79 object->motionFlags = 0;
80 object->y.fixed = 0xa00000;
81 sprite =
object->sprite;
82 object->scaleX = 0xe666;
83 object->scaleY = 0xe666;
87 object->priorityFlags &= ~1;
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 Object_SetMode(struct FieldActor *object, s32 animation)
void Engine_ObjectSetScript(struct FieldActor *object, const s32 *script)
volatile u32 gFrameCount
Frames WaitFrames has finished.
The work slots of gWorkSlot, read through their own names.
The screen blend's globals and the graphics routines.
s32 gFallingEffectScript[]
The reel game's title lettering.
Song and sound effect ids, indices into gSound_SongTable.
void Engine_AudioPlayCue()
void Kolima_UpdateCurseDust(void)
A scene callback: every eighth frame a speck (object 285, its script gFallingEffectScript) starts 160...
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)
u16 priority
2 when created
A field actor: a person or thing on the field with a position, motion toward a target,...
The point the curse dust falls around.
s32 y
16.16 fixed-point pixels
s32 z
16.16 fixed-point pixels
s32 x
16.16 fixed-point pixels
The first map work slot, seen for the curse dust's origin.
struct SceneEffectOrigin * origin
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.