struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
void ResourceMetadata_ClearRecord(struct AnimationEntry *record)
Zeroes one animation layer (struct AnimationEntry); does nothing for NULL.
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from.
void ItemIcon_LoadTilesFar(s32 item)
The engine calls the debug menus import, and their palette swatch tiles.
DMA channel registers, and the DMA and CPU fills.
#define Dma_Fill32(value, destination, size)
Fills size bytes at destination with the word value by DMA3.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
s32 Engine_VramLoad(s32 block, s32 size, const void *data)
Field objects and actors, and the scene transition styles.
The screen blend's globals and the graphics routines.
void * Runtime_AllocateHeapBlock(s32 kind, s32 size)
Returns heap slot kind's block, first allocating size bytes for it (rounded up to words),...
The hardware's I/O registers and their bits, as pret names them.
The heaps: allocating and freeing blocks.
void Runtime_ReleaseHeapBlock(s32 slot)
The reel game's title lettering.
void Colosso_ShowItemIcon(s32 id, s32 item)
Replaces the picture of actor id, when it has a sprite of its own, with the icon of item: the icon's ...
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
struct AnimationSpritePart image
u8 flags
bits: 1 outlined in ObjectSystemWork's edge and fill colours | 0 shadow drawn (set when created)
u8 slot
VRAM cache entry holding its tiles.
struct AnimationEntry * entries[4]
its layers; empty ones null
u8 count
layers in use, up to the last one present
u8 dirty
nonzero redraws its pixels into VRAM when next drawn
u16 fullColor
256 colours; set for both parts when created
u16 tile
first sprite tile in VRAM
A field actor: a person or thing on the field with a position, motion toward a target,...
u8 retainSpriteCache
Nonzero keeps its sprite's VRAM cache entry while sprites are suspended or it is off screen (ObjectSy...
u8 spriteStorageKind
Zero hides sprites; one draws a single sprite, two draws a group.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.