The sound driver's types, registers and work
   
sound.h
The sound tables (CGB codes, frequency steps, frame lengths) and the sound routines
  system
   
callback_scheduler.h
The task scheduler: tasks, their order and the scheduler's state
   
dma.h
DMA channel registers, and the DMA and CPU fills
   
far_runtime.h
Declares nothing: an empty header kept for the files that include it
   
field_effect.h
Field effects, their scripts and the flags that spawn them
   
fixed_point_position.h
FixedPointPosition, a position in 16.16 fixed point
   
flash.h
Flash memory: erasing, programming and reading sectors
   
flash_data.h
The flash chips: sector size and count, and each chip type's routines
   
io_reg.h
The hardware's I/O registers and their bits, as pret names them
   
io_write_queue.h
The register write queue that VBlank carries out after each finished frame
   
iowrite.h
Io_Write16, a 16-bit write to a register or memory
   
irq.h
The hardware's interrupt sources and the interrupt handler table
   
irqlock.h
Saving, disabling and restoring the interrupt master enable
   
mem.h
The heaps: allocating and freeing blocks
   
metadata_lookup.h
Animation metadata and its lookup by resource
   
mulq16.h
MulQ16, the 16.16 fixed-point multiply
   
object_effect.h
The fade overlay, the weather particles and the actor effect work
   
object_lookup.h
Declares nothing: an empty header kept for the files that include it
   
ramcode.h
Copying ARM routines to RAM to run them there
   
runtime_interfaces.h
Declares nothing of its own: it only includes edition.h and types.h
   
savedata.h
The save data's signature and header template, and the link test words
   
scene.h
FIELD_AT_OFFSET and the entity and camera views older scene code reads
   
serial_runtime.h
The link cable's runtime: serial packets, registers and transfer state
   
system.h
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep
   
vector3.h
Vector3, a three-coordinate vector
  unit
   battle
    
battle.h
   debug
    
level.h
    
rooms.h
    
test.h
   effect
    
effect.h
    
effect_bits.h
    
effect_table.h
   field
    
curve_data.h
    
facing.h
    
field.h
    
griddata.h
    
lucky_dice.h
    
mapdata.h
    
object_script.h
    
operand.h
    
update.h
    
vertices.h
   game
    
game.h
    
starting_equipment.h
   graphics
    credits
     
credits.h
    title
     
intro.h
   menu
    
clear.h
    
lobby.h
    
menu.h
    
title.h
   object
    
battle_cue.h
    
colorfx.h
    
object.h
    
psynergy_effects.h
    
zonedata.h
   runtime
    
math_table.h
    
numtext.h
    
runtime.h
   scene
    common
     
colosso_item_icon.h
     
colosso_marker.h
     
colosso_occupant.h
     
colosso_setup.h
     
colosso_solo.h
     
effect_psynergy.h
     
effect_spawn.h
     
kolima_forest_bridge_falling_effect.h
     
kolima_palette.h
     
mercury_lighthouse_lights.h
     
mercury_lighthouse_pillar.h
     
object_nearest.h
     
object_orbit.h
     
scroll_initialize_hblank_dma.h
     
sol_sanctum_elemental_star_ring_setup.h
     
sol_sanctum_init_zoom.h
     
vault_itemobj.h
     
vault_range.h
     
world_map_linked_effects.h
    
alpine_crossing_lama_temple.h
    
altin.h
    
altin_peak.h
    
altmiller_cave.h
    
babi_lighthouse.h
    
babi_palace.h
    
bilibin.h
    
bilibin_cave.h
    
bilibin_interiors.h
    
colosseum_entrance.h
    
colosso_log.h
    
colosso_river.h
    
colosso_wall.h
    
crossbone_isle.h
    
crossbone_isle_pillar_rooms.h
    
crossbone_isle_platform_rooms.h
    
fuchin_temple.h
    
goma_cave_entrance.h
    
goma_cave_pillar.h
    
goma_cave_pond.h
    
goma_cave_waterway.h
    
gondowan_cave.h
    
hammet_palace.h
    
imil.h
    
imil_fuchin_falls.h
    
kalay.h
    
kalay_interiors.h
    
kalay_tolbi_docks.h
    
kolima.h
    
kolima_forest_bend.h
    
kolima_forest_bridge.h
    
kolima_forest_clearing.h
    
kolima_forest_river.h
    
kolima_forest_tree.h
    
kolima_interiors.h
    
lalivero.h
    
lalivero_interiors.h
    
lamakan_desert.h
    
lemurian_ship.h
    
lunpa.h
    
lunpa_fortress.h
    
lunpa_suhalla.h
    
mccoy_palace.h
    
mccoy_palace_garden.h
    
mercury_lighthouse.h
    
mercury_lighthouse_aerie.h
    
mercury_lighthouse_entrance.h
    
mogall_forest.h
    
sanctum.h
    
sol_sanctum_corridor.h
    
sol_sanctum_elemental_star_room.h
    
sol_sanctum_entrance.h
    
sol_sanctum_eruption.h
    
sol_sanctum_luna_sol_rooms.h
    
sol_sanctum_maze.h
    
sol_sanctum_psynergy_stone.h
    
sol_sanctum_statue.h
    
suhalla.h
    
suhalla_desert.h
    
suhalla_gate.h
    
suhalla_interiors.h
    
tolbi.h
    
tolbi_interiors.h
    
tolbi_ship_deck.h
    
tolbi_ship_interiors.h
    
tolbi_ship_mast.h
    
tolbi_spring.h
    
tret_tree_branch.h
    
tret_tree_interiors.h
    
tunnel_ruins.h
    
vale.h
    
vale_babi.h
    
vale_cave.h
    
vale_eruption.h
    
vale_home.h
    
vale_interiors.h
    
vale_kraden.h
    
vale_storm.h
    
vault.h
    
vault_cave.h
    
vault_interiors.h
    
vault_interiors_revisit.h
    
vault_jail.h
    
vault_revisit.h
    
venus_lighthouse.h
    
venus_lighthouse_aerie.h
    
west_lunpa_cave.h
    
world_map.h
    
xian.h
    
xian_interiors.h
   shop
    
shop.h
   sound
    
empty_callback.h
    
sound.h
   system
    resource
     
metadata_get_record.h
   window
    
articles.h
    
battle_command.h
    
glyph_arm.h
    
scales.h
    
text_speed.h
    
window.h
   
import.h
The main-image routines scene overlays import
  
ability_ids.h
Ability numbers, named from the English release
  
affine.h
Sprite rotation and scale, and the affine matrices handed out each frame
  
