Digimon World 3 decomp
The European version, SLES_039.36
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main.c File Reference
#include "engine/game.h"
#include <libgs.h>
#include <libetc.h>
#include <libsnd.h>
Include dependency graph for main.c:

Go to the source code of this file.

Functions

int main (void)
 Starts the hardware, the libraries and the engine, then runs a frame per iteration.
 

Variables

static RECT BOOT_IMAGE_RECT = { 0, 0, 320 , 240 * 2 }
 Where the boot image, the 320x480 TIM loaded after the executable, goes in VRAM.
 
static void * ROOT_TASK = ((void *)0)
 the task that runs the game mode
 
void *const OVERLAY_ADDRESS = OVERLAY_VRAM
 Where the modes' overlays (the .PRO files of AAA/PRO) load, after the executable, and the stages and other sub-overlays, after CARDGAME.
 
void *const SUB_OVERLAY_ADDRESS = STAGE_VRAM
 

Function Documentation

◆ main()

int main ( void  )

Starts the hardware, the libraries and the engine, then runs a frame per iteration.

< 0: normal speed 1: double speed

< the current mode's: freed by main whenever the mode task ends

Definition at line 12 of file main.c.

Here is the call graph for this function:

Variable Documentation

◆ BOOT_IMAGE_RECT

RECT BOOT_IMAGE_RECT = { 0, 0, 320 , 240 * 2 }
static

Where the boot image, the 320x480 TIM loaded after the executable, goes in VRAM.

Definition at line 8 of file main.c.

Referenced by main().

◆ ROOT_TASK

void* ROOT_TASK = ((void *)0)
static

the task that runs the game mode

Definition at line 9 of file main.c.

Referenced by main().

◆ OVERLAY_ADDRESS

void* const OVERLAY_ADDRESS = OVERLAY_VRAM

Where the modes' overlays (the .PRO files of AAA/PRO) load, after the executable, and the stages and other sub-overlays, after CARDGAME.

the two areas the loader copies to, at those addresses (system/main.c)

Definition at line 91 of file main.c.

Referenced by loadModeOverlay().

◆ SUB_OVERLAY_ADDRESS

void* const SUB_OVERLAY_ADDRESS = STAGE_VRAM

Definition at line 92 of file main.c.

Referenced by loadSubOverlay(), and main().