The Neptune summon. More...
Go to the source code of this file.
Macros | |
| #define | NEPTUNE_FLAME_GROUND 112 |
| where the blue flames throw sparks | |
| #define | NEPTUNE_OBJECTS 8 |
| objects in the formation | |
| #define | NEPTUNE_PARTICLES 1024 |
| PARTICLES slots: spray, then sparks. | |
| #define | NEPTUNE_FLARE_SHEET 0x4e20 |
| the flare pictures, after the spray | |
| #define | NEPTUNE_LIGHT_CELLS 0x400 |
| The 48x48 light pictures (9 * 256 bytes each), after the spray sheet's 32x32 spray picture. | |
| #define | NEPTUNE_FLAME_HEAD 0x6e8 |
| The blue flame column's 34x65 head, after its 17x104 shaft. | |
Functions | |
| void | Graphics_ResetBg2Pa (void) |
| Sets BG2's horizontal scale back to one texel a pixel, for the lines above Graphics_SetBg2AffineScaleHalf's interrupt. | |
| void | Graphics_SetBg2AffineScaleHalf (void) |
| Stretches BG2 to twice its width from the current line down. | |
| void | BattleFx_RunNeptune (struct BattleEffectArgument *effect) |
| Over dusk clouds a formation of objects flies in through rising spray, gathers a ring of flares into a burst of light, then five blue flame columns drop onto the targets, throwing sparks. | |
The Neptune summon.
Part of effect.c, the battle effect object, compiled only through it.
Definition in file neptune.c.
| #define NEPTUNE_FLAME_GROUND 112 |
where the blue flames throw sparks
Definition at line 17 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| #define NEPTUNE_OBJECTS 8 |
objects in the formation
Definition at line 18 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| #define NEPTUNE_PARTICLES 1024 |
PARTICLES slots: spray, then sparks.
Definition at line 19 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| #define NEPTUNE_FLARE_SHEET 0x4e20 |
the flare pictures, after the spray
Definition at line 20 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| #define NEPTUNE_LIGHT_CELLS 0x400 |
The 48x48 light pictures (9 * 256 bytes each), after the spray sheet's 32x32 spray picture.
Definition at line 23 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| #define NEPTUNE_FLAME_HEAD 0x6e8 |
The blue flame column's 34x65 head, after its 17x104 shaft.
Definition at line 25 of file neptune.c.
Referenced by BattleFx_RunNeptune().
| void Graphics_ResetBg2Pa | ( | void | ) |
Sets BG2's horizontal scale back to one texel a pixel, for the lines above Graphics_SetBg2AffineScaleHalf's interrupt.
BattleFx_RunNeptune schedules it as a frame callback for its first stage.
Definition at line 10 of file neptune.c.
Referenced by BattleFx_RunNeptune(), and Graphics_ResetBg2Pa().
| void Graphics_SetBg2AffineScaleHalf | ( | void | ) |
Stretches BG2 to twice its width from the current line down.
BattleFx_RunNeptune installs it as the VCount interrupt handler, on line 0 and from frame 152 on line 96, for its first stage.
Definition at line 15 of file neptune.c.
Referenced by BattleFx_RunNeptune(), and Graphics_SetBg2AffineScaleHalf().
| void BattleFx_RunNeptune | ( | struct BattleEffectArgument * | effect | ) |
Over dusk clouds a formation of objects flies in through rising spray, gathers a ring of flares into a burst of light, then five blue flame columns drop onto the targets, throwing sparks.
Abilities: Neptune (scene kind 6).
The scene runs in two stages. The first (244 frames; A or B ends it after frame 16) places NEPTUNE_OBJECTS objects at one and a half times their size, opens the window with an edge table built every frame, sprays particles under gravity, converges a ring of flares, then breaks into a burst of light; meanwhile a frame callback and an interrupt change BG2's horizontal scale. The second stage (144 frames) drops five blue flame columns onto the targets, one every 16 frames; each throws sparks when it reaches the ground (NEPTUNE_FLAME_GROUND). The battle shows the damage on its frame 96. The scene leaves gProjection.centerY at 240.
Particles: in the first stage work->particles 0 to 31 are the converging flares, then from frame 222 0 to 63 the burst points; PARTICLES holds the spray (variant counts its frames, -1 when free). In the second stage work->particles 0 to 4 are the flame columns (variant their frames on the ground) and PARTICLES the sparks (variant their frames left, 0 when free). The window's edge step, noise and scanline table use the map cell buffer's first 450 bytes on frames 0 to 15, over spray particles 0 to 16, which are already launched.
Definition at line 51 of file neptune.c.
Referenced by BattleFx_RunNeptune(), and BattleFx_RunSceneEffect().