audio_engine.h
Declares nothing of its own: it only includes audio_engine_symbols.h and sound/audio_engine_types.h
  
audio_engine_symbols.h
The sound driver's command masks, cue controls and the routines and globals it shares with the engine
  
battle_command.h
The battle command names: auto battle and the battle options (aliases of debug and key globals), and the actions' flag and status tables
  
battle_effect_runtime.h
The battle animation state, render objects and effect entries, and the palette buffer work
  
battle_formation.h
The enemy formation records
  
battle_intro.h
Who strikes first as a battle opens
  
battle_message.h
Declares nothing of its own: it only includes types.h and text/msg_ids.h
  
battle_type.h
BattlePlan, an action planned for its targets: the hits, criticals and multipliers rolled
  
battle_work.h
BattleWork, the battle's own work, and the battle display work
  
canvas.h
Declares nothing of its own: it only includes types.h and battle_effect.h
  
cartboot.h
Cart_Restart, the cartridge's restart entry at 0x08000000
  
character.h
The definitions of characters, classes, Djinn and enemies, and a level up's result
  
character_menu.h
The character menu's state, and the ailments it shows
  
colosso_log_rolling_stage.h
Declares nothing of its own: it only includes types.h
  
config.h
Build switches, as pret's config.h: BUGFIX opts in to fixes of the original game's bugs, and UBFIX gives undefined behaviour its defined form
  
configured_effect_spawn.h
The sprite and effect views and the options a scene's configured effect spawner uses
  
create_configured_overlay_object.h
The engine calls a scene uses to create an overlay object and set its sprite flags
  
cursor.h
The cursor that approaches its target, shared by shops, name entry and settings
  
curve.h
The step counts and value shift of a curve table
  
debug.h
The engine calls the debug menus import, and their palette swatch tiles
  
djinn_ids.h
Djinn numbers, named from the English release
  
djinn_menu.h
The Djinn menu: its list tables, backdrop and work, and the fields of a Djinni's list entry
  
djinn_preview.h
The Djinn preview's sprites and arrow tiles
  
engine_call.h
The engine call layer: one typed inline for each of the thirteen main-image routines below that the scene, menu and debug overlays import; every overlay call of them goes through it
  
equipment_menu.h
Declares nothing of its own: it only includes types.h
  
event.h
Scene commands: the all-caps macros the scene scripts are written in
  
farcall.h
Public interfaces to the engine's code banks
  
field_event.h
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin, Engine_ActorJump, Engine_EventSetMessage and the rest), with the constants and small inlines scenes share
  
field_obj.h
Field objects and actors, and the scene transition styles
  
field_runtime.h
The field's runtime work: map cells, scene records and regions, map markers and FieldWork
  
field_scene.h
The scene table formats: entrances, exits, placements and events, and the macros that write them
  
field_service.h
The scene service layer: one typed inline for each engine service a scene calls by its own name, passing it on to the main image's import (Actor_Jump calls Engine_ActorJump)
  
flags.h
Game flags, named where their meaning is shown
  
four_object_motion.h
FourObjectMotion, the row of four figures the Status and Djinn menus show
  
frame.h
The frame loop's globals: lag counts, the CPU load display and the VBlank flags
  
fxblend.h
FieldBlendWork, the field's colour blend work
  
game_state.h
GameState, the game's state: play time, coins, the scene and the leader's position, the active party and the options
  
global_cells.h
The work slots of gWorkSlot, read through their own names
  
heap_state.h
The heap's work slots and HeapState
  
inn_runtime.h
InnRuntimeState, an inn's work
  
inventory.h
GOverflowItem, an item slot the spoils code uses when items are handed out
  
inventory_menu.h
The item menu's state and commands
  
item_ids.h
Item numbers, named from the English release
  
iwram_call.h
The IWRAM call layer: the routines the game keeps resident in IWRAM, each at its fixed address, and one typed inline per routine that every call goes through
  
keystate.h
The keypad state the VBlank interrupt keeps
  
kolima.h
The globals Kolima's scenes share: the falling effect and the party's state
  
low_runtime.h
Declares nothing of its own: it only includes types.h
  
map.h
Maps: their cells, layers, animations and blend scripts, and the map state
  
map_render_work.h
MapRenderWork, the map renderer's work
  
map_scroll.h
The map layers' scroll work and the background scroll values
  
mapframe.h
The map frame's scanlines and affine lines
  
menu_list.h
Menu lists: sprites, cursors, the party status window and paged selections
  
menu_result.h
MenuResult, what a menu returns
  
mercury.h
Includes field_event.h with FIELD_STAGED_ACTOR_IMPORTS defined, so a scene gets the staged-actor imports
  
mercury_lighthouse.h
Declares nothing of its own: it only includes field_event.h, field_effect.h, configured_effect_spawn.h and select_overlay_data_by_runtime_selector.h
  
minigame.h
The reel game's title lettering
  
oambuf.h
OamShadow, a sprite entry a routine builds by hand and DMA copies to OAM
  
objcmd.h
Field object scripts: one s32 command word, then its operands, as gScriptObject_CommandTable runs them
  
object_dispatch.h
The object dispatcher's scripts: key checks, the player, the world map and the camera
  
object_factory.h
Object_Create, which creates a field object
  
object_runtime.h
ObjectRuntime, a field object's runtime state, and the object snapshots
  
orbit.h
The views of an orbiting scene object's sprite
  
overlay_object.h
Overlay objects and their records
  
owner_state.h
Declares nothing of its own: it only includes battle_system.h
  
palette_scene.h
Declares nothing of its own: it only includes types.h
  
party_state.h
Declares nothing of its own: it only includes static_assert.h and game_state.h
  
