Alchemy
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global_cells.h

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1#ifndef ALCHEMY_GLOBAL_CELLS_H
2#define ALCHEMY_GLOBAL_CELLS_H
3
4/// @file
5/// The work slots of gWorkSlot, read through their own names.
6
7#include "types.h"
8#include "effect_step.h"
9
11
12extern void *gMapWork[];
13extern void *gMenuWork;
14
15// Read work slots in gWorkSlot order through their own names.
16extern void *gFieldBlendWork[]; ///< From slot 24
17extern struct DisplayTransitionState *gDisplayTransition; ///< Slot 31
18extern s32 *gDisp; ///< Slot 42: transition timer
19extern void *gEffectWork; ///< Slot 56: points to a scene-specific structure
20
21// EWRAM buffers
22extern struct EffectStep gMapCellBuffer[]; ///< Map cells; battle effects reuse
23 ///< this as a particle array.
24extern u8 gDecodeBuffer[];
25extern u8 gActorSpriteSlots[];
26
27// Link communication
28extern u16 gLinkPeerSignatures[][12]; ///< 24 bytes per peer
29
30#endif
EffectStep and EffectPosition, the positions effects move through.
struct EffectStep gMapCellBuffer[]
Map cells; battle effects reuse this as a particle array.
s32 * gDisp
Slot 42: transition timer.
u8 gActorSpriteSlots[]
u8 gDecodeBuffer[]
void * gFieldBlendWork[]
From slot 24.
void * gMenuWork
void * gMapWork[]
struct DisplayTransitionState * gDisplayTransition
Slot 31.
u16 gLinkPeerSignatures[][12]
24 bytes per peer
void * gEffectWork
Slot 56: points to a scene-specific structure.
The display transition state (heap block 31): two pages of window edges for every line,...
A moving point of an effect: its position, its velocity and a value each effect uses its own way (a s...
Definition effect_step.h:13
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11