The runtime object: what every other part of the game stands on. More...
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The runtime object: what every other part of the game stands on.
Power-up and the interrupt handlers, the frame wait and VBlank, input, the register write queue, fades, the sprite lists and VRAM cache, the task scheduler, maths, debug text, the heap, the 3D transform, saving and the link cable.
runtime_internal.h holds what every part shares (its includes); the code is in the files under runtime/, included here in the order it has in the ROM. Camelot's own files are not recoverable: the ROM shows one object, and these parts are ours, cut where one family ends and the next begins. README.md in this folder gives the words and prefixes the parts use. Where to start:
Power-up system.c: System_Initialize Frames frame.c: WaitFrames, System_VBlankHandler, Runtime_SetIrqHandler; scheduler.c: Scheduler_AddOrUpdateCallback Screen fade.c: Fade_Start; render.c: Render_BuildOamList; vram_cache.c: VramCache_Load Memory heap.c: Runtime_AllocateHeapBlock, MemAlloc 3D transform.c: SceneTransform_ApplyRotationTranslation, Render_ProjectPoint Saving save.c: SaveState_WriteRecord, SaveState_ReadRecordPayload Link cable serial.c: SerialRuntime_Initialize, SerialRuntime_ExchangePayloads
Definition in file runtime.c.