preset_table.h
PresetValues, a row of preset values
  
project.h
The 3D projection
  
psynergy_menu.h
The Psynergy menu's state
  
ram_buffer.h
The work pointers in the gWorkSlot table, by name
  
resource_37c_runtime.h
The Sol Sanctum Psynergy Stone room's imports, under their overlay.inc names: BattleFx_SetQueuedSoundAndPlay and FieldEffect_InitSparkles
  
resource_37de_scene.h
A scene overlay's imports: queueing a scene sound and setting up its record buffer
  
resource_388_runtime.h
The views a scene overlay takes of its runtime work and slots; most fields are still unnamed
  
resource_397.h
Declares nothing: an empty header kept for the files that include it
  
resource_3a8_effect.h
The view a scene overlay takes of an effect; most fields are still unnamed
  
resource_3a9.h
Declares nothing: an empty header kept for the files that include it
  
resource_ids.h
Resource numbers, named where their contents are known
  
save_state.h
The save workspace: slot headers and summaries
  
scene_effect_sequence.h
Declares nothing of its own: it only includes types.h
  
scene_ids.h
Scene numbers, named after their places
  
script_motion.h
ScriptMotionObject, an object moved by a field script
  
script_object_entry.h
ScriptObjectEntry, an entry in the script objects' table
  
scroll.h
The display scroll work, the HBlank scroll work and its wave
  
select_overlay_data_by_runtime_selector.h
Declares nothing of its own: it only includes types.h
  
shop.h
ShopRuntime, a shop's work, and the shop screen's tiles
  
songs.h
Song and sound effect ids, indices into gSound_SongTable
  
spawn_configured_effect.h
The sprite view a scene's configured effect spawner uses
  
staged_actor.h
The pushable actors' movement probes and footprint bounds
  
staged_actor_effect.h
A staged actor's effect and its request
  
staged_actor_pair_scene.h
Declares nothing of its own: it only includes types.h
  
tbs_edition.h
Values that differ by patch level or language, chosen once for their code
  
types.h
The integer types, TRUE, UNUSED and the fixed-address macros
  
ui.h
UiWork, the window system's work, and the status screen's cursors
  
venus_lighthouse_aerie.h
Venus Lighthouse aerie's actors, entrances and exits
  
version.h
The patch levels: our groups of the measured changes from the Japanese release
  
vram_block.h
Declares nothing of its own: it only includes the window, battle command, resource and VRAM table headers
  
window.h
The window renderer's work
  
workspace_options.h
The options screen's work and the selection work
 src
  battleBattles, from their opening transition to their spoils
   battle
    
auto_battle.c
Auto battle: the actions it builds and plays, without the command menu
    
background.c
The battle background, its palette and perspective, the camera's zoom and the units' highlights
    
classes.c
The enemy classes' battle sprite table, gSummon_EntryTable
    
debug.c
Debug: the party presets, the message viewer and the battle test menu
    
encounter.c
A whole battle, Battle_RunEncounter, and the lists of the units in it
    
enemy_ai.c
An enemy's choice of action, BattleCommand_SelectAutomatic
    
events.c
Battle events: a downed unit's reset, waiting for the player, and the event queue, filled by BattleEvPush and played at once by BattleEv_DispatchQueued
    
formation.c
Enemy formations: the enemies chosen, levelled and lettered
    
link.c
Link battles: the parties and Djinn exchanged, and the turn handshake
    
motion.c
The units' movements: returning, running, leaping and knocked back, and their positions on the screen
    
objects.c
Each frame's sprite priorities, the status icons, the poses and the sprites of the battle objects
    
placement.c
Battle objects made and placed on the battlefield
    
plan.c
An action announced and planned, BattleCommand_BuildPlan
    
playback.c
Battle events played over frames, BattleEvent_Playback
    
round.c
A round's actions: the party's commands, the enemies' or the link opponent's, and their turn order
    
setup.c
The battle camera each frame, the opening announcement, the unit lists, and the party's battle state and Djinn as a battle starts and ends
    
spoils.c
The spoils: coins, experience, items and level ups
    
sprites.c
Battle sprites: enemy sprite slots and the party's weapon sprites
    
staging.c
An action played: its targets, and how an attack, a cast, an item, a summon or an escape is staged
    
star_field.c
A unit's elemental glow: the star field and the other glows
    
target_exec.c
An ability applied to one target, BattleTargetExec: damage, healing and its added effect
    
targeting.c
The targets an enemy's or a confused unit's ability picks
    
transition.c
The opening transition: the curtain, or the Venus Lighthouse storm
    
turn_end.c
The end of a turn and of a round: counters, Djinn recovery, poison and the Grim Reaper
   
battle.c
The battle object: a battle from its opening transition to its spoils
   
battle_internal.h
What every part of the battle object shares: its includes, in their original order, and the names two or more parts use
  debugThe three debug rooms the retail game keeps
   
level.c
   
level.h
   
menu_test.h
   
rooms.c
   
test.c
  effectEverything drawn over a battle while an ability plays
   parts
    
annihilation.c
Annihilation
    
atalanta.c
The Atalanta summon
    
beams.c
Beam sequences and the ring and spark scene
    
bind.c
Bind and Triangle Strike
    
blitter.c
The blitter builder, BattleFx_BuildBlitter
    
bolt.c
Bolt
    
boreas.c
The Boreas summon
    
burst_scene.c
Gust, Flying Attack and the rush bursts
    
burst_shower.c
The blessings' burst showers
    
canvas.c
The canvas layer: transfers, opening and closing, tile maps, lines
    
casting_impact.c
The casting impact scene and its image helpers
    
condemn.c
Condemn
    
cybele.c
The Cybele summon
    
death_plunge.c
Death Plunge, the blade rain, the element pillar, the element burst and the shattering picture
    
