18 switch (task->
state) {
20 if (task->
key1 != 0) {
37 poly->r0 = poly->g0 = poly->b0 = 0xFF;
38 poly->x1 = poly->x3 = 320;
39 poly->x0 = poly->x2 = 0;
40 poly->y0 = poly->y1 = 0;
41 poly->y2 = poly->y3 = 256;
43 mode = (DR_TPAGE *)(poly + 1);
45 mode->code[0] = 0xE1000245;
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 FIELD_LAYER_MAP
the map, its objects and characters, and the menus
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
struct Layer *(* getLayer)(s32 id)
void(* setPrim)(void *next)
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
u_long *(* getOtEntry)(struct Layer *, s32 depth)
short(* playSound)(s32 id)
returns the voice of a key-on
The task a stage starts (startStage), updated by its updateStage.
void(* nextSubstate)(struct StageTask *task)
void(* setState)(struct StageTask *task, s32 state)
void updateDarkness(StageTask *task)
The darkness: the screen drawn black (a white quad subtracted from it, blend mode 2) while in TASK_DO...