74 while (i != list->
count) {
110 }
else if (scale <= 0x1999) {
127 rx = rx != 0 ? (rx << 16) / 1000 : 0;
128 ry = ry != 0 ? (ry << 16) / 1000 : 0;
129 rz = rz != 0 ? (rz << 16) / 1000 : 0;
182 entry->
scale = scale;
220 u8 *frame = &obj->
anim[38];
225 obj->
state = cleared;
234 }
while (i != count);
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
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.
static s32 FieldScheduler_AddCallback(SchedulerCallback callback, s32 priority)
Registers a main-image scheduler callback.
@ OBJECT_BLEND_TRANSLUCENT
s32 Engine_MathSin(s32 angle)
void Engine_ObjectSetBlendMode(struct FieldActor *object, s32 mode)
s32 Engine_MathCos(s32 angle)
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.
The heaps: allocating and freeing blocks.
The reel game's title lettering.
s8 gSolSanctum_RingDirection[][3]
s32 gSolSanctumRing_ScaleSteps[]
s32 gSolSanctumRing_MaxScales[]
u8 gSolSanctum_RingSwing[][3]
u8 gSolSanctum_RingDrift[][3]
static void SolSanctum_UpdateRing(void)
A scene callback, the lights' work in work slot 33.
void SolSanctum_StartFloatingLights(s32 first, u32 count)
Starts the floating lights: count actors (at most 10) from first, each drawn translucent and starting...
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 targetX
16.16 fixed-point pixels; ACTOR_NO_TARGET when unset
union FieldCoordinate x
16.16 fixed-point pixels
s32 targetZ
16.16 fixed-point pixels; ACTOR_NO_TARGET when unset
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
s32 targetY
16.16 fixed-point pixels; ACTOR_NO_TARGET when unset
s32 scaleX
16.16 fixed point, 0x10000 full size
s32 scaleY
16.16 fixed point, 0x10000 full size
One floating light: its actor, its drift and its pulsing scale, and where it is while hidden.
s32 scaleStep
16.16 fixed point
s32 y
16.16 fixed-point pixels
s32 scale
16.16 fixed point, where 0x10000 is full size
s32 x
16.16 fixed-point pixels
s32 z
16.16 fixed-point pixels
The floating lights' work in work slot 33, one entry per light.
struct SolSanctumRingEntry entries[SOL_SANCTUM_RING_MAX]
Legacy actor view used only while setting up the sprite flags.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
s32 fixed
16.16 fixed-point pixels