13 for (i = 0; i < 6; i++) {
43 drawer.
draw(sheet, 0x31, 0xB, 0xBC);
96 { 1, 0x73 }, { 2, 0x74 }, { 3, 0x75 }, { 4, 0x76 },
97 { 5, 0x77 }, { 6, 0x78 }, { 7, 0x79 }, { 8, 0x7A },
98 { 9, 0x7B }, { 10, 0x7C }, { 11, 0x7D }, { 12, 0x7E },
99 { 13, 0x7F }, { 14, 0x80 }, { 15, 0x81 }, { 16, 0x82 },
103 7, 1, 0, 3, 2, 5, 4, 6,
129 6, 17, 110, 19, 34, 16, 109, 19,
141 switch (task->
state) {
146 for (i = 0; i < 8; i++) {
165 for (i = 0; i < 6; i++) {
187 if (task->
state == 3) {
Battle FIGHTSTG_battle
the battle: its fighters, speed and drawing functions
BattleFuncs FIGHTSTG_battleFuncs
the battle's stats and the functions that compute with them
MenuCursor * FIGHTSTG_createCursor(CursorLayout *layout)
Creates a menu cursor laid out by layout.
#define BATTLE_LAYER_MENUS
the HUD, the menus and the messages
FIGHTSTG.PRO: the battle.
GfxState GFX
GFX: the graphics state and its methods.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
#define TEXT_BATTLE_MENU
MFIGHT: WFIGHTMN's.
#define FILE_BATTLE_MENU
The battle menu's files (WFIGHTMN, WFIGHTTS): FILE_BATTLE_IMAGES is an archive whose entries go throu...
#define FILE_MENU_SPRITES
Files the engine loads by number.
FileCache FILE_CACHE
The file cache.
PadState PAD
Controller input: cleared by initPad, then the methods.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_MENU_CONFIRM
SYSTEM07.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
s32(* testConfusion)(u8 side)
s32 active[2]
each side's fighter
A result of FIGHTSTG_updateConfusedMenu.
s16 result
for ConfusedMenu.queue[0]
A menu cursor's layout, which FIGHTSTG_createCursor copies into its task: a highlight bar over count ...
void *(* getEntry)(u32 fileAndIndex)
struct PartnerStats *(* getPartnerStats)(s32 partner)
s32(* getPartyMember)(u32 index)
s32(* getPressed)(s32 pad)
s32(* next)(void)
0 to RANDOM_COUNT - 1
short(* playSound)(s32 id)
returns the voice of a key-on
Draws sprites from a sprite sheet (such as file 0x277, the menu graphics): a sheet has a table of fra...
void(* setLayerId)()
(id, depth)
void(* setClutRow)()
(row)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
Any task, seen through its header.
void(* setState)(struct TextWindow *task, s32 state)
void(* setVisible)(struct TextWindow *obj, u8 arg)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)