flags.h
games/tbs/include/flags.h on GitHub
Macros
FLAG_IN_PARTY
#define FLAG_IN_PARTY(character) (character)
Flags 0 to 7: the character with that id (character_ids.h) is in the party (Party_AddActiveOwner).
Used by Event_AudienceWithMcCoy, Event_DemonstratePsynergy, Event_FightTret, Event_ReadMiaAdmirersMind, Imil_ReadApprenticeMind, Imil_ReadColdVillagerMind, Imil_ReadSecondApprenticeMind, Imil_TalkToApprentice, Imil_TalkToColdVillager, Imil_TalkToSecondApprentice, KolimaForestBridge_WitnessForestCurse, KolimaForestTree_RestoreTret, Kolima_WitnessForestCurse, TretTreeInteriors_PlayPostBattleConversation.
FLAG_ISAAC_WEARS_TUNIC
#define FLAG_ISAAC_WEARS_TUNIC 0x21
The young Isaac wears the tunic Dora made him take on the stormy night: placed child sprites get its child part (226), and Isaac's grown sprite is 0x11. Party_EndChildhood clears it.
Used by Event_DoraWakesIsaac, Event_SpawnObjectTable, Party_RemapCharacterIdByFlags.
FLAG_SKIP_SCENE_CHANGE_SOUND
#define FLAG_SKIP_SCENE_CHANGE_SOUND 0x101
The next scene change is silent: the scene loader clears it in place of playing SE_288, once. The world map sets it after its lighthouse transition.
Used by WorldMap_PlayLighthouseTransition.
FLAG_IN_BATTLE
#define FLAG_IN_BATTLE 0x103
Set as a battle starts, cleared as a field scene starts.
Used by Battle_RunEncounter, Field_RunScene, SelectionScreen_Draw, SelectionScreen_DrawArrow.
FLAG_MENU_OPEN
#define FLAG_MENU_OPEN 0x106
Set while the field menu is open; scenes hold their moving actors still.
Used by Colosso_DrawGauge, Field_RunScene, LunpaFortress_UpdateHallGuardDetection, LunpaFortress_UpdateOuterGuardDetection, LunpaFortress_UpdatePairedGuardDetection, SaveMenu_Run, SuhallaDesert_UpdateCaptureTimer, WorldMap_UpdateAirborneTravelTimer.
FLAG_MENUS_RAISE_EVENT
#define FLAG_MENUS_RAISE_EVENT 0x107
While set, opening the field menu or the pause menu, or pressing a shortcut, raises event 250 instead (Field_RunScene, Field_RequestShortcut); Vault's inn sets it while the party corners the suspects.
Used by Event_BeginCorneringSuspects, Event_ReadCorneredSuspectsMinds.
FLAG_KEEP_MUSIC
#define FLAG_KEEP_MUSIC 0x11a
The next scene keeps the music that is playing; scene.c clears FLAG_KEEP_MUSIC as it does, and leaves FLAG_KEEP_MUSIC_HELD set.
Used by Colosso_AskDoneCheering, Colosso_TakePlaceForMatch, Event_ReachArena, Game_ResetForNewGame, SetSail, TolbiShipInteriors_NoticeShipRocking, ValeHome_FightTravelers, VenusLighthouseAerie_EruptBeacon, VenusLighthouseAerie_ShowShebaInDanger, WorldMap_StartTransitionEffect.
FLAG_EXIT_ARRIVAL_PENDING
#define FLAG_EXIT_ARRIVAL_PENDING 0x120
The leader left through an exit of kind 0x20 (SE_128, animation 26); the next scene plays the leader's arrival, animation 24 (ObjectEffect_RunPendingFlagEvent), unless its setup clears this first.
Used by Scene_RunEntrySetup.
FLAG_ARRIVE_FALLING
#define FLAG_ARRIVE_FALLING 0x122
The leader falls into the next scene from 160 pixels above (ObjectEffect_RunPendingFlagEvent), as when the world map's airborne travel ends.
Used by Event_FinishAirborneTravel.
FLAG_SCENE_VARIANT_2
#define FLAG_SCENE_VARIANT_2 0x123
The current scene's record has variant 2; the scene loader sets and clears it.
FLAG_NOTHING_HAPPENS
#define FLAG_NOTHING_HAPPENS 0x142
Set before an action on the field; still set afterwards, nothing came of it and the game says so. "But nothing happens." An event that acts clears it.
Used by Event_UsePsynergyStone, Field_RunEventAction, Field_SearchTile, Field_UseItem.