dispatch.c
Running scene and table effects, and shared target helpers
    
display.c
Display, scroll and window HBlank DMA helpers
    
djinn_attacks.c
The Mercury, Jupiter, Venus and Mars Djinn attacks
    
djinn_beams.c
Revive, Water of Life, Quartz and Dew
    
djinn_heal.c
Djinn healing
    
dragon_cloud.c
Dragon Cloud
    
drain.c
Break and Drain
    
eruption.c
Smoke Bomb and Blast
    
falling.c
Ice and Douse: shards and bolts falling on the targets' side
    
fire.c
Fire
    
flare.c
Flare
    
frost.c
Frost
    
gaia.c
Gaia
    
gathering_lights.c
Demon Night, Rumble and Haunting
    
growth.c
Growth, Punji, Vine and Thorn
    
hail.c
Hail and Ground
    
healing.c
Healing motes: Ply, Wish, Cure, Cure Poison
    
helm_splitter.c
Helm Splitter, formations and the impact burst
    
judgment.c
The Judgment summon
    
kirin.c
The Kirin summon
    
lobbed_shells.c
Lobbed shells (Mad Spatter, Decompose, Bone Chiller ...)
    
mirrored_wall.c
The walls of Berserk, Spasm and Recovery
    
neptune.c
The Neptune summon
    
nereid.c
The Nereid summon
    
orbiting.c
Swirling stars, orbiting skulls and target bursts
    
particle_streams.c
Meteor and Outer Space
    
planet_diver.c
Planet Diver, Haunt and the orbiting spirals
    
plasma.c
Plasma, and the spark groups of Blast and Dynamite
    
positions.c
Effect positions, projection and id dispatch helpers
    
prism.c
Prism
    
procne.c
The Procne summon
    
projectiles.c
Projectile volleys (Slash, Shuriken, Wing Flutter, Blizzard ...)
    
quake.c
Quake
    
ragnarok.c
Ragnarok
    
ramses.c
The Ramses summon
    
ray.c
Ray
    
rushing_strike.c
Rushing strikes (Bone Charge, Brute Force, Onslaught, Headbutt)
    
spider_web.c
Poison Beat, Spinning Beat and Spider Web
    
spire.c
Spire
    
stars.c
Astral Blast and Shining Star
    
stat_change.c
Stat boosts and reductions (Impact, Guard, Ward, Dull, Weaken ...)
    
streaks.c
Streak volleys (Sonic Wave, Shriek, War Cry ...) and mote fountains (Sleep Star, Soothing Star)
    
target_motes.c
Status motes: Taint, Delude, Paralyze, Sleep, Curse ...
    
target_strike.c
Monster bites, fangs and slashes on one target
    
thor.c
The Thor summon
    
thrash.c
Thrash, Quick Strike and Vorpal Slash
    
tiamat.c
Dragon Driver and the Tiamat summon
    
titan_blade.c
Titan Blade
    
torch.c
Torch and Kite
    
undead_sword.c
Undead Sword
    
volcano.c
Volcano
    
vortices.c
Froth and Whirlwind
   
effect.c
The battle effect object: everything drawn over the battle while an ability plays
   
effect_bits.c
   
effect_internal.h
What every part of the battle effect object shares: its includes, macros and frame-loop helpers
   
effect_table.c
  fieldThe field engine
   field
    
animation.c
Sprites, their animation layers and the resource slots they draw from
    
decompress.c
LZ decompression
    
map_animation.c
Timed map effects: tile animation, the blend script, palette cycles
    
map_layers.c
Layered maps: loading, drawing and scrolling, and copying cells
    
object_camera.c
The object cameras, which place every object's sprite each frame
    
object_motion.c
Object motion, each frame, and the first object script commands
    
objects.c
Field objects: the object pool, dissolving sprites, starting scripts
    
player_control.c
Player control: the configured keys and moving objects by the pad
    
script_commands.c
Object script commands: waits, jumps, flags, moves and work values
    
sprite_draw.c
Drawing sprites: composing their layers and placing them on screen
    
sprite_viewer.c
A debug sprite viewer
    
terrain.c
Terrain: ground heights and the collision of cells and the world map
    
view.c
Screen shake, the copied BG row drawer and the ground plane scanlines
    
world_map.c
The world map: its perspective view, its tiles, and the still picture of the view BG1 shows while a menu or event runs
   
curve_data.c
   
facing.c
   
field.c
The field object: the engine of the field and the world map
   
field_internal.h
What every part of the field object shares: its includes and the few names more than one part uses
   
griddata.c
   
lucky_dice.c
   
mapdata.c
Map terrain: the height curve of each cell kind and the world map's terrain behaviour
   
object_script.c
Field object scripts: the ones the engine starts itself, and the command table
   
operand.c
Script work values: the handler SC_SET, SC_ADD and SC_CMP call for each
   
update.c
   
vertices.c
   
world_map_resources.c
World map graphics: a palette and five tile sets for each of its two looks
  gameThe game rules and the tables they read
   game
    
battle_calc.c
Battle arithmetic: element multipliers, random rolls and success rates
    
classes.c
Element levels and classes
    
djinn.c
Djinn: definitions, setting and standby, and their counts
    
flags.c
The game flags: bits, bytes and nibbles
    
inventory.c
Items and inventories: equipping, adding, removing, breaking and counting
    
levels.c
Actions and Psynergy lists, characters, experience and levelling up
    
party.c
Enemy units, the active party, coins and counters, and summons
    
snapshot.c
Equipping a given item, and the equipment put aside for the Colosso
    
units.c
The party's units and their stats, a new game, the prologue, HP and PP
   
game.c
The game object: the rules of the party and its world
   
game_internal.h
What every part of the game object shares: its includes and the inventory helper two parts use
   
starting_equipment.c
  graphicsThe pictures and the screens that are mostly pictures
   credits
    
credits.c
   display
    
glyph_widths.h
The staff credits font's advance widths in pixels, characters 0x20 to 0x7f, beside the font (credits.png)
   lucky_dice
    
tables.h
The Lucky Dice minigame's tables, after LuckyDice_Run in both games
   slots
    
