30struct PlacementDescriptor;
50#ifndef OWN_gMenuCtrlWork
55#ifndef OWN_gTitleExtraOptionEnabled
62#ifndef OWN_Menu_ColonString
68#ifndef OWN_Menu_LvString
95#ifndef OWN_Ability_GetData
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
Public interfaces to the engine's code banks.
const s8 gOptionMenu_SleepFrames[2]
const s8 gOptionMenu_SpeechFrames[2]
const s8 gOptionMenu_SpeedFrames[3]
The option screen's sprite frames for each setting's choices: message speed Slow, Normal and Fast; Sp...
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
An ability's definition, a row of gBattleAction_DefinitionTable: its targeting, kind,...
The Djinn menu's lists: each party member's Djinn entries and their count.
A particle a Psynergy effect moves and draws: its sprite, its position and target,...
The object system's work: the flag that suspends sprite projection, the outline's edge and fill colou...
An entry in a unit's action list: the action's id (OWNER_ACTION_ID_MASK) and marks for an action its ...
A render output: a sprite in a window's output list (a character, an icon or a portrait),...
The selection screen (heap block 18): the row of icons the player picks from, with arrows at each end...
Cursor that approaches its target, shared by shop, name entry and settings.
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
The integer types, TRUE, UNUSED and the fixed-address macros.