29 switch (task->
state) {
Task * FIGHTSTG_start(void)
The mode's entry point (MODE_ENTRY_POINTS): starts the root task.
Task * STFGTREP_start(void)
The mode's entry point (MODE_ENTRY_POINTS)
Task * CARDGAME_start(void)
The mode's entry point (MODE_ENTRY_POINTS)
Task * CNTY_SEL_start(void)
The mode's entry point (MODE_ENTRY_POINTS): clears VRAM, starts the root task and loads the screen's ...
GameState GAME
The save data, the game mode and the methods.
Task * FIELDSTG_start(void)
FIELDSTG's entry point: creates its root task.
#define CD_SECTOR_SIZE
The bytes of data in a sector (Mode 2 Form 1), as the reader reads them.
FileCache FILE_CACHE
The file cache.
FileTableFuncs FILE_TABLE
The disc's file table.
void * memcpy(void *dst, const void *src, int size)
void *const SUB_OVERLAY_ADDRESS
void *const OVERLAY_ADDRESS
Where the modes' overlays (the .PRO files of AAA/PRO) load, after the executable, and the stages and ...
s32 MODE_OVERLAY_FILES[23]
void loadSubOverlay(s32 id)
Copies a file to the second overlay area (SUB_OVERLAY_ADDRESS)
void updateModeTask(Task *task, Task **children)
The root task (created by main): loads the overlay of the current game mode and calls its entry point...
Task *(* MODE_ENTRY_POINTS[23])(void)
Each mode's overlay (mode >> 8): its entry point and its file.
void loadModeOverlay(void)
Copies the overlay of the current mode (mode >> 8) to OVERLAY_ADDRESS.
OverlayLoader OVERLAY_LOADER
void * createModeTask(void)
Creates the task that runs the current mode (updateModeTask)
Task * STITSHOP_start(void)
Task * STCRDDEK_start(void)
Task * STGMCARD_start(void)
Task * STSTATUS_start(void)
Task * STCRDABM_start(void)
#define FILE_CARDGAME
The mode overlays' files (MODE_OVERLAY_FILES), by their disc names: each one's sector count in FILE_S...
Task * STCRDSHP_start(void)
Task * SHOCKTST_start(void)
Task * SOUNDTST_start(void)
Creates the sound test's root task.
Task * STAGSLCT_start(void)
Creates the stage select's root task.
s32(* getSectorCount)(s32 file)
s32(* isModeChangePending)()
Loads the overlay of the current mode (OVERLAY_LOADER)
void(* loadModeOverlay)(void)
s32 mode
whose overlay is loaded
Any task, seen through its header.
void(* setState)(struct Task *task, s32 state)
void(* nextState)(struct Task *task)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find