Digimon World 3 decomp
The European version, SLES_039.36
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player_name.h File Reference

STPLNMET.PRO: the player's name entry (MODE_PLAYER_NAME). More...

#include "engine/game.h"
#include "shared/name_entry.h"
Include dependency graph for player_name.h:
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Go to the source code of this file.

Data Structures

struct  NameScroll
 Two scrolling sprites (STPLNMET_createScroll), once their image is loaded. More...
 
struct  SparkleFrame
 A frame of STPLNMET_updateShine's animation: 0 ends. More...
 
struct  NameSparkle
 An animated sprite (STPLNMET_updateSparkles, STPLNMET_updateShine) More...
 
struct  NameDialog
 The welcome to Digimon Online and its registration (STPLNMET_createWelcome) More...
 
struct  NameDialogWindows
 
struct  PlayerNameScreen
 The main task of the screen (STPLNMET_createScreen) More...
 
struct  PlayerNameScreenChildren
 
struct  NameConfirm
 The confirmation of the name and the partners (STPLNMET_updateConfirm) More...
 
struct  NameConfirmWindows
 
struct  PartnerChoice
 The choice of the partners (STPLNMET_updateChoice) More...
 
struct  PartnerChoiceWindows
 
struct  PlayerNameFuncs
 The screen's helpers (STPLNMET_funcs) More...
 

Macros

#define OVL_NAME(name)   STPLNMET_##name
 The name of this overlay's copy of a function or type of src/shared/.
 
#define NAME_ENTRY_HAS_UNUSED98   0
 The overlay's NameEntry and the name entry's files (name_entry.h)
 
#define NAME_ENTRY_HAS_HIDE   1
 
#define NAME_ENTRY_SPRITES   PLNMET_BANK
 
#define NAME_ENTRY_FILE_KEYBOARD   FILE_PLNMET_KEYBOARD
 
#define FILE_PLNMET_SPRITES   0x28B
 The files of the screen.
 
#define FILE_PLNMET_KEYBOARD   0x771
 
#define FILE_PLNMET_IMAGE   0x8A7
 
#define FILE_PLNMET_MENU   0x28A
 
#define FILE_PLNMET_BANK   0x770
 
#define FILE_PLNMET_SCROLL   0x2C4
 
#define PLNMET_MENU   (FILE_PLNMET_MENU << 16)
 sprite bank
 
#define PLNMET_BANK   (FILE_PLNMET_BANK << 16)
 the keyboard's and partners' sprites
 
#define PLNMET_SCROLL   (FILE_PLNMET_SCROLL << 16)
 

Functions

void STPLNMET_centerLayer (Task *task, PlayerNameScreen **screen, Layer *layer, RECT *rect)
 scene.c
 
void STPLNMET_updateScene (Task *task, PlayerNameScreen **screen)
 The mode's root task: sets up the 320x240 display, a near-black layer and a second layer above it, then creates the name screen.
 
void STPLNMET_updateScroll (NameScroll *task)
 backdrop.c
 
void STPLNMET_loadScroll (NameScroll *task, s32 x, s32 y)
 Loads the scrolling sprites' image into VRAM at (x, y) (scroll->load)
 
void STPLNMET_setScrollLayer (NameScroll *task, s32 layer, s32 depth)
 Sets the layer and depth the scrolling sprites are drawn in (scroll->setLayer)
 
NameScroll * STPLNMET_createScroll (void)
 Creates the scrolling sprites (task), drawn once their image is loaded.
 
void STPLNMET_updateSparkles (NameSparkle *task)
 The sparkles' task: draws five sparkles in place, all on the same looping frame.
 
NameSparkle * STPLNMET_createSparkles (void)
 Creates the sparkles (task)
 
void STPLNMET_updateShine (NameSparkle *task)
 The shine's task: draws a sprite animated by STPLNMET_sparkleFrames, looping.
 
