s32 AnimationObjects_SelectAnimation(struct AnimationObject *sprite, s32 animation)
Starts animation flags & 0x7f on every layer of a sprite (bit 7 keeps each layer's place and timer),...
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from.
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,...
struct FieldActor * Engine_ActorLookup(s32 actor)
void Engine_ObjectSetScript(struct FieldActor *object, const s32 *script)
s32 Engine_GameFlagIsSet(s32 flag)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
Game flags, named where their meaning is shown.
#define FLAG_KEEP_PARTY_POSITION
struct GameState gGameState
The screen blend's globals and the graphics routines.
void * Runtime_AllocateBlock(s32 kind, s32 size)
As Runtime_AllocateHeapBlock, but tries EWRAM first, for blocks that need room more than speed: the b...
The hardware's I/O registers and their bits, as pret names them.
Maps: their cells, layers, animations and blend scripts, and the map state.
The heaps: allocating and freeing blocks.
s32 gMercuryLighthouse_PillarScript[]
s32 gMercuryLighthouse_RampScript[]
The reel game's title lettering.
ObjectRuntime, a field object's runtime state, and the object snapshots.
The work pointers in the gWorkSlot table, by name.
#define Ram_MapCellBuffer
void MercuryLighthouse_RestoreLights(s32 region, struct MercuryLighthouseLights *st)
Keeps the lights' state st in work slot 35 for the floor's region, the pool's collision code.
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,...
s16 timer
The parameter its action script reads (a follow distance or an angle to face), the player's frames to...
s32 speed
speed limit, 16.16 fixed-point pixels per frame
struct FieldActor * linkedObject
The object its action script follows or faces.
u8 motionFlags
ActorMotionFlag bits; zero is free flight in 3D, and 3 is set on creation.
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
u8 priorityFlags
ActorPriorityFlag bits, read by the scrolling camera.
s32 terrainHeight
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
s32 selectedActor
the leader: its unit and its actor
One cell of a map layer: its metatile and flags, its collision code and an attribute indexing the col...
u8 collisionCode
The step code: 1 to 239 scene events, 240 and 241 encounter ground, 250 hazard, 252 to 254 for Field_...
Published in the scene's light-controller slot while the pillar is active.
s32 terrainCode
the pool's collision code, the floor's region
s32 levels
The leader's lights, 0 to 3: the heart gives three and each hop into the pool spends one.
struct FieldActor * pillar
the column of light over the leader, or null
struct FieldActor * stepEffect
The light holding the leader up where they landed in the pool, or null.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
s32 fixed
16.16 fixed-point pixels