15 if (*window ==
NULL) {
17 (*window)->setDepth(*window, 1);
19 if (index >= 2 && index <= 4) {
22 (*window)->setString(*window, name, -1);
27 }
else if (*window !=
NULL) {
28 (*window)->setVisible(*window, 0);
44 for (i = 0; i < 3; i++) {
49 if (value != 0x1000) {
78 if (partner >= 0 && task->
tweens[i + 3].
level != 0) {
146 switch (task->
state) {
150 for (i = 0; i < 6; i++) {
153 for (i = 0; i < 3; i++) {
193 for (i = 0; i < 6; i++) {
206 for (j = 0; j < 6; j++) {
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 TEXT_DIGIMON_NAMING
DGNMET: STDGNAME's.
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)
STDGNAME.PRO: the screen where the partners are renamed.
#define STDGNAME_SPRITES
sprite bank
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_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...
MenuWindow STDGNAME_menuWindows[]
MenuSprite STDGNAME_menuSprites[]
The partner menu: its sprites, the partners' slots (one under the other, 43 pixels apart),...
ScreenFuncs STDGNAME_funcs
style: the text style of the partners' names in the menu (STDGNAME_showMenuWindow)
s32 STDGNAME_menuAnims[][7]
MenuSlot STDGNAME_menuSlots[]
void *(* getEntry)(u32 fileAndIndex)
struct PartnerStats *(* getPartnerStats)(s32 partner)
s32(* getPartyMember)(u32 index)
void(* startFade)(PanelAnim *fade, s32 fadeIn)
s32(* updateFade)(PanelAnim *fade)
void(* fadeOut)(struct ScreenTask *task)
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 * 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,...
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)