NameSparkle * STPLNMET_createShine (void)
 Creates the shine (task)
 
void STPLNMET_updateWelcome (NameDialog *task, NameDialogWindows *windows)
 welcome.c
 
NameDialog * STPLNMET_createWelcome (PlayerNameScreen *screen)
 Creates the welcome (task), the first thing the screen shows.
 
void STPLNMET_startTween (PanelAnim *fade, s32 fadeIn)
 name_entry.c
 
s32 STPLNMET_updateTween (PanelAnim *fade)
 
void STPLNMET_createNameWindows (NameEntry *task, NameEntryWindows *windows)
 
void STPLNMET_showNameWindows (NameEntry *task, NameEntryWindows *windows, s32 show)
 
void STPLNMET_drawKeyboard (NameEntry *task)
 
void STPLNMET_updateKeyboard (NameEntry *task, NameEntryWindows *windows)
 
void STPLNMET_updateNameEntry (NameEntry *task, NameEntryWindows *windows)
 
void STPLNMET_setNameVram (NameEntry *task, s32 x, s32 y)
 
void STPLNMET_setName (NameEntry *task, char *name)
 
void STPLNMET_getName (NameEntry *task, char *out)
 
void STPLNMET_closeNameEntry (NameEntry *task)
 
void STPLNMET_hideNameEntry (NameEntry *task, s32 hide)
 Hides the name entry, putting its cursor after the name's last character, or shows it again (name->hide) as the screen leaves or comes back to its page.
 
NameEntry * STPLNMET_createNameEntry (char *name)
 Creates the name entry (task) for the player's name, starting from name: up to 8 characters (5 in Japanese)
 
void STPLNMET_createConfirmWindows (NameConfirm *task, NameConfirmWindows *windows)
 confirm.c
 
void STPLNMET_showConfirmWindows (NameConfirm *task, NameConfirmWindows *windows, s32 show)
 Shows the confirmation's windows with the name typed (without its leading spaces) and the partners chosen, the cursor on yes or no; or hides them.
 
void STPLNMET_drawConfirm (NameConfirm *task)
 Draws the confirmation: the title panel with its glow, the three partners chosen (animated) and the panels, as they open, and the progress bar while the progress counts up.
 
void STPLNMET_runConfirm (NameConfirm *task, NameConfirmWindows *windows)
 The confirmation's states: yes or no (substate 200 for no or triangle); yes counts the progress up to 100, then waits 120 frames before substate 100.
 
void STPLNMET_hideConfirm (NameConfirm *task, s32 hide)
 Hides the confirmation, or shows it again (confirm->hide) with its cursor on yes and the partners' animations from their first frame.
 
void STPLNMET_closeConfirm (NameConfirm *task)
 Starts closing the confirmation (confirm->close): its panels close, then it ends.
 
void STPLNMET_updateConfirm (NameConfirm *task, NameConfirmWindows *windows)
 The confirmation's task: creates its windows and waits hidden with its panels open, then runs and draws it while shown.
 
NameConfirm * STPLNMET_createConfirm (PlayerNameScreen *screen)
 Creates the confirmation of the name and the partners (task), hidden.
 
void STPLNMET_createChoiceWindows (PartnerChoice *task, PartnerChoiceWindows *windows)
 choice.c
 
void STPLNMET_showChoiceWindows (PartnerChoice *task, PartnerChoiceWindows *windows, s32 show)
 Shows the choice's windows with the texts of the partners under the arrow, or hides them.
 
void STPLNMET_drawChoice (PartnerChoice *task)
 Draws the choice: the three partners under the arrow (animated), the panel and the blinking arrow on the choice.
 
void STPLNMET_runChoice (PartnerChoice *task, PartnerChoiceWindows *windows)
 Picks one of the three choices of partners (up/down); cross confirms them (substate 100), triangle goes back to the name (substate 200)
 
void STPLNMET_hideChoice (PartnerChoice *task, s32 hide)
 Hides the choice of the partners, or shows it again (partners->hide)
 
void STPLNMET_updateChoice (PartnerChoice *task, PartnerChoiceWindows *windows)
 The choice's task: creates its windows and waits hidden, then runs and draws it while shown.
 
