27#define FLAG_SOL_SANCTUM_PSYNERGY_STONE_TAKEN 0x350
65 {0,
CONDITION_ALWAYS, 87, 0, 142,
FACING_NORTH, 0, -1, -1, -1, -1, 0},
66 {1,
CONDITION_ALWAYS, 87, 0, 142,
FACING_NORTH, 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)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
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,...
void Engine_WorkSetValuesIfNonNegative(s32 first, s32 second, s32 third)
void Engine_GameFlagSet(s32 flag)
s32 Engine_GameFlagIsSet(s32 flag)
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define FIND_PSYNERGY_STONE
#define SCENE_EXIT(exit, scene, entrance)
16.16 fixed-point constants, sine and cosine, and the library division.
#define Q16_ONE
One in the engine's signed 16.16 fixed-point format.
Game flags, named where their meaning is shown.
#define FLAG_RETREAT_BLOCKED
Retreat is blocked, from Psynergy or an item.
#define FLAG_SOL_SANCTUM_ERUPTED
The volcano has erupted and the sanctum's rooms rumble and shake.
The screen blend's globals and the graphics routines.
The reel game's title lettering.
The Sol Sanctum Psynergy Stone room's imports, under their overlay.inc names: BattleFx_SetQueuedSound...
void Resource37c_FinalizeSetup(void)
void Resource37c_QueueSoundCue(s32)
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
struct SceneEntrance gSolSanctumPsynergyStoneEntrances[]
#define FLAG_SOL_SANCTUM_PSYNERGY_STONE_TAKEN
struct SceneEvent gSolSanctumPsynergyStoneEvents[]
struct ScenePlacement gSolSanctumPsynergyStonePlacements[]
u32 gSolSanctumPsynergyStoneExits[]
Song and sound effect ids, indices into gSound_SongTable.
struct EventWork * gEventWork
s32 startTransition
SCENE_TRANSITION(style, variant).
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.