23 for (i = 0; i < 5; i++) {
34 for (i = 0; i < 5; i++) {
47 for (i = 0; i < 5; i++) {
59 for (i = 0; i < 5; i++) {
130 for (i = 0; i < 3; i++) {
155 if (++menu->
choice >= 3) {
159 if (old != menu->
choice) {
216 if (menu->
step == 0) {
218 for (i = 0; i < 5; i++) {
293 for (m = menu->
step != 0; m < 6; m++) {
296 if (menu->
step == 1) {
301 }
else if (menu->
step == 2) {
305 }
else if (closed == 6) {
339 if (*items !=
NULL) {
340 (*items)->setVisible(*items, 0);
350 for (k = 0, faded = 0; k < 3; k++) {
353 if (menu->
step == 0) {
477 if (menu->
frames[4] >= 4) {
500 sprite.
setPivot(i * 0x30 + 0xB4, 0x8A);
547 switch (menu->
state) {
STGDGLAB.PRO: the Digimon Lab (MODE_DIGI_LAB; "デジモンラボ" in STAGSLCT's list of scenes),...
#define FILE_LAB_SPRITES
The lab's sprite sheet; the next file is its texture archive.
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)
LabEntryList * STGDGLAB_createEntryList(s32 partner, s32 allEntries, s32 closable)
Creates the list of a partner's entries (task): only its slots unless ALLENTRIES; CLOSABLE lets trian...
#define TEXT_DIGI_LAB
DGLABO: STGDGLAB's.
#define FILE_MENU_SPRITES
Files the engine loads by number.
FileCache FILE_CACHE
The file cache.
#define STRETCH_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.
#define PAD_REPEATED(button)
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.
#define SOUND_SELECT
Sounds the overlays share, with SOUNDTST's names.
#define SOUND_MENU_CANCEL
SYSTEM01.
#define SOUND_MENU_MOVE
SYSTEM06.
#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)
PartnerAnim * anim
STGDGLAB_partnerAnims, by partner.
LabWindowPos * layout
STGDGLAB_layout.
s32(* updateFade)(PanelAnim *fade)
void(* startFade)(PanelAnim *fade, s32 fadeIn)
Where a window of the menu or the first screen goes, and its string.
s32 string
of TEXT_DIGI_LAB, -1: none
The mode's main task (STGDGLAB_createLab)
s32 partySize
the party's slots: PARTY_SIZE
void(* fadeOut)(struct Lab *lab)
s32 member
the party member the screens show
A partner Digimon's animation in a menu: up to seven sprite ids, -1 ending it early (the sprites are ...
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(* setClutRow)()
(row)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
A text window (createTextWindow): up to six text buffers (0 is shown, 1-5 are "work" buffers that con...
void(* setPalette)(struct TextWindow *obj, u8 arg)
void(* setRightAlign)()
no prototype: callers would truncate u8 args
void(* setPos)(struct TextWindow *obj, s16 x, s16 y)
void(* setVisible)(struct TextWindow *obj, u8 arg)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
#define PALETTE_WHITE
The text windows' palettes (TextWindow.palette, setPalette): rows of the font's CLUTs,...
#define PALETTE_GREY
what is unavailable
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.