reel_tables.h
The reel game's tables, the same in both games
   text
    
numwords.c
   title
    
intro.c
  menuThe field menu and its screens
   menu
    
common.c
The pieces the menu screens share: windows, the status panel, numbers, icons, the party figures, the hand cursor, paged lists, palettes and the Start watch
    
djinn.c
The Djinn menu: its screen, the Djinn list, help, and choosing the Djinn to set, put on standby, give or trade
    
djinn_figures.c
FourObjectMotion: the row of four figures the Status and Djinn menus show, placed by a scheduler callback and eased in and out
    
djinn_preview.c
Previewing a Djinn change before it is made, the chosen member's status, and the checks that keep the members' Djinn counts even
    
icons.c
The stat arrows and the other icons the menus load into VRAM blocks
    
item.c
The item menu: the item picker events open, the command loop, the member and item lists, and Use, Equip, Give, Drop, Remove and Details
    
psynergy.c
The Psynergy menu: the screen events open, the member and Psynergy lists, targets, and the L and R shortcuts
    
status.c
The member chooser and the Status menu: its member row, status page, Psynergy page and equipment page
    
use.c
Using an item or Psynergy from the menu: what it does to the party, and the sound it plays
   
clear.c
The file select overlay: the Golden Sun logo, the start menu (new game, continue, copy and delete), the door to the Battle Arena and the transfer of a save's data, by link or as a password
   
lobby.c
The Battle Arena overlay: the lobby where linked and monster battles start, the exchange of the two parties, the attendant and the records of wins
   
menu.c
The menu object: the field menu's Psynergy, Djinn, Item and Status screens, the member chooser and item picker that events open, and the pieces they share
   
menu_internal.h
What every part of the menu object shares: its includes, and the macros and types more than one part uses
   
menudata.c
   
title.c
The title overlay: the Golden Sun logo and its sprites revealed over the title screen
   
title.h
  objectA field scene and what plays in it
   object
    
actors.c
The party's sprites, placing a scene's actors, and the actor table
    
color.c
The colour buffer: palettes moved toward target colours
    
encounter.c
Random encounters, and each scene's music, place name and backdrop
    
events.c
Finding and running a scene's events: talking, touching, searching
    
fade_overlay.c
The fade overlay drawn on the ground beside an actor
    
field_fx.c
Showing a found item, and Reveal's sparkles on hidden things
    
items.c
Using an item on the field
    
markers.c
The map's markers: chests and Psynergy stones
    
palette_editor.c
The debug palette editor
    
psynergy.c
Using Psynergy on the field
    
run_scene.c
Running a field scene until the party leaves it, and its entrance
    
scene.c
Scene changes: exits, returns from battle, the main loop, entering
    
speakers.c
Speaker definitions: portraits and idle lines by sprite
    
step.c
Field requests and each step of the leader: exits, encounters, damage
    
targets.c
The actor a field action aims at, and the helpers that follow it
    
transition.c
Window transitions and dissolves between scenes
   psynergy_effects
    
actor_commands.c
Event commands on actors: placing, moving and animating them
    
actor_motion.c
Actor scripts: moving, turning and the built-in actions
    
arcs.c
The swelling arcs over the caster
    
avoid.c
Avoid
    
camera.c
The event camera
    
carry.c
Carry: two hands lift the target, move it with the d-pad and drop it
    
catch.c
Catch
    
climbing.c
Jumping and climbing on the field
    
cloak.c
Cloak
    
context.c
An actor's screen position, the encounter transition, context effects
    
dispatch.c
Running a field Psynergy by its kind, and helpers its effects share
    
djinni.c
A Djinni's hop before its battle, joining the party, the effect slots
    
douse.c
Douse
    
effect_slot.c
Effect slots: the particles Psynergy effects move and draw
    
events.c
Event commands: waits, received items, questions and destinations
    
force.c
Force
    
frost.c
Frost
    
growth.c
Growth
    
halt.c
Halt
    
jupiter.c
A Jupiter Djinni joining the party
    
lift.c
Lift
    
mars.c
A Mars Djinni joining the party
    
mercury.c
A Mercury Djinni joining the party
    
messages.c
Messages shown at an actor, and the speaker's voice
    
mind_read.c
Mind Read: scanline waves, shifting colours and flowing particles
    
move.c
Move: a hand pushes the target, steered with the d-pad
    
ply.c
Ply
    
requests.c
Battles and destinations an event requests, and the queued sound
    
retreat.c
Retreat
    
reveal.c
Reveal
    
setup.c
An effect's work: setting it up, its caster and target, cleaning up
    
venus.c
A Venus Djinni joining the party
    
view.c
The view bounds, zoom transitions and objects linked to an actor
    
wave_scroll.c
The wavy background: scanline scroll offsets fed by HBlank DMA
    
weather.c
Ground particles, motes, sparkles and lightning on the field
    
whirlwind.c
Whirlwind
    
world_map.c
The world map screen: place markers, the cursor and the place name
   
battle_cue.c
   
colorfx.c
   
fxdata.c
Effect tables: object scripts, curves and lookup tables of the object bank
   
object.c
The field object: the main loop and scene changes, random encounters, a field scene's actors, the leader's steps and the requests they raise, the scene's events, using items and Psynergy on the field, the map's markers, and the window transitions and colour buffer that the field and battles share
   
object_internal.h
What every part of object.c shares: its includes and the macros and types more than one part uses
   
psynergy_effects.c
The field Psynergy and event object: the commands scene scripts run (waits, items, questions, destinations, actors, messages and the camera), moving on the field (views, jumps and climbing), the field's weather and wavy backgrounds, Djinn joining the party, each field Psynergy's effect, the effect slots its particles use, and the world map screen
   
psynergy_effects_internal.h
What every part of psynergy_effects.c shares: its includes and the macros and types more than one part uses
   
zonedata.c
  runtimeThe code the rest of the game stands on
   runtime
    
decompress.c
Resource decoding and pixel buffer shading, through RAM copies of ARM code
    
