13 switch (task->
state) {
void * createSpritePair(s32 x, s32 y)
Creates a StageSpritePair at (x, y)
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_TASK_ACTOR
every character (FIELDSTG_createActor)
#define ACTOR_STOP
stops after a run
TaskRegistry TASK_REGISTRY
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
A character on the field (FIELDSTG_createActor): the player (kind 0) and the other characters.
void(* setSubstate)(struct Actor *task, s32 substate)
Partner partners[PARTNER_COUNT]
s32 party[3]
partner indices
s32(* getFrameTime)(void)
short(* playSound)(s32 id)
returns the voice of a key-on
The children of a task with one per party slot.
The task a stage starts (startStage), updated by its updateStage.
void(* nextStep)(struct StageTask *task)
void(* nextSubstate)(struct StageTask *task)
void(* nextState)(struct StageTask *task)
void(* setState)(struct StageTask *task, s32 state)
void *(* find)(s32 id, s32 key1, s32 key2)
void updateEvent9015(StageTask *task, StagePartyChildren *children)
Events 9000 to 9015, the traps of the dungeon's Fire floor (Book Worm Ruri calls it "an advanced dung...
s32 partyActorIds[]
Defined below, after the code that uses them.