PartnerChoice * STPLNMET_createChoice (PlayerNameScreen *screen)
 Creates the choice of the partners (task), hidden.
 
void STPLNMET_createTabs (PlayerNameScreen *screen, PlayerNameScreenChildren *children)
 screen.c
 
void STPLNMET_showTabs (PlayerNameScreen *screen, PlayerNameScreenChildren *children, s32 show)
 Shows the tabs, the current page's one highlighted, or hides them.
 
void STPLNMET_stepScreen (PlayerNameScreen *screen, PlayerNameScreenChildren *children)
 The screen's states: starts the sprites and the welcome, then goes through the name, the partners and the confirmation (triangle going back); once confirmed, saves the name in GAME.name, gives the party chosen and ends.
 
void STPLNMET_drawTitle (PlayerNameScreen *screen)
 Draws the page's title, opening and closing with the screen's fade.
 
void STPLNMET_updateScreen (PlayerNameScreen *screen, PlayerNameScreenChildren *children)
 The screen's task: loads its files and sound bank and creates the tabs, then starts its music and runs it; stops the music and returns to the field (mode 0x2D8) when it ends.
 
PlayerNameScreen * STPLNMET_createScreen (void)
 Creates the player's name screen (task)
 
void STPLNMET_loadFiles (void)
 Loads the screen's sprites into VRAM and requests its texts and the keyboard.
 
s32 STPLNMET_filesLoading (void)
 Whether the screen's texts or the keyboard are still loading.
 
void STPLNMET_startFade (PanelAnim *fade, s32 fadeIn)
 
s32 STPLNMET_updateFade (PanelAnim *fade)
 
void STPLNMET_startLerp (MenuLerp *lerp, s32 from, s32 to, s32 frames)
 
s32 STPLNMET_updateLerp (MenuLerp *lerp)
 

Variables

PlayerNameFuncs STPLNMET_funcs
 STPLNMET's data (data/stplnmet.c), in its order.
 
TextStyle STPLNMET_nameStyle
 The font of the name and the keyboard.
 
s32 STPLNMET_scrollEnds []
 Where each scroll layer starts over (STPLNMET_updateScroll)
 
SparkleFrame STPLNMET_sparkleFrames []
 The sparkle's frames (STPLNMET_updateShine): sprite 0 starts over.
 
s32 STPLNMET_nameAnims [][7]
 The partner's animation beside the name: 7 frames per partner, -1 ends one.
 
BigKey STPLNMET_bigKeys []
 The keys bigger than a cell, where the keyboard cursor highlights them.
 
s32 STPLNMET_keyArrowCluts []
 The CLUT rows the page arrows cycle through.
 
KeyTabs STPLNMET_keyPagesJp []
 The keyboard's pages and characters in Japanese (LANGUAGE 0), which only the European version uses.
 
KeyPage STPLNMET_keyCharsJp []
 
KeyTabs STPLNMET_keyPages []
 The keyboard's pages and characters.
 
KeyPage STPLNMET_keyChars []
 
NameKeyboard STPLNMET_keyboard
 
s32 STPLNMET_choiceArrowCluts []
 The CLUT rows the partner choice's cursor cycles through.
 
s32 STPLNMET_tabX []
 The x of the keyboard's three tabs.
 

Detailed Description

STPLNMET.PRO: the player's name entry (MODE_PLAYER_NAME).

Its modules are in src/menus/player_name/, and the functions below are by module, in the order they link.

Definition in file player_name.h.

Macro Definition Documentation

◆ OVL_NAME

#define OVL_NAME (   name)    STPLNMET_##name

The name of this overlay's copy of a function or type of src/shared/.