fade.c
Screen fades through the blend registers
    
frame.c
Interrupt handlers, the frame wait, key repeat and the VBlank handler
    
heap.c
The heap: its two bump allocators and named slots
    
io_queue.c
The register write queue that VBlank carries out after each finished frame
    
math.c
Random numbers, angles and square roots
    
render.c
The frame's sprite lists: affine matrices, depth slots and the OAM build
    
save.c
Saving: flash sectors, records and the save workspace
    
scheduler.c
The task scheduler: per-frame and VBlank routines in order
    
serial.c
The link cable: payload exchange, block transfers and the link test
    
system.c
Power-up, the cartridge's language, the build stamp and code loading
    
text.c
Number text, the debug text screen and the window graphics
    
transform.c
The 3D transform, its stack, the look-at matrix and the projection
    
vram_cache.c
The sprite VRAM cache: blocks, entries and loading pictures
   
math_table.c
   
numtext.c
   
runtime.c
The runtime object: what every other part of the game stands on
   
runtime_internal.h
What every part of the runtime object shares: its includes and the library call two parts make
  sceneEvery place the party can walk around in, one overlay each
   common
    
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_blink.h
Kolima and its forest bridge: the sparkling dust that falls when Tret's curse strikes
    
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
   
alpine_crossing_lama_temple.c
Alpine Crossing and Lama Temple, two scenes that share this overlay:
   
altin.c
Altin, the mining village flooded by the water the hydros statues in the mine spew
   
altin_peak.c
Altin Mine, the eleven rooms under Altin where the hydros statues flood the village
   
altmiller_cave.c
Altmiller Cave, six dark rooms where the party finds Babi, the ruler of Tolbi, invisible and unable to move
   
babi_lighthouse.c
Babi Lighthouse, the lighthouse Babi is building on old ruins near Lalivero
   
babi_palace.c
Babi Palace in Tolbi
   
bilibin.c
Bilibin's village, river crossing and raised warehouse approach
   
bilibin.h
   
bilibin_cave.c
The cave that leads past Bilibin, in three sections walked in turn: the entrance section (BilibinCave3) with a Growth plant, the middle section (BilibinCave2) with Reveal and Douse, and the exit section (BilibinCave1), a puzzle of Douse, Frost and pushed actors
   
bilibin_interiors.c
Bilibin's shops, inn and dining room before and after Kolima's curse ends
   
colosseum_entrance.c
The colosseum where Colosso is held, in three scenes: the crowd outside the gates, the halls where the party watches the warriors' trials, and the finals' waiting room, where Isaac meets the seven warriors who cleared the trials and marches out with them to the finals
   
colosso_log.c
Colosso's third finals course: Isaac races another warrior through the Scales of Justice, the Stepping-Stone Stage, the Wall Wedge, the Free-Climb Area, the Moving Sidewalk Stage and a log-rolling area to the arena
   
colosso_river.c
A Colosso finals course: Isaac races another warrior through the Rock Challenge, the Pipeworks, the Broken Bridge and the Lumber Water Crossing Area to the arena, where the two fight
   
colosso_wall.c
Colosso's second finals course: Isaac races another warrior through the Mini-Maze, the shifting floor, the Log-Rolling Stage, the Wall and the Board Walk to the arena
   
crossbone_isle.c
Crossbone Isle: the first room's plants, ivy and Nut, the sliding-block room, the nine guarded rooms with their Move puzzles, and the last guards
   
crossbone_isle_pillar_rooms.c
Crossbone Isle's pillar rooms: pillars to push, jump across, Move and Carry, the switch that raises the water in room 3, and the pools Frost freezes in room 5
   
crossbone_isle_platform_rooms.c
Crossbone Isle's platform rooms: the room of keys, the room of pursuers that Cloak and Halt get past, and the room of blocks where Bane hides
   
fuchin_temple.c
Fuchin Temple and the rooms that share its overlay: the temple grounds with the waterfall grotto, Nyunpa's hall, Master Feh's school in Xian and Master Hama's room in Lama Temple
   
goma_cave_entrance.c
Goma Cave's entrance: the stump caught in ivy, the two pillars, and Ivan, who rejoins the party and blows the ivy away with Whirlwind
   
goma_cave_pillar.c
Goma Cave: the room with two pillars, a stump and the Djinni Forge
   
goma_cave_pond.c
Goma Cave: the room the stump in the room above falls into
   
goma_cave_waterway.c
Goma Cave: the waterway rooms, where a stump leaps away under Move
   
gondowan_cave.c
Gondowan Cave: the soldiers guarding the bridge to Gondowan, Iodem waiting there on the way to Babi Lighthouse, and the cave's moving puzzles
   
hammet_palace.c
Hammet's palace in Kalay: Lady Layana hears that Hammet is still held in Lunpa, and later welcomes him home
   
imil.c
Imil, in two maps: the town and its interiors
   
imil_fuchin_falls.c
The Djinni's ice room by Imil and Fuchin Falls, in seven maps: the ice room, then Fuchin Falls' four platform rooms, the room of the Ki inscription and the dragon statue's room
   
imil_fuchin_falls.h
   
kalay.c
Kalay, in six maps: the town, the palace gate, the cave by the palace's secret passage, two more maps and the tunnel with the two blocks
   
kalay_interiors.c
Kalay's homes, inn, dining rooms and sanctum
   
kalay_tolbi_docks.c
The Kalay and Tolbi docks: tickets, boarding, the crossing's aftermath, and the passengers waiting for the ship to leave again
   
kalay_tolbi_docks.h
   
kolima.c
Kolima, whose villagers the forest's curse has turned into trees, in three maps: the village, an interior and the bridge
   
kolima_forest_bend.c
Kolima Forest's bend, between the river and Tret's tree
   
kolima_forest_bridge.c
Kolima Forest's bridge, where the road from the world map enters the forest
   
kolima_forest_clearing.c
Kolima Forest's clearing, between the bridge and the river
   
kolima_forest_river.c
Kolima Forest's river, between the clearing and the bend
   
kolima_forest_tree.c
Kolima Forest's clearing before Tret, the great tree, and Laurel: once Tret's hostile heart is defeated, Hermes' Water heals him and lifts Kolima's curse
   
