1#ifndef ALCHEMY_MENU_INTERNAL_H
2#define ALCHEMY_MENU_INTERNAL_H
35#include "text/msg_ids.h"
79#define ACTION_USABLE_IN_FIELD 0x40
80#define ACTION_USABLE_IN_BATTLE 0x80
84#define FLAG_MENU_START_PRESSED 0x150
86#define FLAG_MENU_INFO_KEPT 0x151
89#define MENU_TARGET_WHOLE_PARTY 9
92#define MENU_WORK_SIZE 0xa70
95#define MENU_ITEM_GRID_COLUMNS 5
106#define STATUS_PANEL_KIND_MASK 0xff
109#define STATUS_PANEL_LOWER_ONLY 0x100
113#define MENU_RESET_INFO_WINDOW RenderOutput_RedrawSavedRectFar
114#define MENU_DRAW_INFO_TEXT UiText_DrawCharacterAtOffsetFar
116#define MENU_RESET_INFO_WINDOW RenderOutput_ClearListFar
117#define MENU_DRAW_INFO_TEXT UiText_DrawResourceFar
121#if LANGUAGE == LANGUAGE_JAPANESE
122#define MENU_DRAW_STATUS_LABEL UiText_DrawStringInWindowFar
124#define MENU_DRAW_STATUS_LABEL UiText_DrawStringAtOffsetFar
128#define TEXT_COLOR_LOW_HP 4
129#define TEXT_COLOR_NO_HP 2
130#define TEXT_COLOR_NORMAL 15
134#define ICON_HIDDEN 13
137#define ICON_SPRITE_16X16 0x40000000
Declares nothing of its own: it only includes edition.h and render_input.h.
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from.
The battle calculation tables: hit chances, HP and PP damage and recovery.
The battle effect argument and the rectangle-drawing routines effects call.
BattleUnit_Recalculate, which recalculates a unit's stats.
BattlePlan, an action planned for its targets: the hits, criticals and multipliers rolled.
BattleUnit, a party member's or enemy's battle state, with the elements, abilities and actions it use...
The task scheduler: tasks, their order and the scheduler's state.
The engine calls the debug menus import, and their palette swatch tiles.
DMA channel registers, and the DMA and CPU fills.
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
EventWork, the running scene's event work.
Declares nothing: an empty header kept for the files that include it.
16.16 fixed-point constants, sine and cosine, and the library division.
Game flags, named where their meaning is shown.
FourObjectMotion, the row of four figures the Status and Djinn menus show.
GameState, the game's state: play time, coins, the scene and the leader's position,...
The work slots of gWorkSlot, read through their own names.
The screen blend's globals and the graphics routines.
The heap's work slots and HeapState.
gOverflowItem, an item slot the spoils code uses when items are handed out.
The hardware's I/O registers and their bits, as pret names them.
The hardware's interrupt sources and the interrupt handler table.
Items: their definitions, types, flags and effects.
Item numbers, named from the English release.
The IWRAM call layer: the routines the game keeps resident in IWRAM, each at its fixed address,...
The keypad state the VBlank interrupt keeps.
Declares nothing of its own: it only includes types.h and edition.h.
Declares nothing of its own: it only includes edition.h and render_input.h.
Small statement macros both games use for positions, velocities and bounds.
The heaps: allocating and freeing blocks.
The reel game's title lettering.
Object_Create, which creates a field object.
Declares nothing of its own: it only includes battle_system.h.
A sprite's screen position and scale.
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
s32 _call_via_r3(s32, s32, s32, s32)
Song and sound effect ids, indices into gSound_SongTable.
STATIC_ASSERT, a compile-time check that emits nothing.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
Values that differ by patch level or language, chosen once for their code.
The integer types, TRUE, UNUSED and the fixed-address macros.
UiWork, the window system's work, and the status screen's cursors.
UiWindow, a window's work, and marking its tilemap rows for transfer.
Declares nothing of its own: it only includes the window, battle command, resource and VRAM table hea...
The window renderer's work.