FLAG_RETREAT_BLOCKED
#define FLAG_RETREAT_BLOCKED 0x144
Retreat is blocked, from Psynergy or an item. It "does not work here". Cleared on every scene entrance; the scenes that forbid Retreat set it.
Used by Clear_GetSaveRecoveryBlockMask, ColosseumEntrance_ApplyArrivalState, ColossoLog_Initialize, ColossoRiver_Initialize, ColossoWall_Initialize, Event_KradenFindsHall, Field_RunScene, Field_UseItem, Field_UsePsynergy, ImilFuchinFalls_Initialize, MercuryLighthouseAerie_Initialize, Scene_Initialize, Scene_ResetFlagsOnEnter, SolSanctumElementalStarRoom_Initialize, SolSanctumEntrance_ApplyEntryState, SolSanctumLunaSolRooms_Initialize, SolSanctumStatue_Initialize, TolbiShipDeck_ApplyEntryState, TolbiShipInteriors_ApplyEntryState, TolbiShipMast_Initialize, VenusLighthouseAerie_Initialize, WorldMap_Initialize.
FLAG_NO_ENCOUNTERS
#define FLAG_NO_ENCOUNTERS 0x160
No random encounters while set (Encounter_SelectEnemyGroup), unless flag 0x15f is set; debug entrances set it.
Used by Encounter_SelectEnemyGroup, ValeHome_SetProgressFlagsAndExit, WorldMap_Initialize.
FLAG_DEBUG_STEPS_OFF
#define FLAG_DEBUG_STEPS_OFF 0x163
In debug mode, steps on the field are not processed (Field_RunScene) and the world map's places do not react to the leader; debug entrances set it.
Used by WorldMap_Initialize, WorldMap_UpdateLocationContacts.
FLAG_LURE_CAP
#define FLAG_LURE_CAP 0x167
Set while the Lure Cap is worn: random encounters come twice as fast.
Used by Field_ProcessStep.
FLAG_DJINN_TUTORIAL_PART_A
#define FLAG_DJINN_TUTORIAL_PART_A 0x16f
With FLAG_DJINN_TUTORIAL set, these two choose the part of the tutorial the Djinn menu plays: neither, step 1; only the second, step 14; only the first, step 27; both, step 28 (DjinnMenu_Open).
Used by Event_MeetFlint, WorldMap_ShowDjinnTutorial.
FLAG_MONSTER_BATTLE
#define FLAG_MONSTER_BATTLE 0x173
The link lobby's battle against a monster when no opponent is linked: formations matched to the party's level, and no spoils.
Used by BattleEnemy_RecordDefeat, BattleFormation_BuildEnemyList.
FLAG_IN_LINK_LOBBY
#define FLAG_IN_LINK_LOBBY 0x17e
Set when the cleared game's menu goes to the link lobby: there Psynergy has no effect and the system menu offers only Change settings.
Used by Field_RunScene, Field_UsePsynergy, Menu_RunWorkspaceSelectionLoop, SaveMenu_Run, SystemMenu_Open.
FLAG_MONSTER_BATTLE_WINS
#define FLAG_MONSTER_BATTLE_WINS 0x3f8
Monster battles won in a row, added to the monsters' level; -1 after the series ends.
Used by BattleFormation_SelectLevelMatchedCandidate.
FLAG_SHOP_ARTIFACTS_STOCKED
#define FLAG_SHOP_ARTIFACTS_STOCKED 0x400
Plus a row of the shop stock table: that place's artifacts are in stock.
Used by EventTable_ApplyRowAbilities.
FLAG_INVENTORY_SNAPSHOT
#define FLAG_INVENTORY_SNAPSHOT 0x952
Set while the Colosso holds the party's equipment (the inventory snapshot).
Used by InventorySnapshot_Restore, InventorySnapshot_Save, SaveMenu_Run.
FLAG_BUNZAS_WAGON_LEFT
#define FLAG_BUNZAS_WAGON_LEFT 0x94f
Bunza's wagon has left West Lunpa Cave, with the party aboard or without.
Used by Party_StaysBehind, WorldMap_BoardBunzasWagon, WorldMap_GetPlacements, WorldMap_Initialize.
FLAG_FEIZHI_SAW_ROCKSLIDE
#define FLAG_FEIZHI_SAW_ROCKSLIDE 0x8b0
Feizhi has found the road blocked and run ahead to look for Hsu.
