1#ifndef ALCHEMY_UNIT_SCENE_VALE_H
2#define ALCHEMY_UNIT_SCENE_VALE_H
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
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...
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 gLeaderHammerAction[]
const struct SceneRegion * Vale_GetRegions(void)
struct ScenePlacement gVale_Placements[]
const struct ScenePlacement * Vale_GetPlacements(void)
Places the villagers for the story so far, or for the roof repair (entrance 16).
struct SceneEvent gVale_EventsAfterLeaving[]
const struct SceneEntrance * Vale_GetEntrances(void)
s32 gValeActor22WalkActions[]
const u32 * Vale_GetExits(void)
struct ScenePlacement gVale_RepairPlacements[]
struct ScenePlacement gVale_PlacementsAfterLeaving[]
struct SceneEvent gVale_Events[]
s32 gValeActor22Actions[]
struct ScenePlacement gVale_PlacementsAfterKalay[]
const struct SceneEvent * Vale_GetEvents(void)
The villagers talk of the story so far.
s32 Vale_Initialize(void)
Arriving: play the roof mending (entrance 16) or its end (entrance 17, once), place the Nut and the m...
s32 gValeLeaderWalkActions[]
struct SceneEntrance gVale_Entrances[]