13 for (j = 0; j < 3; j++) {
17 for (i = 0; i < 5; i++, pos++) {
21 for (i = 0; i < 5; i++, pos++) {
30 for (i = 0; i < 2; i++) {
49 for (i = 0; i < 5; i++, layout++) {
53 for (i = 0; i < 5; i++) {
59 for (i = 0; i < 5; i++) {
62 for (i = 0; i < 5; i++) {
75 for (i = 0; i < 2; i++) {
90 for (i = 0; i < 2; i++) {
108 for (i = 0; i < screen->
count; i++) {
116 for (i = 0; i < screen->
count; i++) {
151 if (screen->
count == 1) {
242 if (choice != screen->
choice) {
248 if (screen->
choice == 0) {
374 switch (screen->
state) {
378 for (i = 0; i < 3; i++) {
383 for (i = 0; i < screen->
count; i++) {
387 for (i = 0; i < 2; i++) {
414 return (
Task *)screen;
void STSTATUS_createDemoWindows(PartyScreen *screen, PartyScreenWindows *windows)
As STSTATUS_createCardWindows, without moving the children above the screen.
void STSTATUS_runDemoScreen(PartyScreen *screen, PartyScreenWindows *windows)
As STSTATUS_runCardScreen, for the second screen: the choice sets GAME.digivolveDemo.
static void STSTATUS_startDemoScreen(PartyScreen *screen)
Starts the fade of the first page (and, with one party member, of the panels); the next substate is t...
static void STSTATUS_closeThirdDemoPage(PartyScreen *screen, PartyScreenWindows *windows)
Three members: once the third page and the panels are closed, starts closing the second.
s32 STSTATUS_pageStats2[]
static void STSTATUS_openSecondOfTwoDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Two members: once the second page and the panels are in, shows the page, the help,...
static void STSTATUS_closeSecondOfTwoDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Two members: once the second page and the panels are closed, starts closing the first.
static void STSTATUS_openThirdDemoPage(PartyScreen *screen, PartyScreenWindows *windows)
Three members: once the third page and the panels are in, shows the page, the help,...
static void STSTATUS_openSecondOfThreeDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Three members: once the second page is in, shows it and starts the third and the help's panel.
static void STSTATUS_openDemoScreenAlone(PartyScreen *screen, PartyScreenWindows *windows)
One member: once the page and the panels are in, shows the page, the help, the hint and the options.
void STSTATUS_updateDemoScreen(PartyScreen *screen, PartyScreenWindows *windows)
As STSTATUS_updateCardScreen, for the second screen.
static void STSTATUS_openFirstOfTwoDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Two members: once the first page is in, shows it and starts the second page and the help's panel.
static void STSTATUS_openFirstOfThreeDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Three members: once the first page is in, shows it and starts the second.
static void STSTATUS_closeDemoScreenAlone(PartyScreen *screen)
One member: once the page and the panels are closed, goes on to the end.
static void STSTATUS_closeSecondOfThreeDemoPages(PartyScreen *screen, PartyScreenWindows *windows)
Three members: once the second page is closed, starts closing the first.
void STSTATUS_drawDemoScreen(PartyScreen *screen)
As STSTATUS_drawCardScreen, for the second screen.
Task * STSTATUS_createDemoScreen(FieldMenuScreen *menu, s32 extra)
Creates the second screen with the party's pages (task), whose two options set GAME....
void STSTATUS_showDemoChoices(PartyScreen *screen, PartyScreenWindows *windows, s32 show)
As STSTATUS_showCardChoices, for the second screen: the options are GAME.digivolveDemo's two values,...
void STSTATUS_showDemoPage(PartyScreen *screen, PartyScreenWindows *windows, s32 member, s32 show)
As STSTATUS_showCardPage.
static void STSTATUS_closeDemoScreen(PartyScreen *screen, PartyScreenWindows *windows)
Starts closing the screen: the last page, the panels, the help, the hint and the options.
static void STSTATUS_chooseDemoOption(PartyScreen *screen, PartyScreenWindows *windows)
Choosing an option: up and down move the cursor, cross turns the digivolution demo on or off,...
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...
Cursor * createCursor(s16 layerId, s32 depth, s16 x, s16 y)
A menu cursor on a layer at (x, y)
#define TEXT_STATUS
STATUS: the field menu's and STSTATUS's.
FileCache FILE_CACHE
The file cache.
#define STAT_LEVEL
Indices of a partner's stats (PartnerStats.stats, computeStats, setStat)
#define STRETCH_SPRITE(sprite, level, x, y)
#define ZOOM_SPRITE(sprite, level, x, y)
#define SCREEN_LAYER
The layer over the whole screen that most modes create first and draw their menus on (FIELDSTG and ST...
#define PAD_PRESSED(button)
One button of pad 1: newly pressed, auto-repeated while held, or held.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_SELECT
Sounds the overlays share, with SOUNDTST's names.
#define SOUND_MENU_CANCEL
SYSTEM01.
#define SOUND_CURSOR
SYSTEM02: a cursor moves.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
void(* setPos)()
(cursor, x, y)
void(* setVisible)()
(cursor, visible)
void *(* getEntry)(u32 fileAndIndex)
struct PartnerStats *(* getPartnerStats)(s32 partner)
void(* computeStats)(s32 partner, union PartnerTotals *out)
s32(* getPartyMember)(u32 index)
The windows of the screens STSTATUS_updateCardScreen and STSTATUS_updateDemoScreen.
TextWindow * help
two lines
The screens with the party's pages (STSTATUS_createCardScreen, STSTATUS_createDemoScreen)
void(* nextState)(struct PartyScreen *task)
s32 frames[3]
of their portraits' animations
s32 choice
0, 1: the options
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(* setScale)()
(x, y, z), ONE = 1.0
void(* setLayerId)()
(id, depth)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
WindowPos * layout
where the windows go, and their strings
PartnerAnim * partnerAnims
the partners' portraits
s32(* updateFade)(PanelAnim *fade)
void(* startFade)(PanelAnim *fade, s32 fadeIn)
Any task, seen through its header.
void(* setPalette)(struct TextWindow *obj, u8 arg)
void(* setRightAlign)()
no prototype: callers would truncate u8 args
void(* setLines)()
no prototype: callers would truncate u8 args
void(* setVisible)(struct TextWindow *obj, u8 arg)
Where a window goes, and the string it shows.
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
#define PALETTE_BLUE
a light blue: what is highlighted or current
#define PALETTE_WHITE
The text windows' palettes (TextWindow.palette, setPalette): rows of the font's CLUTs,...
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)
computeStats' result: the stats with the equipment added, by STAT_* or by name.