Definition at line 11 of file player_name.h.

◆ NAME_ENTRY_HAS_UNUSED98

#define NAME_ENTRY_HAS_UNUSED98   0

The overlay's NameEntry and the name entry's files (name_entry.h)

Definition at line 14 of file player_name.h.

◆ NAME_ENTRY_HAS_HIDE

#define NAME_ENTRY_HAS_HIDE   1

Definition at line 15 of file player_name.h.

◆ NAME_ENTRY_SPRITES

#define NAME_ENTRY_SPRITES   PLNMET_BANK

Definition at line 16 of file player_name.h.

◆ NAME_ENTRY_FILE_KEYBOARD

#define NAME_ENTRY_FILE_KEYBOARD   FILE_PLNMET_KEYBOARD

Definition at line 17 of file player_name.h.

◆ FILE_PLNMET_SPRITES

#define FILE_PLNMET_SPRITES   0x28B

The files of the screen.

Definition at line 29 of file player_name.h.

◆ FILE_PLNMET_KEYBOARD

#define FILE_PLNMET_KEYBOARD   0x771

Definition at line 30 of file player_name.h.

◆ FILE_PLNMET_IMAGE

#define FILE_PLNMET_IMAGE   0x8A7

Definition at line 31 of file player_name.h.

◆ FILE_PLNMET_MENU

#define FILE_PLNMET_MENU   0x28A

Definition at line 32 of file player_name.h.

◆ FILE_PLNMET_BANK

#define FILE_PLNMET_BANK   0x770

Definition at line 33 of file player_name.h.

◆ FILE_PLNMET_SCROLL

#define FILE_PLNMET_SCROLL   0x2C4

Definition at line 34 of file player_name.h.

◆ PLNMET_MENU

#define PLNMET_MENU   (FILE_PLNMET_MENU << 16)

sprite bank

Definition at line 36 of file player_name.h.

◆ PLNMET_BANK

#define PLNMET_BANK   (FILE_PLNMET_BANK << 16)

the keyboard's and partners' sprites

Definition at line 37 of file player_name.h.

◆ PLNMET_SCROLL

#define PLNMET_SCROLL   (FILE_PLNMET_SCROLL << 16)

Definition at line 38 of file player_name.h.

Function Documentation

◆ STPLNMET_centerLayer()

void STPLNMET_centerLayer ( Task *  task,
PlayerNameScreen **  screen,
Layer *  layer,
RECT *  rect 
)

scene.c

scene.c

Definition at line 6 of file scene.c.

Referenced by STPLNMET_updateScene().

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◆ STPLNMET_updateScene()

void STPLNMET_updateScene ( Task *  task,
PlayerNameScreen **  screen 
)

The mode's root task: sets up the 320x240 display, a near-black layer and a second layer above it, then creates the name screen.

Definition at line 13 of file scene.c.

Referenced by STPLNMET_start().

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◆ STPLNMET_updateScroll()

void STPLNMET_updateScroll ( NameScroll *  task)

backdrop.c

backdrop.c

Definition at line 8 of file backdrop.c.

Referenced by STPLNMET_createScroll().

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◆ STPLNMET_loadScroll()

void STPLNMET_loadScroll ( NameScroll *  task,
s32  x,
s32  y 
)

Loads the scrolling sprites' image into VRAM at (x, y) (scroll->load)

Definition at line 46 of file backdrop.c.

Referenced by STPLNMET_createScroll().

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◆ STPLNMET_setScrollLayer()

void STPLNMET_setScrollLayer ( NameScroll *  task,
s32  layer,
s32  depth 
)

Sets the layer and depth the scrolling sprites are drawn in (scroll->setLayer)

Definition at line 58 of file backdrop.c.

Referenced by STPLNMET_createScroll().

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◆ STPLNMET_createScroll()

NameScroll * STPLNMET_createScroll ( void  )

Creates the scrolling sprites (task), drawn once their image is loaded.

