21 for (i = 0; i < 6; i++) {
24 for (i = 0; i < 7; i++) {
51 for (i = 1; i < 3; i++) {
58 for (i = 1; i < 3; i++) {
62 for (i = 0; i < 2; i++) {
67 for (i = 0; i < 2; i++) {
71 for (i = 0; i < 3; i++) {
74 for (i = 0; i < 3; i++) {
87 for (i = 0; i < 6; i++) {
101 for (i = 0; i < 7; i++) {
107 for (i = 0; i < 6; i++) {
110 for (i = 0; i < 7; i++) {
127 for (i = 0; i < 2; i++) {
145 if (before ==
NULL) {
156 for (i = 1; i < 3; i++) {
169 for (i = 1; i < 3; i++) {
179 for (i = 0; i < 2; i++) {
191 for (i = 0; i < 6; i++) {
200 for (i = 0; i < 7; i++) {
276 sprite.
setPivot(i * 0x30 + 0xB4, 0x8A);
320 if (screen->
bgTick != 0) {
347 if (partner != screen->
partner) {
407 for (i = 0; i < 3; i++) {
470 for (i = 0; i < 3; i++) {
596 switch (screen->
state) {
611 for (i = 0; i < 3; i++) {
616 for (i = 0; i < 3; i++) {
693 {7, 8, 9, 10, 9, 8, -1},
694 {14, 15, 16, 15, -1, -1, -1},
695 {11, 12, 13, 12, -1, -1, -1},
696 {3, 4, 5, 6, 5, 4, -1},
697 {25, 26, 27, 28, 27, 26, -1},
698 {0, 1, 2, 1, -1, -1, -1},
699 {17, 18, 19, 20, 19, 18, -1},
700 {21, 22, 23, 24, 23, 22, -1},
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...
#define FILE_MENU_SPRITES
Files the engine loads by number.
FileCache FILE_CACHE
The file cache.
TrainState STGTRAIN_state
#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...
STGTRAIN.PRO: the gyms, where the partners train their stats.
#define STGTRAIN_SPRITES
its sprite bank
ScreenFade * STGTRAIN_createFader(void)
#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)
TrainResult * STGTRAIN_createResult(TrainScreen *screen, s32 partner, s32 training)
Creates the results of a training of a partner.
TrainSession * STGTRAIN_createSession(TrainScreen *screen)
Creates a training session.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define MUSIC_TRAINING
TRAINING: the gym's training.
#define SOUND_MENU_CONFIRM
SYSTEM07.
#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...
s32(* isLoading)(s32 file)
void(* request)(s32 file)
void *(* getEntry)(u32 fileAndIndex)
struct PartnerStats *(* getPartnerStats)(s32 partner)
void(* computeStats)(s32 partner, union PartnerTotals *out)
void(* requestMode)(s32 mode, s32 arg)
s32(* getPartyMember)(u32 index)
s32 fieldMode
where the menu returns to
A partner Digimon from its name on (Partner.info), as getPartnerStats gives it.
void(* start)(struct ScreenFade *fade, s32 fadeIn, s32 frames)
TASK_DONE when done.
void(* stopSound)(s32 id)
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)
void(* setPalette)(struct TextWindow *obj, u8 arg)
void(* setRightAlign)()
no prototype: callers would truncate u8 args
void(* setVisible)(struct TextWindow *obj, u8 arg)
The children of the training screen.
struct TrainSession * session
TextWindow * resistances[7]
TextWindow * help
triangle stops training (string 5)
struct TrainResult * result
TextWindow * prompt
"Train which Digimon?" (string 6)
The training screen's main task (STGTRAIN_createScreen)
s32 training
the one picked in the menu, 0 for none
struct TrainScreen::@15 anims[3]
the party's sprites
s32 partner
the one selected
void(* nextState)(struct TrainScreen *task)
void(* showStats)(struct TrainScreen *screen, PartnerTotals *before)
s32 frame
the selected partner's sprite
void(* setState)(struct TrainScreen *task, s32 state)
s32 bgSprite
the gym's sign, by the mode it came from
void(* finish)(struct TrainSession *session)
s32(* requestFile)(s32 index)
s32(* updateFade)(PanelAnim *fade)
void(* startFade)(PanelAnim *fade, s32 fadeIn)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
#define PALETTE_BLUE
a light blue: what is highlighted or current
#define PALETTE_WHITE
The text windows' palettes (TextWindow.palette, setPalette): rows of the font's CLUTs,...
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.
s16 tp
what the training's intensities cost
s16 lowered[3]
taken from battle[0], [1] and [4]
s16 battle[6]
strength (raised by weapons), defense (by armour), spirit, wisdom, speed and charisma (by all equipme...
struct PartnerTotals::@10 fields