1#ifndef ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_BRIDGE_H
2#define ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_BRIDGE_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.
s32 gFallingEffectScript[]
s32 gKolimaForestBridge_BarrierGrowAction[]
A dome grows from a tenth of its size over 70 frames.
s32 KolimaForestBridge_Initialize(void)
On entry a log already in the river floats there again and the logs mark the cells they cover.
s32 gKolimaForestBridge_GroundSparkleAction[]
struct ScenePlacement gKolimaForestBridge_Placements[]
Garet, Ivan and Mia for the curse; the three logs; Tret and Laurel; the four domes; and the five grou...
s32 gKolimaForestBridge_BarrierShrinkAction[]
A dome sinks and shrinks away over 90 frames.
struct SceneEntrance gKolimaForestBridge_Entrances[]
u32 gKolimaForestBridge_Exits[]
Exit 1 to the clearing (scene 41) and exit 4 to the world map (scene 2).
const struct SceneEntrance * KolimaForestBridge_GetEntrances(void)
Where the party enters from the clearing and the world map.
struct SceneEvent gKolimaForestBridge_Events[]
s32 gKolimaForestBridge_IvanAction[]
s32 gKolimaForestBridge_SquashAction[]
The glamour presses the party down: each squashes and wobbles until released.
s32 gKolimaForestBridge_SparkleScript[]
s32 gKolimaForestBridge_GaretAction[]
Garet, Ivan and Mia walk to their places beside the leader.
s32 gKolimaForestBridge_MiaAction[]
s32 gKolimaForestBridge_SparkleBurstScript[]
A sparkle bursts on a dome: it doubles in size and is gone.
s32 gKolimaForestBridge_RestoreScaleAction[]
const struct ScenePlacement * KolimaForestBridge_GetPlacements(void)
The party's companions, the logs, Tret, Laurel, the domes and the ground sparkles.
const struct SceneEvent * KolimaForestBridge_GetEvents(void)
The logs, the jump east from the bank and the two paths.
const struct SceneRegion * KolimaForestBridge_GetRegions(void)
const u32 * KolimaForestBridge_GetExits(void)
The paths to the clearing and the world map.
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.