FLAG_HAMA_REACHED_HSU
#define FLAG_HAMA_REACHED_HSU 0x8b1
Hama has reached Hsu and spoken with him and Feizhi.
FLAG_HSU_RESCUED_WITHOUT_PARTY
#define FLAG_HSU_RESCUED_WITHOUT_PARTY 0x8b3
Hsu was freed without the party: set with FLAG_HSU_RESCUED when the party comes back from Lama Temple after Xian has heard of the accident. While it is set, Xian's people do not thank the party for the rescue.
Used by LeaveForTheWorldMap.
FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN
#define FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN 0x904
Room 1's water beast has been seen hopping along its first and its second route.
FLAG_ALTIN_PEAK_BOULDER_FALLEN
#define FLAG_ALTIN_PEAK_BOULDER_FALLEN 0x908
Room 9's boulder has fallen and rolled down after the party leader.
FLAG_BABI_CALLED_PARTY_BACK
#define FLAG_BABI_CALLED_PARTY_BACK 0x961
Babi has called the party back once as it made to leave without him.
Used by AltmillerCave_BabiCallsPartyBack, gAltmillerCave_Events2.
FLAG_BABI_SAVED
#define FLAG_BABI_SAVED 0x962
The party has saved Babi in Altmiller Cave with his Mystic Draught; Tolbi then holds the Colosso finals, and its scenes read this as the finals day.
Used by AltmillerCave_BabiCallsPartyBack, AltmillerCave_Initialize, AltmillerCave_RestoreBabiAndInviteParty, BabiPalace_ApplyEntryState, ColosseumEntrance_GetPlacements, ColosseumEntrance_UpdateEntranceCells, Event_CrowdRecognizesIsaac, Event_DiscussLuckyGuessSeats, Event_DiscussLuckyGuessWinnings, Event_DiscussSeating, Event_OfferLuckyGuess, Scene_GetEvents, Scene_GetPlacements, TolbiInteriors_SelectEvents, TolbiInteriors_TalkToArmorShopkeeper, TolbiInteriors_TalkToItemShopkeeper, TolbiInteriors_TalkToPriest, TolbiInteriors_TalkToWeaponShopkeeper, gAltmillerCave_Events2, gColosseumEntranceEvents3, gTolbiSpringEventsOther.
FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED
#define FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED 0x980
Arrival through room 2's entrance 10 changes its tiles and collision; entrances 10 and 11 restore those changes on later visits.
Used by BabiLighthouse_SetupScene.
FLAG_BABI_LIGHTHOUSE_DOOR_OPEN
#define FLAG_BABI_LIGHTHOUSE_DOOR_OPEN 0x985
The stone door that Reveal's switch opens stands open.
Used by BabiLighthouse_CloseTruthDoor, BabiLighthouse_InspectTruthDoorSwitch, BabiLighthouse_OpenTruthDoor, BabiLighthouse_RefreshTruthDoorTiles, BabiLighthouse_SetupScene.
FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED
#define FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED 0x988
Iodem and Faran have asked the party to follow Sheba's kidnappers.
Used by BabiLighthouse_DiscussPursuit, BabiLighthouse_SetupScene, gBabiLighthouse_Events1.
FLAG_IODEM_AT_BABI_LIGHTHOUSE
#define FLAG_IODEM_AT_BABI_LIGHTHOUSE 0x98a
Set with it: Iodem has come to Babi Lighthouse, and from then on he no longer leaves the party in Suhalla's inn or Gondowan Cave.
Used by BabiLighthouse_DiscussPursuit, Event_IodemAsksWhyTurningBack, Event_IodemQuestionsWoundedSoldiers.
FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN
#define FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN 0x989
The party has opened the door before Iodem and Faran, who stay behind.
Used by BabiLighthouse_ExplainTruthDoor, BabiLighthouse_OpenTruthDoor, BabiLighthouse_SetupScene, gBabiLighthouse_Events1.
FLAG_BABI_PALACE_FINALS_REST_OFFERED
#define FLAG_BABI_PALACE_FINALS_REST_OFFERED 0x966
The attendant has offered the beds for the night before the finals.
Used by BabiPalace_ApplyEntryState, BabiPalace_OfferRest.
FLAG_BABI_PALACE_FINALS_BEDS_OPEN
#define FLAG_BABI_PALACE_FINALS_BEDS_OPEN 0x967
While set, the beds can be used during the finals.
Used by BabiPalace_ApplyEntryState, BabiPalace_OfferRest, gBabiPalace_EventsColosso.
