9#define FLASHING_STRIKE_PICTURE_BYTES (120 * 120)
91 }
else if (mode == 1) {
122 draw[0](canvas, work->imageStorage, 0, 0, 120, 120);
126 else if (
frame <= 11)
128 else if (
frame <= 15)
149#undef FLASHING_STRIKE_PICTURE_BYTES
BattleEffectDrawRectangle DrawRectangle
void BattleFx_ProcessPendingGraphicsTransfer(void)
Copies the canvas to VRAM once the effect has finished drawing a frame (transferPending): the 128x128...
void BattleFx_BeginCanvasLayer(s32 bgControl)
Opens the canvas layer: starts the background palette fade, makes BG2 the canvas, alpha-blended over ...
void BattleFx_EndCanvasLayer(void)
Closes the canvas layer: plays the closing sound, restores BG1's scroll and the projection centre,...
void Resource_LoadAndDecompress(s32 id, void *dst, s32 skipPalette, s32 copyPalette)
Decompresses a resource whose first 128 bytes may be a palette.
What every part of the battle effect object shares: its includes, macros and frame-loop helpers.
@ CANVAS_COPY_AND_CLEAR
copy, then fill the canvas with transferValue
#define EFFECT_GET_WORK_AND_CANVAS(cursor, work, canvas)
The work block and canvas occupy adjacent slots, starting at HEAP_SLOT_BATTLE_EFFECT.
#define CANVAS_BYTES
The canvas: 128x128 pixels, one byte each, in its heap slot and in VRAM at BG_CHAR_BLOCK(1).
#define EFFECT_SHOW_DAMAGE(hitSound)
Lets the battle show the damage: resumes its paused playback, which plays hitSound (an SE_ id; 0 keep...
#define EFFECT_START_TRANSFER(work, mode, value)
Sets the transfer, then starts copying the canvas to VRAM once a frame.
#define EFFECT_LOAD_BLITTER(slot, flags, mode)
Builds a blitter for the 128x128 canvas (1 << 7 pixels each way) in work slot slot: BattleFx_BuildBli...
#define EFFECT_END_FRAME(work)
The usual end of an effect frame: counts down the targets' flash timers (ObjectGroup_TickMemberTimers...
void BattleMotion_ApproachTargetFar(s32 actorId, s32 targetId, s32 travel_divisor, s32 initial_velocity_y)
void BattleMotion_ApplyVariantMotionFar(s32 id, s32 variant)
void AudioCommand_PlayFar(s32 id)
void WaitFrames(s32 frames)
The game's frame loop: runs frames frames and returns.
void Camera_ApplyShake(s32 rangeX, u32 rangeY)
Shakes the battle view while gBattleFxWork's shakeFrames lasts, moving BG1 and the projection centre ...
static s32 Iwram_FillWords(void *destination, s32 size, u32 value)
void Runtime_ReleaseHeapBlock(s32 slot)
void BattleFx_RunSparkGroups(struct BattleEffectArgument *effect, s32 mode)
One to three bursts, 8 frames apart: each flashes, rings itself with twelve smaller flashes that fade...
#define Ram_MapCellBuffer
char ResourceId_RevealMaskC
char ResourceId_RevealMaskE
char ResourceId_RevealMaskF
char ResourceId_RevealMaskB
char ResourceId_RevealMaskA
char ResourceId_RevealMaskD
s32 Scheduler_RemoveCallback(SchedulerCallback callback)
Unschedules the task running callback: clears its routine and gives it order 0x7fff,...
The command shared by an effect's caller, dispatcher and handlers.
s32 actor
the user's unit id
s32 side
1 when the targets are the party, 0 for enemies
s16 actors[8]
the targets' unit ids, count of them
s32 variant
the ability's size, from 0 (Quake, then Earthquake)
The running battle effect's work: its canvas image, 64 particles, the display registers it stages and...
s32 frame
frame counter some effects keep, from 0
s32 shakeFrames
shake frames left; Camera_ApplyShake counts down
struct BattleEffectArgument * effect
the command being run
void BattleFx_RunSparkApproachVariant3(struct BattleEffectArgument *effect)
The user leaps at the first target, then a burst of 340 sparks rises beneath it and the canvas flashe...
void BattleFx_RunThrash(struct BattleEffectArgument *effect)
The user leaps high at the first target, then a burst of 32 sparks rises beneath it.
void BattleFx_RunFlashingStrike(struct BattleEffectArgument *effect, s32 mode)
Plays a flashing strike, the runner of BattleFx_RunQuickStrike (mode 1) and BattleFx_RunVorpalSlash (...
#define FLASHING_STRIKE_PICTURE_BYTES
One 120x120 picture of a flashing strike; two fill work->imageStorage and two more Ram_MapCellBuffer.
void BattleFx_RunVorpalSlash(struct BattleEffectArgument *effect)
The user steps up to the first target, four pictures flash across the effect layer,...
void BattleFx_RunQuickStrike(struct BattleEffectArgument *effect)
The user leaps at the first target, four pictures flash across the effect layer, then it fills with o...
#define EFFECT_CLIP_BOUNDS
Clips overflow on all four sides.