45 Vault_WalkThroughExit(64, 272, 11);
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
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_CopyCellsTo(s32 srcX, s32 srcY, s32 destX, s32 destY, s32 width, s32 height)
static void Map_CopyCellAttributes(s32 srcX, s32 srcY, s32 width, s32 height, s32 destX, s32 destY)
void Engine_EventWait(s32 frames)
@ ACTOR_PRIORITY_AUTOMATIC
The sprite takes its priority from the map cell under it.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
The screen blend's globals and the graphics routines.
The reel game's title lettering.
Song and sound effect ids, indices into gSound_SongTable.
void Engine_AudioPlayCue()
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
struct AnimationSpritePart image
u16 priority
2 when created
A field actor: a person or thing on the field with a position, motion toward a target,...
u8 priorityFlags
ActorPriorityFlag bits, read by the scrolling camera.
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
@ VAULT_DOOR_OPENING_FRAME_COLUMN
@ VAULT_DOOR_OPEN_FRAME_COLUMN
static void Vault_OpenDoorwayAndEnter(void)
Walking north into cell code 11 opens the doorway to the Sanctum.
static void Vault_DrawDoorwayFrame(s32 sourceColumn)
The two square halves are stacked in the source map and drawn side by side.