FLAG_SHEBA_NOTICED_MIND_READ
#define FLAG_SHEBA_NOTICED_MIND_READ 0x968
Sheba has felt the party read her mind.
Used by BabiPalace_ReadShebasMind.
FLAG_BABI_PALACE_BEDS_OPEN
#define FLAG_BABI_PALACE_BEDS_OPEN 0x969
While set, the beds can be used before the finals.
Used by BabiPalace_ShowBeds, gBabiPalace_EventsOther.
FLAG_IODEM_HEARD_SOLDIERS
#define FLAG_IODEM_HEARD_SOLDIERS 0x96b
The soldiers have come back from Altmiller Cave to Iodem without Babi.
Used by BabiPalace_HearSoldiersReport, gBabiPalace_EventsOther, gBabiPalace_PlacementsOther.
FLAG_BABI_PALACE_GUARD_GAVE_WORD
#define FLAG_BABI_PALACE_GUARD_GAVE_WORD 0x96c
A courtyard guard has passed on Babi's word to go to the colosseum.
Used by BabiPalace_PassOnBabisWord, gBabiPalace_Events2Colosso.
FLAG_BABI_PALACE_GUARD_THANKED_PARTY
#define FLAG_BABI_PALACE_GUARD_THANKED_PARTY 0x96d
The other courtyard guard has thanked the party for saving Babi.
Used by BabiPalace_ThankForSavingBabi.
FLAG_BABI_SPOKE_AFTER_COLOSSO
#define FLAG_BABI_SPOKE_AFTER_COLOSSO 0x96f
Babi and Iodem have spoken with the party after Colosso.
Used by BabiPalace_ApplyEntryState, Event_ReadSoldierMind, Event_SoldierAsksAboutCrossing, Event_TalkToInnkeeper, Event_TalkToPriest, Event_TalkToShopkeeper, Scene_GetEvents, Scene_GetPlacements, Scene_Initialize, gBabiPalace_PlacementsAfterColosso, gSuhallaGateEventsOther.
FLAG_BABI_PALACE_HARD_NUT
#define FLAG_BABI_PALACE_HARD_NUT 0xf9e
A jar in the scholars' room, which is drawn on Vale's map (vale_babi.c).
Used by gValeBabi_ScholarsEvents, gValeBabi_ScholarsLaterEvents.
FLAG_KALAY_HEARD_OF_COLOSSO_TOUR
#define FLAG_KALAY_HEARD_OF_COLOSSO_TOUR 0x910
The inn's guests told the party about the Colosso tour to Tolbi.
Used by KalayInteriors_TalkToInnkeeper, KalayInteriors_TalkToTourGuide, Kalay_WatchTourGroupDeparture.
FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE
#define FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE 0x82a
Mia's second apprentice told the party Mia went to the old couple's house.
Used by Imil_Initialize, Imil_TalkToSecondApprentice.
FLAG_IMIL_MET_MIA
#define FLAG_IMIL_MET_MIA 0x82b
Mia healed the old man, and the party saw the Mercury Lighthouse lit.
Used by Imil_Initialize, Imil_MeetMiaAtOldCouplesHouse, Imil_ReadOldWomanMind, Imil_TalkToOldMan, gImil_InteriorEvents.
FLAG_IMIL_APPRENTICE_OFFERED_HEALING
#define FLAG_IMIL_APPRENTICE_OFFERED_HEALING 0x82d
Her apprentice told the party she can act as its healer in the sanctum.
Used by Imil_MiaSaysFarewellToApprentices, Imil_TalkToApprentice.
FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET
#define FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET 0x820
The Dragon's Eye is set in the dragon statue, which opened the hidden path.
Used by Fuchin_LightDragonWithEye, Fuchin_SearchDragonStatue, ImilFuchinFalls_PrepareRoom, gImilFuchinFalls_DragonRoomEvents.
FLAG_KALAY_DOCKS_CARRYING_MESSAGE
#define FLAG_KALAY_DOCKS_CARRYING_MESSAGE 0x8a6
The father on the Kalay docks asked the party to take a message to his daughter in Tolbi, and the party agreed.
Used by KalayTolbiDocks_TalkToWaitingDaughter, KalayTolbiDocks_TalkToWorriedFather.
FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY
#define FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY 0x8aa
A passenger on the Tolbi docks walked up to the party as it arrived.
Used by KalayTolbiDocks_PassengerGreetsArrivals, KalayTolbiDocks_PrepareTolbiDocks, gKalayTolbiDocks_TolbiEvents.
FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN
#define FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN 0x8ab
The passengers confronted the tour guides and their bodyguard.
Used by KalayTolbiDocks_PassengersConfrontTourGuide, KalayTolbiDocks_PrepareTolbiDocks, TolbiInteriors_ApplyEntryState, gKalayTolbiDocks_TolbiEventsStranded.
FLAG_KOLIMA_CURSE_WITNESSED
#define FLAG_KOLIMA_CURSE_WITNESSED 0x843
The party has seen the curse fall, in Kolima or on the forest bridge.
Used by KolimaForestBridge_Initialize, KolimaForestBridge_WitnessForestCurse, Kolima_Initialize, Kolima_WitnessForestCurse, gKolimaPlacements1.
FLAG_KOLIMA_BRIDGE_COLLAPSED
#define FLAG_KOLIMA_BRIDGE_COLLAPSED 0x847
Kolima's bridge fell as the party crossed it.
Used by Kolima_RestoreBridgeState, Kolima_ShowBridgeCollapse, WorldMap_ApplyMapRotationAndMode, gKolimaEvents3.
FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE
#define FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE 0x9a7
The party is back from Venus Lighthouse, by the aerie's exit.
Used by LaliveroInteriors_GetEvents, LaliveroInteriors_GetPlacements, Lalivero_GetEvents, Lalivero_GetPlacements, Lalivero_Initialize, Scene_Initialize, TalkToInnkeeper, TalkToPriest, TalkToShopkeeper32, TalkToShopkeeper33, TalkToShopkeeper34, VenusLighthouseAerie_StageShebasFall.
FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE
#define FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE 0x9bf
The party saw the ship from Venus Lighthouse before coming back.
Used by Lalivero_Initialize, ReceiveBlackOrb, ReportToFaran, WorldMap_RunBlackOrbScene.
FLAG_IODEM_ASKED_TO_MEET
#define FLAG_IODEM_ASKED_TO_MEET 0x9bc
Iodem asked the party to wait for him outside.
Used by IodemCallsOut, TalkToIodem, gFaranHouseEventsAfterLighthouse.
FLAG_GUARDS_SUSPECT_KALAY
#define FLAG_GUARDS_SUSPECT_KALAY 0x85a
Set on the world map; from then on the east guard asks whether the party came from Kalay.
Used by Event_EnterTransferRoute, Event_ReadEastGuardsThoughts, Event_TalkToEastGuard, WorldMap_DepartWithTravelers, WorldMap_GetPlacements, WorldMap_Initialize.
FLAG_LUNPA_GATE_GUARD_SAW_HAMMET
#define FLAG_LUNPA_GATE_GUARD_SAW_HAMMET 0x9af
The gate's left guard has recognized Hammet with the party.
Used by Event_ReadLeftGuardsThoughts, Event_TalkToLeftGuard.
FLAG_LUNPA_FORTRESS_TRAP_SEEN
#define FLAG_LUNPA_FORTRESS_TRAP_SEEN 0x942
The party has seen Hammet's rescue up to Dodonpa's trap; a retry after losing the battle skips to the trap.
Used by Event_FindHammet.
FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED
#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED 0x944
Whirlwind has blown away what hid the first switch, the passage and the second switch.
Used by Event_BlowAwayFirstSwitchCover, LunpaFortress_InitializeColumnRoom, Scene_Initialize.
FLAG_LUNPA_FORTRESS_REWARD_TAKEN
#define FLAG_LUNPA_FORTRESS_REWARD_TAKEN 0x94e
Donpa's reward, the Djinni in his room, has joined the party.
Used by Event_DjinniJoins, Event_TalkToDonpa.
FLAG_MCCOY_PALACE_ADMITTED
#define FLAG_MCCOY_PALACE_ADMITTED 0x84a
The gate guards have let the party into the palace.
Used by Bilibin_RestoreVillageActors, Event_GuardsArrestParty, Event_McCoyRewardsParty, Event_TalkToEastGuard, Garden_ApplyProgress, gMcCoyPalaceGardenEvents.
FLAG_MCCOY_PALACE_BARRICADE_HINT
#define FLAG_MCCOY_PALACE_BARRICADE_HINT 0x84f
After McCoy turned the party away, his escort let slip that the barricade may not need a key.
Used by Event_EscortHintsAtBarricade, Event_McCoyRewardsParty, Garden_ApplyProgress, Scene_GetPlacements, Scene_Initialize, gMcCoyPalaceEvents, gMcCoyPalaceGardenEvents.
