44 {0,
CONDITION_ALWAYS, 120, 0, 100,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
45 {1,
CONDITION_ALWAYS, 727, 0, 92,
FACING_NORTH, 0, -1, -1, -1, -1, 0},
46 {2,
CONDITION_ALWAYS, 56, 0, 616,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
The engine calls the debug menus import, and their palette swatch tiles.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
Field objects and actors, and the scene transition styles.
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)
The screen blend's globals and the graphics routines.
The reel game's title lettering.
A scene overlay's imports: queueing a scene sound and setting up its record buffer.
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
struct SceneEntrance gSolSanctumCorridorEntrances[]
struct ScenePlacement gSolSanctumCorridorPlacements[]
struct SceneEvent gSolSanctumCorridorEvents[]
u32 gSolSanctumCorridorExits[]
Sol Sanctum's corridor and maze: the scenes' initialization.
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,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.