70 for (i = 0; i < 8; i++) {
80 }
else if (i == menu->
col + menu->
row * 4) {
101 if (menu->
page == 0) {
126 if (menu->
page == 0) {
128 win[1]->
setPos(win[1], 0xE4, 0xA0);
131 win[1]->
setPos(win[1], 0xA3, 0xA0);
151 if (col != menu->
page) {
154 for (col = 0; col < 8; col++) {
169 if (--menu->
col < 0) {
179 if (++menu->
col >= 4) {
190 if (--menu->
row < 0) {
200 if (++menu->
row >= 2) {
209 if (col != menu->
col || row != menu->
row) {
296 if (menu->
step != 0) {
317 switch (menu->
state) {
327 for (row = 0; row < 2; row++) {
328 for (col = 0; col < 3; col++) {
329 if (row == 1 && col == 2) {
335 for (row = 0; row < 2; row++) {
336 for (col = 0; col < 4; col++) {
337 if (row != 1 || col != 0) {
342 for (i = 0; i < 16; i++) {
343 switch (table[i].
id) {
395 for (page = 0; page < 2; page++) {
396 for (row = 0; row < 2; row++) {
397 for (col = 0; col < 4; col++) {
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...
FileCache FILE_CACHE
The file cache.
TrainState STGTRAIN_state
#define SCREEN_LAYER
The layer over the whole screen that most modes create first and draw their menus on (FIELDSTG and ST...
STGTRAIN.PRO: the gyms, where the partners train their stats.
#define STGTRAIN_FILE_SPRITES
#define STGTRAIN_SPRITES
its sprite bank
#define STGTRAIN_TEXT
The overlay's files: the discs number them differently.
#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_CANCEL
SYSTEM01.
#define SOUND_MENU_MOVE
SYSTEM06.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
void *(* getEntry)(u32 fileAndIndex)
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(* setPos)(struct TextWindow *obj, s16 x, s16 y)
void(* setVisible)(struct TextWindow *obj, u8 arg)
An entry of a gym level's trainings (STGTRAIN_gymTrainings)
s32 icons[4]
frames of STGTRAIN_FILE_SPRITES
s32 name
strings of the text file
The training screen's main task (STGTRAIN_createScreen)
s32 training
the one picked in the menu, 0 for none
s32 tableCount
the entries of the last getTable
s32(* updateFade)(PanelAnim *fade)
TrainEntry *(* getTable)(s32 index)
void(* startFade)(PanelAnim *fade, s32 fadeIn)
TrainInfo * trainings
STGTRAIN_trainings.
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)