Definition at line 64 of file backdrop.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_updateSparkles()

void STPLNMET_updateSparkles ( NameSparkle *  task)

The sparkles' task: draws five sparkles in place, all on the same looping frame.

< sprite bank

< sprite bank

< sprite bank

< sprite bank

< sprite bank

Definition at line 73 of file backdrop.c.

Referenced by STPLNMET_createSparkles().

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◆ STPLNMET_createSparkles()

NameSparkle * STPLNMET_createSparkles ( void  )

Creates the sparkles (task)

Definition at line 106 of file backdrop.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_updateShine()

void STPLNMET_updateShine ( NameSparkle *  task)

The shine's task: draws a sprite animated by STPLNMET_sparkleFrames, looping.

< sprite bank

Definition at line 111 of file backdrop.c.

Referenced by STPLNMET_createShine().

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◆ STPLNMET_createShine()

NameSparkle * STPLNMET_createShine ( void  )

Creates the shine (task)

Definition at line 139 of file backdrop.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_updateWelcome()

void STPLNMET_updateWelcome ( NameDialog *  task,
NameDialogWindows *  windows 
)

welcome.c

welcome.c

< NAMEET: the Digimon Online registration

< a light blue: what is highlighted or current

< NAMEET: the Digimon Online registration

< a light blue: what is highlighted or current

< sprite bank

< sprite bank

Definition at line 8 of file welcome.c.

Referenced by STPLNMET_createWelcome().

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◆ STPLNMET_createWelcome()

NameDialog * STPLNMET_createWelcome ( PlayerNameScreen *  screen)

Creates the welcome (task), the first thing the screen shows.

Definition at line 95 of file welcome.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_startTween()

void STPLNMET_startTween ( PanelAnim *  fade,
s32  fadeIn 
)

name_entry.c

◆ STPLNMET_updateTween()

s32 STPLNMET_updateTween ( PanelAnim *  fade)

◆ STPLNMET_createNameWindows()

void STPLNMET_createNameWindows ( NameEntry *  task,
NameEntryWindows *  windows 
)

◆ STPLNMET_showNameWindows()

void STPLNMET_showNameWindows ( NameEntry *  task,
NameEntryWindows *  windows,
s32  show 
)

Referenced by STPLNMET_hideNameEntry().

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◆ STPLNMET_drawKeyboard()

void STPLNMET_drawKeyboard ( NameEntry *  task)

◆ STPLNMET_updateKeyboard()

void STPLNMET_updateKeyboard ( NameEntry *  task,
NameEntryWindows *  windows 
)

◆ STPLNMET_updateNameEntry()

void STPLNMET_updateNameEntry ( NameEntry *  task,
NameEntryWindows *  windows 
)

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_setNameVram()

void STPLNMET_setNameVram ( NameEntry *  task,
s32  x,
s32  y 
)

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_setName()

void STPLNMET_setName ( NameEntry *  task,
char *  name 
)

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_getName()

void STPLNMET_getName ( NameEntry *  task,
char *  out 
)

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_closeNameEntry()

void STPLNMET_closeNameEntry ( NameEntry *  task)

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_hideNameEntry()

void STPLNMET_hideNameEntry ( NameEntry *  task,
s32  hide 
)

Hides the name entry, putting its cursor after the name's last character, or shows it again (name->hide) as the screen leaves or comes back to its page.

< full-width space, 0x81 0x40

Definition at line 22 of file name_entry.c.

Referenced by STPLNMET_createNameEntry().

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◆ STPLNMET_createNameEntry()

NameEntry * STPLNMET_createNameEntry ( char *  name)

Creates the name entry (task) for the player's name, starting from name: up to 8 characters (5 in Japanese)

Definition at line 45 of file name_entry.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_createConfirmWindows()

void STPLNMET_createConfirmWindows ( NameConfirm *  task,
NameConfirmWindows *  windows 
)

confirm.c

confirm.c

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

Definition at line 8 of file confirm.c.