kolima_interiors.c
Kolima's houses and shops, whose residents stand as trees while the curse lasts
   
lalivero.c
Lalivero, the desert town below Babi Lighthouse
   
lalivero_interiors.c
Lalivero's buildings, on two maps
   
lamakan_desert.c
Lamakan Desert, four maps of sand between Altin and the world map east
   
lemurian_ship.c
The Lemurian ship's hidden harbor at Lalivero, and the end of the game
   
lunpa.c
Lunpa, the town under Dodonpa's fortress, on two maps: the town itself (Lunpa 1), with its well, its hidden passage to the jail and Reveal's secrets, and the gate below the fortress (Lunpa 2), where two guards turn the party away until Cloak gets them past
   
lunpa.h
   
lunpa_fortress.c
Dodonpa's fortress above Lunpa, on four maps
   
lunpa_fortress.h
   
lunpa_fortress_staging.h
   
lunpa_suhalla.c
The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple
   
lunpa_suhalla.h
   
mccoy_palace.c
Lord McCoy's palace in Bilibin
   
mccoy_palace_garden.c
The garden before Lord McCoy's palace in Bilibin
   
mccoy_palace_garden.h
   
mercury_lighthouse.c
Mercury Lighthouse, in four maps
   
mercury_lighthouse_aerie.c
Mercury Lighthouse's aerie: the platforms the leader jumps between, the party's arrival and the confrontation with Saturos and Menardi, the battle with Saturos, and Alex's scene after it
   
mercury_lighthouse_entrance.c
Mercury Lighthouse's entrance: Mia's doorway scene, the Ply mechanism, and the rising pillars used to cross the interior pools
   
mogall_forest.c
Mogall Forest's three areas
   
sanctum.c
A sanctum: Vale's, where the Great Healer asks Isaac to go to Sol Sanctum and a refusal ends the game, or another town's, with its healer
   
sol_sanctum_corridor.c
A corridor of Sol Sanctum, scene 15: two exits to scene 16 and nothing else
   
sol_sanctum_elemental_star_room.c
Sol Sanctum's Elemental Star room: the party bags the four stars from their pedestals, Saturos and Menardi take Jenna and Kraden hostage, and Alex takes the stars
   
sol_sanctum_entrance.c
Sol Sanctum's entrance, in two maps: the door, the two minotaur reliefs that open passages once the Small Jewels are set in them, and the rooms of movable blocks
   
sol_sanctum_entrance.h
   
sol_sanctum_eruption.c
Sol Sanctum collapsing as the volcano erupts: Saturos and his group take Jenna and Kraden away, and the Wise One rescues Isaac and Garet
   
sol_sanctum_eruption.h
   
sol_sanctum_luna_sol_rooms.c
Sol Sanctum's hall of the Luna and Sol rooms: the rooms take on the tint of the seals' lights, and Kraden studies the symbols on the floor
   
sol_sanctum_luna_sol_rooms.h
   
sol_sanctum_maze.c
A maze of Sol Sanctum, scene 14: two exits to scene 16 and the chest that holds the second Small Jewel (item 0xe1)
   
sol_sanctum_psynergy_stone.c
The Sol Sanctum room that holds a Psynergy Stone, scene 13
   
sol_sanctum_statue.c
Sol Sanctum's statue hall: four statues pushed onto their seals and two that shine their beams at the centre open a hole in the hall's floor, and Kraden explains the puzzle
   
suhalla.c
Suhalla, the town at the edge of the Suhalla Desert
   
suhalla_desert.c
The Suhalla Desert in three scenes
   
suhalla_gate.c
Suhalla Gate in three scenes: the gate with the house beside it, a second scene where a Djinni waits, and a third
   
suhalla_gate.h
   
suhalla_interiors.c
Suhalla's houses, shop, inn and sanctum
   
suhalla_interiors.h
   
tolbi.c
Tolbi, the town of the Colosso festival
   
tolbi.h
   
tolbi_interiors.c
Tolbi's interiors: the houses, inns, shops and sanctum of the festival town
   
tolbi_interiors.h
   
tolbi_ship_deck.c
The deck of the ship across the Karagol Sea, from Kalay to Tolbi: the wait at the Kalay dock while the replacement ship fails to come, setting sail with the passengers at the oars, the sea monsters and the Kraken, the arrival at Tolbi, and the stop at anchor off the island
   
tolbi_ship_interiors.c
Below the decks of the ship across the Karagol Sea: the captain's cabin, the passengers' hold and the rowing deck
   
tolbi_ship_mast.c
The mast of the ship across the Karagol Sea, where the lookout announces the course, the approaching monsters and land, and an Anchor Charm can be found
   
tolbi_spring.c
Tolbi's spring and the game rooms beside it: Lucky Medals or coins tossed into the spring win prizes, and the attendants run Lucky Dice and Lucky Wheels
   
tret_tree_branch.c
A branch of Tret, the great tree, where Breeze, a Jupiter Djinni, waits; touch triggers move the leader and the camera along the branch
   
tret_tree_interiors.c
Inside Tret, the great tree: cracked floors that give way under the leader on the second step, and Tret's face, which attacks the party
   
tunnel_ruins.c
The tunnel ruins, in two scenes of Psynergy puzzles: pillars to push or Move, blocks, bushes for Whirlwind, sinking pillars and puddles for Frost in the first; a pillar for Douse, balance platforms, statues that vanish under Reveal and more pillars in the other
   
vale.c
Vale's plaza and the paths around it in daytime: the game opens here three years after the storm with Isaac mending his roof (entrances 16 and 17), and the villagers talk of the story before the party leaves, after it has left and after its return from Kalay
   
vale.h
   
vale_babi.c
The south-west of Vale around Isaac's house, through the stormy night, the party's departure and its return; entrance 19 is instead a room of Babi's scholars, and entrance 22 shows the Mythril Bag
   
vale_cave.c
The cave above Vale: three rooms of Psynergy puzzles, where the Jupiter Djinni Kite hides
   