FLAG_MCCOY_PALACE_PARTY_REWARDED
#define FLAG_MCCOY_PALACE_PARTY_REWARDED 0x85e
The escort has seen the party off after McCoy's reward.
Used by Event_EscortSeesPartyOff, Garden_ApplyProgress, Scene_Initialize.
FLAG_MCCOY_PALACE_JOB_REFUSED
#define FLAG_MCCOY_PALACE_JOB_REFUSED 0x85f
The party refused McCoy's job at the first audience.
Used by Event_AudienceWithMcCoy.
FLAG_MIA_SENSED_SOMEONE_INSIDE
#define FLAG_MIA_SENSED_SOMEONE_INSIDE 0x870
Mia has told the party she senses someone inside the lighthouse.
FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE
#define FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE 0x871
The statue is moved and Mia's Ply has opened the lighthouse door.
FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE
#define FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE 0x872
Past the Lizard Man, Mia has gone on into the lighthouse.
FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN
#define FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN 0x874
The block rests on the floor switch and holds the gate open.
Used by MercuryLighthouse_OpenGateWithMovedBlock.
FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED
#define FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED 0x875
Ply in the entrance hall: the lights cycle and the pillar routes open.
FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN
#define FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN 0x876
All three channel blocks are in place and the water runs.
Used by MercuryLighthouse_ExitWhenChannelsOpen.
FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL
#define FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL 0x877
The sliding statue has fallen through to the floor below.
Used by MercuryLighthouse_StartStatueSlide.
FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN
#define FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN 0x878
The block rests on the stair gate's floor switch and holds it open.
Used by MercuryLighthouse_OpenStairGateWithMovedBlock.
FLAG_MERCURY_AERIE_CONFRONTATION_DONE
#define FLAG_MERCURY_AERIE_CONFRONTATION_DONE 0x880
The aerie's confrontation with Saturos, the battle and Alex's visit are over; set with FLAG_SATUROS_BEATEN_AT_MERCURY.
Used by MercuryLighthouseAerie_AlexAppears, gMercuryLighthouseAerieEvents.
FLAG_SATUROS_BEATEN_AT_MERCURY
#define FLAG_SATUROS_BEATEN_AT_MERCURY 0x881
Saturos is beaten at Mercury Lighthouse: the Hermes fountain at its foot flows again.
Used by Bilibin_RestoreRiverActors, Imil_GetPlacements, Imil_Initialize, Imil_TalkToApprentice, Imil_TalkToArmorMerchant, Imil_TalkToCountingChild, Imil_TalkToInnkeeper, Imil_TalkToItemMerchant, Imil_TalkToOldMan, Imil_TalkToWeaponMerchant, MercuryLighthouseAerie_AlexAppears, gBilibinEvents3.
FLAG_MOGALL_FOREST_LED_TO_KILLER_APE
#define FLAG_MOGALL_FOREST_LED_TO_KILLER_APE 0x89d
The last guiding ape has led the party to the Killer Ape's hiding place.
Used by MogallForest_ApeLeadsToKillerApe, gMogallForestEvents3.
FLAG_IODEM_MET_WOUNDED_SOLDIERS
#define FLAG_IODEM_MET_WOUNDED_SOLDIERS 0x9b0
Set at Babi's palace as his audience after Colosso begins; afterwards Suhalla's people talk of the Tolbi soldiers the sandstorms brought there. Also uses FLAG_BABI_SPOKE_AFTER_COLOSSO. Iodem has found the wounded soldiers at Suhalla's inn and asked for Sheba.
Used by Event_IodemAsksWhetherToPressOn, Event_IodemQuestionsGuards, Event_IodemQuestionsWoundedSoldiers, gSuhallaInteriorsEventsAfterAudience, gSuhallaInteriorsPlacementsAfterAudience.
FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH
#define FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH 0x8fb
The side the party last came through, which Retreat returns them to.
Used by Event_LeaveForWorldMap, Scene_Initialize.
FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA
#define FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA 0x9b5
search on or go to Lalivero
Used by Event_IodemAsksWhetherToPressOn.
FLAG_SUHALLA_DESERT_IODEM_WARNED
#define FLAG_SUHALLA_DESERT_IODEM_WARNED 0x9b6
Iodem warned of a sandstorm. "A sandstorm!"
Used by SuhallaDesert_RaiseStorm.
FLAG_TOLBI_SHIP_MONSTERS_SIGHTED
#define FLAG_TOLBI_SHIP_MONSTERS_SIGHTED 0x8f0
The ship's place plays music 29, the monsters' theme, instead of 41.