Referenced by STPLNMET_updateConfirm().

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◆ STPLNMET_showConfirmWindows()

void STPLNMET_showConfirmWindows ( NameConfirm *  task,
NameConfirmWindows *  windows,
s32  show 
)

Shows the confirmation's windows with the name typed (without its leading spaces) and the partners chosen, the cursor on yes or no; or hides them.

< NAMEET: the Digimon Online registration

< full-width space, 0x81 0x40

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

Definition at line 30 of file confirm.c.

Referenced by STPLNMET_hideConfirm(), and STPLNMET_runConfirm().

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◆ STPLNMET_drawConfirm()

void STPLNMET_drawConfirm ( NameConfirm *  task)

Draws the confirmation: the title panel with its glow, the three partners chosen (animated) and the panels, as they open, and the progress bar while the progress counts up.

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< sprite bank

< sprite bank

< GTE regards 4096 as 1.0

< the keyboard's and partners' sprites

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< sprite bank

< sprite bank

< GTE regards 4096 as 1.0

< sprite bank

< sprite bank

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

Definition at line 61 of file confirm.c.

Referenced by STPLNMET_updateConfirm().

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◆ STPLNMET_runConfirm()

void STPLNMET_runConfirm ( NameConfirm *  task,
NameConfirmWindows *  windows 
)

The confirmation's states: yes or no (substate 200 for no or triangle); yes counts the progress up to 100, then waits 120 frames before substate 100.

Once closing, closes the panels and ends

< SYSTEM02: a cursor moves

< SYSTEM00: a choice is taken

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< SYSTEM01

< NAMEET: the Digimon Online registration

< SYSTEM10: a number counts up or down

Definition at line 165 of file confirm.c.

Referenced by STPLNMET_updateConfirm().

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◆ STPLNMET_hideConfirm()

void STPLNMET_hideConfirm ( NameConfirm *  task,
s32  hide 
)

Hides the confirmation, or shows it again (confirm->hide) with its cursor on yes and the partners' animations from their first frame.

Definition at line 240 of file confirm.c.

Referenced by STPLNMET_createConfirm(), and STPLNMET_updateConfirm().

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◆ STPLNMET_closeConfirm()

void STPLNMET_closeConfirm ( NameConfirm *  task)

Starts closing the confirmation (confirm->close): its panels close, then it ends.

Definition at line 259 of file confirm.c.

Referenced by STPLNMET_createConfirm().

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◆ STPLNMET_updateConfirm()

void STPLNMET_updateConfirm ( NameConfirm *  task,
NameConfirmWindows *  windows 
)

The confirmation's task: creates its windows and waits hidden with its panels open, then runs and draws it while shown.

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

Definition at line 265 of file confirm.c.

Referenced by STPLNMET_createConfirm().

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◆ STPLNMET_createConfirm()

NameConfirm * STPLNMET_createConfirm ( PlayerNameScreen *  screen)

Creates the confirmation of the name and the partners (task), hidden.

Definition at line 288 of file confirm.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_createChoiceWindows()

void STPLNMET_createChoiceWindows ( PartnerChoice *  task,
PartnerChoiceWindows *  windows 
)

choice.c

choice.c

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

< a light blue: what is highlighted or current

Definition at line 7 of file choice.c.

Referenced by STPLNMET_updateChoice().

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◆ STPLNMET_showChoiceWindows()

void STPLNMET_showChoiceWindows ( PartnerChoice *  task,
PartnerChoiceWindows *  windows,
s32  show 
)

Shows the choice's windows with the texts of the partners under the arrow, or hides them.

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< NAMEET: the Digimon Online registration

< DIGNAM

< NAMEET: the Digimon Online registration

Definition at line 31 of file choice.c.

Referenced by STPLNMET_hideChoice(), and STPLNMET_runChoice().