vale_eruption.c
Vale's square during the eruption, where the villagers wait for Isaac and Garet to come down the mountain
   
vale_home.c
Vale's village: its doors, the Psynergy Stone, the stormy night when the villagers send Isaac to the elders and he overhears the two surviving travelers, the villagers' farewell when the party sets out (entrance 12), and the village after the party's return from Kalay
   
vale_home.h
   
vale_interiors.c
The houses and shops of Vale
   
vale_kraden.c
The north of Vale around Kraden's cottage: the fence above the village, the path down to the plaza, and the cottage's gate
   
vale_storm.c
Vale on the stormy night: the paths and doors the party passes as the storm rages, with Dora and Kyle on the first arrival
   
vault.c
Vault after the eruption, while Hammet's Shaman's Rod is missing and after the party has jailed the thieves
   
vault_cave.c
Vault's cave puzzles: movable switches, Frost targets, falling objects and the rumbling mechanism restored when the party returns
   
vault_interiors.c
The houses, shops and inn of Vault while Hammet's rod is missing
   
vault_interiors_revisit.c
Vault's houses, shops and inn on the party's return, after the thieves have escaped from jail
   
vault_jail.c
Vault's jail, where the thieves who stole Hammet's Shaman's Rod are held; on the party's return a lone prisoner takes their place
   
vault_revisit.c
Vault after the thieves escaped from jail, when the party passes through again
   
venus_lighthouse.c
Venus Lighthouse, in six scenes: floor switches that slide walls aside, blocks that sink into sockets to open gates, and sparkling passages the leader steps through
   
venus_lighthouse_aerie.c
Venus Lighthouse's aerie: the pillars the leader jumps between, the Shaman's Rod handed over for Sheba, and the battle with Saturos and Menardi, who fuse
   
west_lunpa_cave.c
West Lunpa Cave: a gate puzzle of switches and puddles that Frost freezes into pillars, and Bunza, whose wagon carries the party out of Lunpa
   
west_lunpa_cave.h
   
world_map.c
The world map: the Djinn met on it, the passages between its regions, the map markers, and the actors of particular arrivals
   
xian.c
Xian: the water carrier who spills her water, Frost on the spill, the kung fu student and his training tree, Feizhi, and a Mercury Djinni
   
xian_interiors.c
Xian's houses, shops and inn, and the room behind Master Feh's school, where Master Feh, Feizhi and Hsu wait once Hsu is back
  shopThe counters: shops, the artifact counter and the sanctum
   shop
    
artifacts.c
The Game Ticket counter, the gift items and every shop's stock
    
buy.c
Buying: the stock list, the money and party windows, quantities and prices
    
cursor.c
The selection frame and price digit tiles, and the hand cursor
    
inn.c
The inn: room prices, checking in and the night's sleep
    
item_picker.c
The item picker: which member's item to drop when every bag is full
    
repair.c
Repairing broken items
    
run.c
Running a shop, its cursor work, and the message helpers every counter uses
    
sanctum.c
The sanctum's services, their prices and their sparkles
    
sell.c
Selling: choosing a party member, the item grid and the sale
   
shop.c
The shop object: every counter the party trades at
   
shop_internal.h
What every part of the shop object shares: its includes, the shop actions and sanctum services, and the values that differ by edition
  soundThe sound cue layer and the sound driver
   
audio.c
   
empty_callback.c
   
engine.c
   
sound.c
   
tables.c
  systemWhat ties the image together: header, IWRAM code, BIOS calls, far calls
   resource
    
metadata_get_record.c
   save
    
atmel.c
    
flash.c
    
program_flash_sector.c
    
savedata.c
    
sst.c
  windowThe window system and the screens built on it
   battle_command
    
command_row.c
The row of command icons the player picks a command from
    
debug.c
The debug menus (scenes, flags, icon browsers) and the system menu's choices
    
djinn_menu.c
The battle Djinn menu
    
djinn_preview.c
The preview of what setting or removing a Djinni changes
    
icon_menu.c
The command icon menus of the field, title and transfer screens
    
item_menu.c
The battle item menu
    
joined.c
The Colosso choice and the joined-party messages
    
link_timer.c
The link battle timer and the no-escape check
    
name_entry.c
The name entry screen
    
outputs.c
Sprite outputs, portraits and the window spans
    
party_commands.c
Collecting the party's battle commands
    
party_status.c
The party status window
    
pictures.c
Pictures and command icons loaded for the menus, and BG1's priority
    
psynergy_menu.c
The battle Psynergy menu
    
save.c
Save files and the save file menu
    
status.c
The status screen
    
summon_menu.c
The battle summon menu
    
targets.c
Choosing a battle target
   window
    
decode.c
The message decoder: articles, names and numbers written out
    
frames.c
Window zoom and frames, and opening and waiting on message windows
    
glyphs.c
Characters rendered into tiles, string widths and number formatting
    
icons.c
Item, Psynergy and command icons
    
measure.c
Sizing windows to their text and fitting them on the screen
    
messages.c
Message strings and arguments, symbol decoding and portrait windows
    
options.c
Window colours, the option screen and the system menu
    
selection.c
The selection screen's row of icons, and the field menu
    
shortcuts.c
The area name notice, the Psynergy shortcut picker and heap block 19
    
sprites.c
Characters drawn into windows, and the per-frame sprite update
    
text_tiles.c
Text drawn as tiles, text tile ownership and divider lines
    
typing.c
The per-frame message update: typing text and running its control codes
    
windows.c
The render output pool, opening and closing windows, starting messages
   
articles.c
   
battle_command.c
The menu object of the window bank: the screens built on the window system (window.c)
   
battle_command_internal.h
What every part of the menu object shares: its includes, edition values, macros and the link round state
   
glyph_arm.c
   
scales.c
   
text_speed.c
   
window.c
The window object: the UI windows drawn into a shared BG tilemap, the message channels that type text into them, the message decoder and the formatting behind it, the sprites (render outputs) that windows carry, icons, the selection screen and the option and system menus
   
window_internal.h
What every part of the window object shares: its includes, edition values, macros and the codes of decoded text