10 for (i = 0; i < 3; i++) {
22 for (i = 0; i < 3; i++) {
24 if (screen->
page == i) {
57 switch (screen->
step) {
64 children->
name->hide(children->
name, 1);
82 children->
name->hide(children->
name, 0);
134 switch (screen->
state) {
174 screen->
layer = 0x1001;
NameSparkle * STPLNMET_createShine(void)
Creates the shine (task)
NameSparkle * STPLNMET_createSparkles(void)
Creates the sparkles (task)
NameScroll * STPLNMET_createScroll(void)
Creates the scrolling sprites (task), drawn once their image is loaded.
NameConfirm * STPLNMET_createConfirm(PlayerNameScreen *screen)
Creates the confirmation of the name and the partners (task), hidden.
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_NAME_ENTRY
NAMEDT: the keyboard's.
#define TEXT_ONLINE
NAMEET: the Digimon Online registration.
#define TEXT_DIGIMON_NAMES
DIGNAM.
FileCache FILE_CACHE
The file cache.
STPLNMET.PRO: the player's name entry (MODE_PLAYER_NAME).
#define PLNMET_MENU
sprite bank
#define FILE_PLNMET_KEYBOARD
#define FILE_PLNMET_SPRITES
The files of the screen.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define MUSIC_MEMORY_CARD
BGM_0030: the memory card screen and the player's name entry.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
PlayerNameFuncs STPLNMET_funcs
STPLNMET's data (data/stplnmet.c), in its order.
s32 STPLNMET_tabX[]
The x of the keyboard's three tabs.
s32(* isLoading)(s32 file)
void(* request)(s32 file)
void *(* getEntry)(u32 fileAndIndex)
void(* requestMode)(s32 mode, s32 arg)
char name[0x18]
the player's
void(* hide)(struct NameConfirm *task, s32 hide)
void(* close)(struct NameConfirm *task)
s32 choice
STPLNMET_funcs.choices.
void(* getName)(NameEntry *task, char *out)
void(* hide)(struct PartnerChoice *task, s32 hide)
s32 choice
STPLNMET_funcs.choices.
void(* startFade)(PanelAnim *fade, s32 fadeIn)
s32(* updateFade)(PanelAnim *fade)
s32(* filesLoading)(void)
struct NameConfirm * confirm
struct PartnerChoice * partners
struct NameDialog * dialog
The main task of the screen (STPLNMET_createScreen)
void(* setState)(struct PlayerNameScreen *task, s32 state)
s32 page
0 the name, 1 the partners, 2 the confirmation
void(* nextSubstate)(struct PlayerNameScreen *task)
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(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
void(* setPalette)(struct TextWindow *obj, u8 arg)
void(* setVisible)(struct TextWindow *obj, u8 arg)
Uploads TIM images to VRAM (initTimLoader); acts on TIM_LOADER.
void(* setImagePos)()
(x, y)
void(* loadArchive)()
(archive): each image 64 halfwords to the right
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)
void initTimLoader(TimLoader *obj)
Clears a TIM loader, gives it its methods and binds it.
NameDialog * STPLNMET_createWelcome(PlayerNameScreen *screen)
Creates the welcome (task), the first thing the screen shows.