11#define JOINED_QUEUE_TEXT(window, entry, x, y, spacing) \
12 UiText_QueueRenderEntries(window, entry, x, y, (u16 *)(spacing), 0)
14#define JOINED_QUEUE_TEXT(window, entry, x, y, spacing) \
15 UiText_QueueRenderEntries(window, entry, x, y, spacing)
18#if (LANGUAGE == LANGUAGE_ENGLISH) || (LANGUAGE == LANGUAGE_GERMAN) || \
19 (LANGUAGE == LANGUAGE_FRENCH) || (LANGUAGE == LANGUAGE_ITALIAN)
20#define TALK_WINDOW_X 7
21#define TALK_WINDOW_WIDTH 18
22#elif (LANGUAGE == LANGUAGE_SPANISH)
23#define TALK_WINDOW_X 9
24#define TALK_WINDOW_WIDTH 12
26#define TALK_WINDOW_X 8
27#define TALK_WINDOW_WIDTH 16
72 (window->
y + row * 2) * 8 + 9, 3);
127 if (window !=
NULL) {
140 *p = palette | 0xe000;
192 if (window !=
NULL) {
197 0, &handle, &palette, 14, 0);
202 *p++ = 0x8000000c | ((2 * 8 + 4) << 16);
203 *p = palette | 0xe000;
231 s32 handle1, palette, handle2;
242 if (window !=
NULL) {
249 0, &handle1, &palette, 14, zero);
255 *p = palette | 0xe000;
260 0, &handle2, &palette, 15, zero);
264 *p = palette | 0xf000;
292#undef JOINED_QUEUE_TEXT
What every part of the menu object shares: its includes, edition values, macros and the link round st...
#define OUTPUT_SIZE_16X16
OAM attribute bits a sprite output is created with: the size field of attribute 1 (bits 30-31 of the ...
static __inline__ void Dma_Set(const volatile void *source, volatile void *destination, u32 control, volatile u32 *channel)
Starts a DMA transfer: stores the source, destination and control words into channel's registers with...
s32 GameFlag_TestFar(s32 flag)
void Shop_SetCursorFar(struct ShopCursor *cursor, s32 targetX, s32 targetY, s32 kind)
void ShopCursor_SetPositionImmediateFar(struct ShopCursor *cursor, s32 x, s32 y)
void ShopCursor_AdvanceFar(struct ShopCursor *cursor)
void AudioCommand_PlayFar(s32 id)
s32 AudioCommand_GetStateByteFar(void)
#define FLAG_CHILDHOOD
the prologue: Isaac and Garet are children
void WaitFrames(s32 frames)
The game's frame loop: runs frames frames and returns.
s16 gDjinn_ElementSprites[]
s16 gCharacter_SpriteTable[]
s16 gCharacter_ChildSpriteTable[]
u8 gResource_FixedBlockBTiles[]
#define BG_PLTT_COLOR(palette, color)
void Party_ShowJoinedMessage(s32 member)
Shows that a member joined the party while the join fanfare (sound 81) plays, until it ends or A,...
s32 PartyTalkMenu_Choose(s32 unused)
The Colosso choice of what to do: "Descriptions", "Cheer" or "Nothing", chosen with a pointing hand.
void Djinn_ShowJoinedMessage(s32 member, s32 element, s32 djinn)
Shows that a Djinni joined a member while the join fanfare (sound 81) plays, until it ends or A,...
#define JOINED_QUEUE_TEXT(window, entry, x, y, spacing)
s32 Party_LookupCharacterValueByFlag32(u32 index)
Returns the portrait character of party member member (0-8): from gCharacter_ChildSpriteTable during ...
#define TALK_WINDOW_WIDTH
void Party_ShowPairJoinedMessage(s32 first, s32 second)
Shows that two members joined the party while the join fanfare (sound 81) plays, until it ends or A,...
volatile u32 gKeysPressed
Keys that went down this frame.
volatile u32 gKeysRepeat
Pressed keys, repeating while held: after 19 frames, then every 6.
void UiWindow_SetTileAttributeRect(const struct UiWindow *window, s32 x, s32 y, s32 width, s32 height, u32 palette)
Like UiWindow_SetTileAttributeBitRect, but ORs all of palette into the palette number of each entry (...
struct RenderOutput * RenderOutput_Create(s32 slot, s32 oamFlags, struct UiWindow *window, s32 offsetX, s32 offsetY)
Creates a sprite output for the VRAM cache slot slot and attaches it to window, placed at (offsetX,...
void Runtime_PushSlotEntry(void *slotEntry, s32 slot)
Links a sprite entry into depth slot slot (clamped to 0..255) for this frame.
#define SE_MENU_CURSOR_MOVE
The window system's work: the windows' tilemap, the windows, the three text channels,...
u16 speakerVoiceCountdown
characters until the next voice blip
u8 dirty
The tilemap's 4-row bands to upload: bit 0 for all, bit n + 1 for band n.
u16 speakerVoiceSound
first of four voice blip sounds; 0 for none
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
void UiWindow_DrawDividerLine(struct UiWindow *win, u32 x1, u32 y1, u32 x2, u32 y2)
Draws a straight divider line inside a window from tile (x1, y1) to (x2, y2), horizontal or vertical:...
void UiText_DrawCharacterAtOffset(s32 message, const struct UiWindow *window, u32 offsetX, u32 offsetY)
Decodes a message and draws it as tiles in a window at pixel (offsetX, offsetY) of its interior.
#define DMA_COPY32(count)
The DMA control word that copies count words.
s32 Resource_ResetEntry(u32 no)
Frees cache entry no: its blocks go back and the entry is marked free (offset 0xffff).
s32 Resource_FindFreeEntry(void)
Returns the number of the first free cache entry, or VRAM_CACHE_ENTRY_COUNT when all are taken.
s32 VramCache_Load(u32 no, u32 size, const void *src)
Gives cache entry no size bytes of sprite VRAM and copies src there.
void UiGlyph_LoadEntryWithPalette(u32 icon, s32 unused, s32 *slot, s32 *tile, s32 palette, s32 reuse)
Loads a 32x32 icon from the icon resource into sprite tile slot *slot (a free slot unless reuse is se...
s32 Localization_LookupEntryId(u32 value)
Returns the portrait of a character (ids below 20) or another speaker's sprite (128 and up for those)...
void UiWork_PushValueSlot(u32 value, u32 kind)
Adds a message argument of kind (MSG_ARG_) with value to the first free place of the argument table; ...
s32 UiText_BuildRenderEntriesMode1(s32 message)
Decodes message and empties the argument table; returns where its decoded text starts.
void UiWork_Finalize(struct UiWindow *window, s32 instant)
Closes a window: clears its contents and remembers its last rectangle.
struct UiWindow * UiWindow_Create(s32 x, s32 y, s32 width, s32 height, s32 attrs)
Opens a window at tile (x, y) of width by height tiles in the first free window slot,...