20 for (i = 0; i < 2; ++i) {
26 sprite =
child->sprite;
27 child->motionFlags = 0;
29 child->linkedObject = parent;
49 effect->
update = Effect_AnimateVerticalNegative;
57 effect->
update = Effect_AnimateVerticalPositive;
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.
B5Context, the object context a battle routine reads; most of its fields are still unnamed.
Field effects, their scripts and the flags that spawn them.
BattleFxScene, the work of a battle or field Psynergy effect scene, and its arc objects.
void * gEffectWork
Slot 56: points to a scene-specific structure.
void WorldMap_CreateLinkedEffects(struct FieldActor *parent)
Attaches two rising particles to the actor, sharing the effect's cached tiles.
u8 frame
frame shown, frameBase plus the facing offset; 255 none
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 retainCacheEntry
Keeps the VRAM cache entry when it is released or off screen.
u16 fullColor
256 colours; set for both parts when created
u16 tile
first sprite tile in VRAM
u16 priority
2 when created
The work of a Psynergy effect scene: its caster and target, where it takes place, the map state it re...
u16 tileSlot
resource entry holding the spark tiles
void * child
the target's object, or NULL
A field actor: a person or thing on the field with a position, motion toward a target,...
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
void(*) update(union FieldObject *object)
Called each frame before the object's script, while the object is live.
u16 offset
bytes from the start of OBJ VRAM
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 fixed
16.16 fixed-point pixels
Declares nothing of its own: it only includes the window, battle command, resource and VRAM table hea...
s32 Resource_ResetEntry(u32 no)
Frees cache entry no: its blocks go back and the entry is marked free (offset 0xffff).
struct VramBlockCacheEntry gVramBlockCache[]