1#ifndef ALCHEMY_UNIT_DEBUG_ROOMS_H
2#define ALCHEMY_UNIT_DEBUG_ROOMS_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
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.
struct SceneEntrance gTestRooms_Entrances[]
struct SceneEvent gTestRooms_Events[]
u8 * TestRooms_GetExits(void)
u32 gTestRooms_EntrancesHead[]
u8 * TestRooms_GetEntrances(void)
struct ScenePlacement gTestRooms_Placements[]
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 integer types, TRUE, UNUSED and the fixed-address macros.