11 switch (task->
state) {
#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_ITEM_INFO
ITMINF.
#define TEXT_BATTLE_MENU
MFIGHT: WFIGHTMN's.
#define FILE_BATTLE_IMAGES_3
#define FILE_BATTLE_IMAGES_4
#define TEXT_SKILL_NAMES
SKLNAM.
#define FILE_BATTLE_IMAGES_1
#define FILE_BATTLE_IMAGES_2
#define TEXT_DIGIMON_NAMES
DIGNAM.
#define FILE_BATTLE_MENU
The battle menu's files (WFIGHTMN, WFIGHTTS): FILE_BATTLE_IMAGES is an archive whose entries go throu...
#define TEXT_ITEM_NAMES
ITMNAM.
#define TEXT_SKILL_INFO
SKLINF.
#define FILE_BATTLE_IMAGES
#define FILE_MENU_SPRITES
Files the engine loads by number.
FileCache FILE_CACHE
The file cache.
BattleLoader * WFIGHTMN_createLoader(void)
Starts loading the battle menu's files.
void WFIGHTMN_loadFiles(BattleLoader *task)
Loads the battle menu's images into VRAM, one file a frame, then its other files, and ends.
WFIGHTMN.PRO: the battle's sub-overlay.
The task that loads the battle menu's files (WFIGHTMN_createLoader)
void(* nextSubstate)(struct BattleLoader *task)
void(* setState)(struct BattleLoader *task, s32 state)
void(* nextState)(struct BattleLoader *task)
void(* nextStep)(struct BattleLoader *task)
s32(* isLoading)(s32 file)
void(* request)(s32 file)
void *(* getEntry)(u32 fileAndIndex)
Uploads TIM images to VRAM (initTimLoader); acts on TIM_LOADER.
void(* setImagePos)()
(x, y)
void(* loadArchive)()
(archive): each image 64 halfwords to the right
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
void initTimLoader(TimLoader *obj)
Clears a TIM loader, gives it its methods and binds it.