21#include "text/msg_ids.h"
55 s32 firstMessage = MsgSuhallaTryingGetLalivero;
70 s32 firstMessage = MsgSuhallaBroughtSuhallaSandstorm;
149 {0,
CONDITION_ALWAYS, 172, 0, 149,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
150 {1,
CONDITION_ALWAYS, 136, 0, 152,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
151 {2,
CONDITION_ALWAYS, 256, 0, 120,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
152 {3,
CONDITION_ALWAYS, 88, 0, 296,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
153 {4,
CONDITION_ALWAYS, 216, 0, 280,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
154 {5,
CONDITION_ALWAYS, 296, 0, 296,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
155 {6,
CONDITION_ALWAYS, 120, 0, 272,
FACING_EAST, 0, -1, -1, -1, -1, 0},
156 {10,
CONDITION_ALWAYS, 40, 0, 176,
FACING_EAST, 0, -1, -1, -1, -1, 0},
214 { 0, 0 }, { 8, 7 }, { 15, 5 }, { 5, 16 }, { 13, 15 }, { 18, 16 },
218 MAP_CELL_STEP(25, 0, 1, 2, 8),
MAP_CELL_STEP(26, 0, 1, 2, 1),
MAP_CELL_STEPS_END,
222 MAP_CELL_STEP(26, 2, 2, 2, 8),
MAP_CELL_STEP(28, 2, 2, 2, 1),
MAP_CELL_STEPS_END,
Ability numbers, named from the English release.
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
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,...
static void Map_AnimateCells(const u16 *steps, s32 destX, s32 destY)
s32 Engine_EventChooseYesNo(s32 actor, s32 flags)
#define MAP_CELL_STEP(srcX, srcY, width, height, frames)
s32 Engine_EventOpenMessage(s32 speaker, s32 flags)
void Engine_GameFlagSet(s32 flag)
static void Map_CopyCellAttributes(s32 srcX, s32 srcY, s32 width, s32 height, s32 destX, s32 destY)
static void Event_PlayCue(s32 cue)
#define MAP_CELL_STEPS_END
s32 Engine_GameFlagIsSet(s32 flag)
static void Actor_WalkBy(s32 actor, s32 dx, s32 dz)
void Engine_EventWait(s32 frames)
@ TRANSITION_BACKDROP_FADE
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define SCENE_EXIT(exit, scene, entrance)
@ TALK_FACE_PARTY_AND_BACK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define TOUCH_WALKING_INTO(facing)
#define FIND_COINS(coins)
Game flags, named where their meaning is shown.
#define FLAG_BABI_SPOKE_AFTER_COLOSSO
Babi and Iodem have spoken with the party after Colosso.
#define FLAG_SCENE_TEMP_01
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
The screen blend's globals and the graphics routines.
Item numbers, named from the English release.
static void Event_EnterDoor(void)
The leader walks into a doorway: the door opens and the leader goes in.
The reel game's title lettering.
Song and sound effect ids, indices into gSound_SongTable.
void Engine_ActorSetAnimation()
struct EventWork * gEventWork
void Engine_EventRequestExit()
void Engine_EventSetMessage()
void Engine_EventShowMessage()
The running scene's event work: its placement and event tables, its actors, the triggers and exit it ...
s32 startTransition
SCENE_TRANSITION(style, variant).
s16 touchedTrigger
the step event a touch or exit event answers
s32 transitionFrames
frames
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
struct SceneEvent gSuhallaEventsLater[]
struct SceneEntrance gSuhallaEntrances[]
u16 gSuhallaDoorOpenSteps[]
static void Event_AskIfGoingToLalivero(s32 actorId)
A villager asks about Lalivero and answers yes or no.
struct SceneEvent gSuhallaEvents[]
static void Event_EnterWideDoor(void)
The same through the wide door of trigger 2.
u16 gSuhallaWideDoorOpenSteps[]
s16 gSuhallaDoorCells[][2]
The cell each door's opening is drawn at, by trigger.
static void Event_GrowSprout(void)
Growth on the sprout: the plant grows, and its map cell takes the attributes of the grown plant's cel...
struct ScenePlacement gSuhallaPlacementsLater[]
static void Event_AskIfBroughtBySandstorm(s32 actorId)
After Babi's audience a villager asks whether the sandstorm brought the party to Suhalla,...
struct ScenePlacement gSuhallaPlacements[]
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.