59 if (StagedActor_FindClearPosition(&result))
60 SceneActor_MoveAndRedraw(result);
87 FieldScene_RedrawActorFootprint(8);
88 FieldScene_RedrawActorFootprint(9);
89 FieldScene_RedrawActorFootprint(10);
100#define DIRECTION_STEP(dx, dz) (((dx) << 16) | ((dz) & 0xffff))
113 207, 205, 228, 229, 298, 297,
126 { 0,
CONDITION_ALWAYS, 209, 0, 279,
FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
127 { 1,
CONDITION_ALWAYS, 480, 0, 376,
FACING_WEST, 0, -1, -1, -1, -1, 0 },
128 { 2,
CONDITION_ALWAYS, 312, 0, 40,
FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
Ability numbers, named from the English release.
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
#define DIRECTION_STEP(dx, dz)
Pixel step by direction: X in the upper halfword, Z in the lower.
u32 gStagedActor_FootprintKinds[]
The battle animation state, render objects and effect entries, and the palette buffer work.
The engine calls the debug menus import, and their palette swatch tiles.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
s32 Engine_PartyGiveItem(s32 item, s32 flags)
void Engine_ItemShowFound(s32 item, s32 height)
void Engine_GameFlagSet(s32 flag)
s32 Engine_GameFlagIsSet(s32 flag)
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define SCENE_EXIT(exit, scene, entrance)
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define EVENT_TOUCH_WALKING
Game flags, named where their meaning is shown.
#define FLAG_KOLIMA_FOREST_NUT_CAUGHT
Catch took the clearing's Nut.
#define FLAG_KOLIMA_CURSE_LIFTED
The work slots of gWorkSlot, read through their own names.
The screen blend's globals and the graphics routines.
The main-image routines scene overlays import.
The hardware's I/O registers and their bits, as pret names them.
Item numbers, named from the English release.
const struct ScenePlacement * KolimaForestClearing_GetPlacements(void)
The three logs and the Nut.
const struct SceneEvent * KolimaForestClearing_GetEvents(void)
The logs, the Nut and the two paths.
struct SceneEvent gKolimaForestClearing_Events[]
u8 gKolimaPalette_First[1792]
const u32 * KolimaForestClearing_GetExits(void)
The paths to the river and back to the bridge.
static void KolimaForestClearing_CatchNut(void)
Catch on the circling Nut: it vanishes and the party finds a Nut.
struct ScenePlacement gKolimaForestClearing_Placements[]
Until the third patch the Nut's placement tested flag 0xfd0, not the flag catching it sets.
const struct SceneEntrance * KolimaForestClearing_GetEntrances(void)
Where the party enters from the bridge and the river.
u8 gKolimaPalette_Second[896]
static void KolimaForestClearing_PushLog(void)
Walking into a log: it rolls ahead until something stops it.
struct SceneEntrance gKolimaForestClearing_Entrances[]
const struct SceneRegion * KolimaForestClearing_GetRegions(void)
s32 KolimaForestClearing_Initialize(void)
On entry the Nut circles until it is caught, the logs mark the cells they cover, and the forest keeps...
u32 gKolimaForestClearing_Exits[]
Exit 1 to the river (scene 42), exit 2 to the bridge (scene 40).
The reel game's title lettering.
struct EventWork * gEventWork
void Engine_ActorSetPosition(u32 actor, s32 x, s32 z)
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void KolimaPalette_Curse(s32 strength)
Keeps the healthy colours, curses the background palettes 0 to 13 (all but colours 1 to 7 of palette ...
void Scene_FloatNut(s32 id)
Draws actor id as the Nut's icon and starts it floating, 32 pixels up unless the party returns to whe...
The pushable actors' movement probes and footprint bounds.
s32 startTransition
SCENE_TRANSITION(style, variant).
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...
Where a large thing ahead of the leader would roll to: its footprint, its actor, that position,...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.
The patch levels: our groups of the measured changes from the Japanese release.