59 0x500050, 0, 80, 0x500000, 0x10003, 2, 0,
60 0x780078, 0, 120, 0x780000, 0x10003, 2, 0,
61 0x28003c, 0, 128, 0x800000, 0x10002, 1, 0,
62 0x28003c, 0, 128, 0x800000, 0x10002, 3, 0,
63 0x800080, 0, 128, 0x800000, 0x20003, 1, 0,
64 0x800080, 0, 128, 0x800000, 0x20003, 1, 0,
65 0x200020, 0, 0, 0, 0, 0, 0,
66 0x800080, 0, 128, 0x800000, 0x20003, 1, 0,
70 {0,
CONDITION_ALWAYS, 192, 0, 192,
FACING_WEST, 0, -1, -1, -1, -1, 0},
BattleUnit, a party member's or enemy's battle state, with the elements, abilities and actions it use...
The engine calls the debug menus import, and their palette swatch tiles.
void Djinn_JoinParty(s32 slot, s32 element, s32 djinn)
A Djinni joins the party: djinn (0 to 19) of element goes to the member with the fewest Djinn,...
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_GameFlagClear(s32 flag)
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 EVENT_SCRIPT(script)
Game flags, named where their meaning is shown.
#define FLAG_DJINNI_0
the flag of Djinni 0, set once it is caught
The screen blend's globals and the graphics routines.
s32 SceneData_ReturnZero(void)
The reel game's title lettering.
s32 Scene_RunEmptyScene(void)
u8 * TestRooms_GetEvents(void)
Bind each Djinni actor to its test grant callback.
u8 * TestRooms_GetPlacements(void)
Places one Djinni of each element in the test room.
static void TestRooms_ReceiveForge(void)
struct SceneEntrance gTestRooms_Entrances[]
static void TestRooms_ReceiveFlint(void)
struct SceneEvent gTestRooms_Events[]
u8 * TestRooms_GetExits(void)
u32 gTestRooms_EntrancesHead[]
u8 * TestRooms_GetEntrances(void)
static __inline__ void TestRooms_GiveDjinniForTesting(s32 actorId, s32 element)
Grants the first Djinni of an element, then clears its found flag for testing.
static void TestRooms_ReceiveFizz(void)
struct ScenePlacement gTestRooms_Placements[]
static void TestRooms_ReceiveGust(void)
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
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,...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.