Used by TolbiShipInteriors_FightMonstersInHold, TolbiShipMast_RunAvastScene, TolbiShipMast_RunLandingSequence, TolbiShipMast_ShowMonsters.
FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY
#define FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY 0x920
The crew have wondered what became of the replacement ship.
Used by TolbiShipDeck_PlaceWaitingPassengers, TolbiShipDeck_WatchCrewDecideToSail, TolbiShipInteriors_WatchCrewWonderAtDelay, gTolbiShipDeckEvents, gTolbiShipInteriors_CabinEvents.
FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL
#define FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL 0x921
The party has heard that the captain decided to sail. "But the captain decided to set sail just a second ago."
Used by TolbiShipInteriors_DiscussLaunchingWithoutAnchor, TolbiShipInteriors_SetUpCabin, TolbiShipInteriors_TalkToCaptain, TolbiShipInteriors_TalkToCaptainsCabinActor10, gTolbiShipInteriors_CabinEvents.
FLAG_TOLBI_SHIP_ANCHOR_CHARM_RETURNED
#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_RETURNED 0x925
The party gave back the captain's Anchor Charm and agreed to protect the ship.
Used by TolbiShipDeck_ApplyEntryState, TolbiShipDeck_GetPlacements, TolbiShipDeck_TalkToWaitingPassenger21, TolbiShipDeck_TalkToWaitingPassenger24, TolbiShipInteriors_ReturnLuckyAnchor, TolbiShipInteriors_SelectPlacements, TolbiShipInteriors_SetUpCabin, TolbiShipInteriors_SetUpHold, TolbiShipInteriors_SetUpRowingDeck, TolbiShipInteriors_TalkToCaptain, TolbiShipInteriors_TalkToPriest, TolbiShipInteriors_TalkToWaitingPassenger10, TolbiShipInteriors_TalkToWaitingPassenger8, TolbiShipMast_Initialize, gTolbiShipDeckEvents, gTolbiShipInteriors_CabinEvents, gTolbiShipInteriors_HoldEvents.
FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT
#define FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT 0x926
The ship has set sail without its replacement. "Our replacement never arrived, but we're shoving off just the same."
Used by TolbiShipInteriors_ApplyEntryState, TolbiShipInteriors_AskForReplacementOarsmen, TolbiShipInteriors_SetUpRowingDeck.
FLAG_TOLBI_SHIP_FIRST_ATTACK_REPELLED
#define FLAG_TOLBI_SHIP_FIRST_ATTACK_REPELLED 0x928
The monster attacks fought off. After the first an oarsman is hurt, and from then on passengers the party chooses take the empty seats.
Used by TolbiShipDeck_ApplyEntryState, TolbiShipDeck_GetEvents, TolbiShipDeck_GetPlacements, TolbiShipInteriors_ApplyEntryState, TolbiShipInteriors_EndFirstAttack, TolbiShipInteriors_FightMonstersInHold, TolbiShipInteriors_InstallRowingDeckActors, TolbiShipInteriors_SelectEvents, TolbiShipInteriors_SelectPlacements, TolbiShipInteriors_SetUpCabin, TolbiShipInteriors_SetUpHold, TolbiShipInteriors_SetUpRowingDeck, TolbiShipInteriors_ShowRowing, TolbiShipInteriors_TalkToCaptain, TolbiShipInteriors_TalkToPriest, TolbiShipMast_Initialize, gTolbiShipInteriors_CabinEvents, gTolbiShipMast_Events.
FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS
#define FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS 0x92c
The passengers chosen to row: a group of nine flags for each empty seat, one flag for each passenger, in the order of their actors from 8.
