1#ifndef ALCHEMY_UNIT_DEBUG_LEVEL_H
2#define ALCHEMY_UNIT_DEBUG_LEVEL_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
char gItemLevelItemFull[20]
struct ScenePlacement gItemLevelPlacements[]
char gItemLevelPsyHelp[12]
struct SceneEntrance gItemLevelEntrances[]
char gItemLevelGlyphsUpper[28]
u8 * ItemLevel_GetPlacements(void)
s32 FieldScene_RunEntrySetup(void)
Starts the window transition and edition-specific actor scale/animation setup.
struct SceneEvent gItemLevelEvents[]
s32 SceneData_ReturnZero(void)
u8 * ItemLevel_GetEvents(void)
char gItemLevelItemHelp[24]
char gItemLevelLvLabel[4]
char gItemLevelItemPrompt[12]
u8 * ItemLevel_GetEntrances(void)
char gItemLevelGlyphsLower[28]
char gItemLevelPsyPrompt[8]
char gItemLevelGlyphsMarks[12]
u8 * ItemLevel_GetExits(void)
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,...
The integer types, TRUE, UNUSED and the fixed-address macros.