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◆ STPLNMET_drawChoice()

void STPLNMET_drawChoice ( PartnerChoice *  task)

Draws the choice: the three partners under the arrow (animated), the panel and the blinking arrow on the choice.

< the keyboard's and partners' sprites

< sprite bank

< sprite bank

< sprite bank

Definition at line 63 of file choice.c.

Referenced by STPLNMET_updateChoice().

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◆ STPLNMET_runChoice()

void STPLNMET_runChoice ( PartnerChoice *  task,
PartnerChoiceWindows *  windows 
)

Picks one of the three choices of partners (up/down); cross confirms them (substate 100), triangle goes back to the name (substate 200)

< SYSTEM06

< SYSTEM07

< SYSTEM01

Definition at line 103 of file choice.c.

Referenced by STPLNMET_updateChoice().

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◆ STPLNMET_hideChoice()

void STPLNMET_hideChoice ( PartnerChoice *  task,
s32  hide 
)

Hides the choice of the partners, or shows it again (partners->hide)

Definition at line 138 of file choice.c.

Referenced by STPLNMET_createChoice(), and STPLNMET_updateChoice().

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◆ STPLNMET_updateChoice()

void STPLNMET_updateChoice ( PartnerChoice *  task,
PartnerChoiceWindows *  windows 
)

The choice's task: creates its windows and waits hidden, then runs and draws it while shown.

Definition at line 152 of file choice.c.

Referenced by STPLNMET_createChoice().

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◆ STPLNMET_createChoice()

PartnerChoice * STPLNMET_createChoice ( PlayerNameScreen *  screen)

Creates the choice of the partners (task), hidden.

Definition at line 171 of file choice.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_createTabs()

void STPLNMET_createTabs ( PlayerNameScreen *  screen,
PlayerNameScreenChildren *  children 
)

screen.c

screen.c

< NAMEET: the Digimon Online registration

< a light blue: what is highlighted or current

Definition at line 7 of file screen.c.

Referenced by STPLNMET_updateScreen().

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◆ STPLNMET_showTabs()

void STPLNMET_showTabs ( PlayerNameScreen *  screen,
PlayerNameScreenChildren *  children,
s32  show 
)

Shows the tabs, the current page's one highlighted, or hides them.

< a light blue: what is highlighted or current

Definition at line 19 of file screen.c.

Referenced by STPLNMET_stepScreen().

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◆ STPLNMET_stepScreen()

void STPLNMET_stepScreen ( PlayerNameScreen *  screen,
PlayerNameScreenChildren *  children 
)

The screen's states: starts the sprites and the welcome, then goes through the name, the partners and the confirmation (triangle going back); once confirmed, saves the name in GAME.name, gives the party chosen and ends.

Definition at line 35 of file screen.c.

Referenced by STPLNMET_updateScreen().

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◆ STPLNMET_drawTitle()

void STPLNMET_drawTitle ( PlayerNameScreen *  screen)

Draws the page's title, opening and closing with the screen's fade.

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< GTE regards 4096 as 1.0

< sprite bank

Definition at line 115 of file screen.c.

Referenced by STPLNMET_updateScreen().

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◆ STPLNMET_updateScreen()

void STPLNMET_updateScreen ( PlayerNameScreen *  screen,
PlayerNameScreenChildren *  children 
)

The screen's task: loads its files and sound bank and creates the tabs, then starts its music and runs it; stops the music and returns to the field (mode 0x2D8) when it ends.

< BGM_0030: the memory card screen and the player's name entry

< BGM_0030: the memory card screen and the player's name entry

Definition at line 133 of file screen.c.

Referenced by STPLNMET_createScreen().

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◆ STPLNMET_createScreen()

PlayerNameScreen * STPLNMET_createScreen ( void  )

Creates the player's name screen (task)

Definition at line 171 of file screen.c.

Referenced by STPLNMET_updateScene().

