2#ifndef ALCHEMY_VALE_HOME_H
3#define ALCHEMY_VALE_HOME_H
Animated sprites: their layers, frames and colour modes, and the resource slots they draw from.
The battle animation state, render objects and effect entries, and the palette buffer work.
The task scheduler: tasks, their order and the scheduler's state.
FacingObject, the view of an object that turns to face a target.
Field effects, their scripts and the flags that spawn them.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
The scene table formats: entrances, exits, placements and events, and the macros that write them.
BattleFxScene, the work of a battle or field Psynergy effect scene, and its arc objects.
The work slots of gWorkSlot, read through their own names.
The integer types, TRUE, UNUSED and the fixed-address macros.
Declares nothing of its own: it only includes the window, battle command, resource and VRAM table hea...