Alchemy
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tables.h

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1/// @file
2/// The Lucky Dice minigame's tables, after LuckyDice_Run in both games.
3
4// A table of signs nothing reads.
5#include "edition.h"
6const s32 gLuckyDice_UnusedSigns[] = {-1, 1, -1, 1, -1, -1, 1, 1};
7
8/// How many sprites each kind of result's lettering takes.
9const u8 gLuckyDice_LabelCounts[] = {5, 4, 3, 3};
10
11/// The first tile of each kind of result's lettering.
13 28, 48, 64, 76,
14#if (LANGUAGE != LANGUAGE_JAPANESE)
15 28, 248, 64,
16 248, // never read
17#endif
18};
19
20/// The die face tile at each step of its roll.
21const u8 gLuckyDice_FaceTiles[] = {0, 12, 16, 1, 14, 8, 2, 15, 10,
22 3, 9, 13, 4, 7, 6, 5, 17, 11};
23
24/// The heights that decide the face (z > value << 16).
25const s16 gLuckyDice_FaceHeights[] = {147, 80, 15, -42, -95, -32767};
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
const s32 gLuckyDice_UnusedSigns[]
Definition tables.h:6
const u8 gLuckyDice_LabelTiles[]
The first tile of each kind of result's lettering.
Definition tables.h:12
const s16 gLuckyDice_FaceHeights[]
The heights that decide the face (z > value << 16).
Definition tables.h:25
const u8 gLuckyDice_LabelCounts[]
How many sprites each kind of result's lettering takes.
Definition tables.h:9
const u8 gLuckyDice_FaceTiles[]
The die face tile at each step of its roll.
Definition tables.h:21
signed int s32
Definition types.h:14
signed short s16
Definition types.h:12
unsigned char u8
Definition types.h:11