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◆ STPLNMET_loadFiles()

void STPLNMET_loadFiles ( void  )

Loads the screen's sprites into VRAM and requests its texts and the keyboard.

< NAMEET: the Digimon Online registration

< DIGNAM

< NAMEDT: the keyboard's

Definition at line 180 of file screen.c.

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◆ STPLNMET_filesLoading()

s32 STPLNMET_filesLoading ( void  )

Whether the screen's texts or the keyboard are still loading.

< NAMEET: the Digimon Online registration

< DIGNAM

< NAMEDT: the keyboard's

Definition at line 193 of file screen.c.

◆ STPLNMET_startFade()

void STPLNMET_startFade ( PanelAnim *  fade,
s32  fadeIn 
)

◆ STPLNMET_updateFade()

s32 STPLNMET_updateFade ( PanelAnim *  fade)

◆ STPLNMET_startLerp()

void STPLNMET_startLerp ( MenuLerp *  lerp,
s32  from,
s32  to,
s32  frames 
)

◆ STPLNMET_updateLerp()

s32 STPLNMET_updateLerp ( MenuLerp *  lerp)

Variable Documentation

◆ STPLNMET_funcs

◆ STPLNMET_nameStyle

TextStyle STPLNMET_nameStyle
extern

The font of the name and the keyboard.

Definition at line 796 of file stplnmet.c.

◆ STPLNMET_scrollEnds

s32 STPLNMET_scrollEnds[]
extern

Where each scroll layer starts over (STPLNMET_updateScroll)

Definition at line 6 of file stplnmet.c.

Referenced by STPLNMET_updateScroll().

◆ STPLNMET_sparkleFrames

SparkleFrame STPLNMET_sparkleFrames[]
extern

The sparkle's frames (STPLNMET_updateShine): sprite 0 starts over.

Definition at line 10 of file stplnmet.c.

Referenced by STPLNMET_updateShine().

◆ STPLNMET_nameAnims

s32 STPLNMET_nameAnims[][7]
extern

The partner's animation beside the name: 7 frames per partner, -1 ends one.

Definition at line 801 of file stplnmet.c.

◆ STPLNMET_bigKeys

BigKey STPLNMET_bigKeys[]
extern

The keys bigger than a cell, where the keyboard cursor highlights them.

Definition at line 808 of file stplnmet.c.

◆ STPLNMET_keyArrowCluts

s32 STPLNMET_keyArrowCluts[]
extern

The CLUT rows the page arrows cycle through.

Definition at line 812 of file stplnmet.c.

◆ STPLNMET_keyPagesJp

KeyTabs STPLNMET_keyPagesJp[]
extern

The keyboard's pages and characters in Japanese (LANGUAGE 0), which only the European version uses.

Definition at line 746 of file stplnmet.c.

◆ STPLNMET_keyCharsJp

KeyPage STPLNMET_keyCharsJp[]
extern

Definition at line 751 of file stplnmet.c.

◆ STPLNMET_keyPages

KeyTabs STPLNMET_keyPages[]
extern

The keyboard's pages and characters.

Definition at line 781 of file stplnmet.c.

◆ STPLNMET_keyChars

KeyPage STPLNMET_keyChars[]
extern

Definition at line 784 of file stplnmet.c.

◆ STPLNMET_keyboard

NameKeyboard STPLNMET_keyboard
extern

Definition at line 845 of file stplnmet.c.

◆ STPLNMET_choiceArrowCluts

s32 STPLNMET_choiceArrowCluts[]
extern

The CLUT rows the partner choice's cursor cycles through.

Definition at line 817 of file stplnmet.c.

Referenced by STPLNMET_drawChoice().

◆ STPLNMET_tabX

s32 STPLNMET_tabX[]
extern

The x of the keyboard's three tabs.

Definition at line 822 of file stplnmet.c.

Referenced by STPLNMET_createTabs().