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Digimon World 3 decomp
The European version, SLES_039.36
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CARDGAME.PRO: the card battle.
More...Directories | |
| data | |
Files | |
| battle.c | |
| CARDGAME's card battle (CARDGAME_createBattle): the opponent, the deck choice, the rounds, the plays and their results. | |
| battle_steps.c | |
| CARDGAME's battle steps that wait on the screen: a message, the panels closing and opening, the slots' values counted, and the conditions of a play. | |
| card_choice.c | |
| CARDGAME's card choices: a card of a hand, of a pile, a previous card or the target slots, by the player or the computer. | |
| computer.c | |
| The fourth object of CARDGAME.PRO (see effect_script.c), from CARDGAME_checkComputerCondition (USA): its rodata starts at 0x80083294, 4 bytes past a multiple of 8. | |
| deck_choice.c | |
| CARDGAME's deck choice: the decks' windows and the marker on the one selected. | |
| effect_script.c | |
| The first object of CARDGAME.PRO, from the start of the code to CARDGAME_runEffectStep (USA). | |
| fader.c | |
| CARDGAME's screen fader. | |
| hand_pick.c | |
| CARDGAME's picks of cards from a hand or a pile, by the player or the computer's flags, then the tally, the step messages and the coin toss that picks the first player (one module: cut between them, the tally's jump table would lose its alignment). | |
| message_window.c | |
| panels.c | |
| CARDGAME's panels, one a side, with their lights, bars, numbers and icons, and the blinkers. | |
| pile_effects.c | |
| CARDGAME's card effects on the hands, decks and discards: discarding, drawing, taking cards and changing colour values. | |
| play_checks.c | |
| CARDGAME's opponent card order and the checks of whether a card can be played. | |
| preloader.c | |
| CARDGAME's preloader of the card game's files. | |
| questions.c | |
| CARDGAME's step windows, the yes/no question and the card info. | |
| round.c | |
| CARDGAME's plays and round: the slots swept, a card put, taken, moved, copied or turned over, a card played, the hands dealt, then the round's start, attacks, swaps, totals and end (one module: cut between them, the round's first jump table would lose its alignment). | |
| scene.c | |
| CARDGAME's scene, which the mode starts (CARDGAME_start). | |
| screen.c | |
| CARDGAME's card screen (CARDGAME_createScreen): its task and the functions the battle calls on it. | |
| slot_effects.c | |
| CARDGAME's card effects on the slots: shaking cards away, sending them off or back, their stats, and marking them by colour. | |
| sprites.c | |
| CARDGAME's card sprites: their moves, effects and drawing. | |
| table_view.c | |
| CARDGAME's table views: browsing the played cards and picking one. | |
| windows.c | |
| CARDGAME's screen background, numbers, gauges and windows. | |
CARDGAME.PRO: the card battle.