Used by TolbiShipDeck_GetRowerAtSeat, TolbiShipDeck_GetSeatStroke, TolbiShipInteriors_AskPassenger10ToRow, TolbiShipInteriors_AskPassenger11ToRow, TolbiShipInteriors_AskPassenger12ToRow, TolbiShipInteriors_AskPassenger13ToRow, TolbiShipInteriors_AskPassenger14ToRow, TolbiShipInteriors_AskPassenger15ToRow, TolbiShipInteriors_AskPassenger16ToRow, TolbiShipInteriors_AskPassenger8ToRow, TolbiShipInteriors_AskPassenger9ToRow, TolbiShipInteriors_DismissReplacementRowers, TolbiShipInteriors_FindFirstSetFlag, TolbiShipInteriors_HideSelectedPassengers, TolbiShipInteriors_ReachIsland, TolbiShipInteriors_ReadRower18Mind, TolbiShipInteriors_ReadRower19Mind, TolbiShipInteriors_ReadRower20Mind, TolbiShipInteriors_ReadRower21Mind, TolbiShipInteriors_ReadRower22Mind, TolbiShipInteriors_ReadRower23Mind, TolbiShipInteriors_ReadRower24Mind, TolbiShipInteriors_ReadRower25Mind, TolbiShipInteriors_RunSceneCommand, TolbiShipInteriors_TalkToRower18, TolbiShipInteriors_TalkToRower19, TolbiShipInteriors_TalkToRower20, TolbiShipInteriors_TalkToRower21, TolbiShipInteriors_TalkToRower22, TolbiShipInteriors_TalkToRower23, TolbiShipInteriors_TalkToRower24, TolbiShipInteriors_TalkToRower25, TolbiShipMast_GetSeatRowValue.
FLAG_TOLBI_SHIP_REACHED_TOLBI
#define FLAG_TOLBI_SHIP_REACHED_TOLBI 0x93e
The ship reached Tolbi. "The ship has arrived safely"
Used by KalayTolbiDocks_GetEvents, KalayTolbiDocks_GetPlacements, TolbiShipDeck_ApplyEntryState, TolbiShipDeck_GetEvents, TolbiShipDeck_GetPlacements, TolbiShipInteriors_ApplyEntryState, TolbiShipInteriors_SelectEvents, TolbiShipInteriors_SelectPlacements, TolbiShipInteriors_SetUpCabin, TolbiShipInteriors_SetUpHold, TolbiShipInteriors_SetUpRowingDeck, TolbiShipInteriors_TalkToPriest, TolbiShipMast_Initialize, WorldMap_CompleteTransfer, gTolbiShipInteriors_HoldEvents.
FLAG_VALE_STORM
#define FLAG_VALE_STORM 0x834
The prologue's stormy night: lightning over Vale, the rockslide and the monsters loose in the village.
Used by Event_SentToAidElders, Event_TravelersLeaveAfterBattle, ValeBabi_CloseScreenAndExit, ValeBabi_GetEvents, ValeBabi_GetExits, ValeBabi_Initialize, ValeHome_GetEvents, ValeHome_GetExits, ValeHome_GetPlacements, ValeHome_Initialize, ValeInteriors_GetEvents, ValeInteriors_GetExits, ValeInteriors_Initialize, ValeInteriors_RequestWindowExit, ValeKraden_GetEvents, ValeKraden_Initialize, ValeStorm_Initialize, Vale_RequestBackdropExit.
FLAG_REACHED_KALAY
#define FLAG_REACHED_KALAY 0x87a
Set whenever Kalay is entered; Vale's villagers then talk of the party's journey.
Used by Event_AskAboutJourney, Event_EnterIsaacsHouse, Event_TalkToArmorShopkeeper, Event_TalkToInnkeeper, Event_TalkToItemShopkeeper, Event_TalkToWeaponShopkeeper, Kalay_Initialize, LamakanDesert_GetPlacements, ValeBabi_GetEvents, ValeBabi_GetPlacements, ValeBabi_Initialize, ValeHome_GetEvents, ValeHome_GetPlacements, ValeHome_Initialize, ValeHome_SetProgressFlagsAndExit, ValeInteriors_GetEvents, ValeInteriors_GetPlacements, ValeInteriors_Initialize, ValeKraden_GetEvents, ValeKraden_Initialize, Vale_GetEvents, Vale_GetPlacements.
FLAG_OVERHEARD_KRADEN
#define FLAG_OVERHEARD_KRADEN 0x800
Kraden wondered aloud about the strangers
Used by Event_OverhearKraden, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP
#define FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP 0x82f
The man hurt in the rockslide believes he will die.
Used by Event_TalkToRockslideSurvivor, gValeKraden_StormEvents.
FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED
#define FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED 0x839
He found he was unhurt and ran to the plaza.
Used by Event_TalkToRockslideSurvivor, ValeHome_SetProgressFlagsAndExit, ValeKraden_Initialize.
FLAG_VALE_STORM_MONSTER_FOUGHT
#define FLAG_VALE_STORM_MONSTER_FOUGHT 0x900
A monster was fought on the stormy night: Vale's music changes (song 23).
Used by Event_FightFirstMonster, Event_FightFourthMonster, Event_FightSecondMonster, Event_FightThirdMonster.
FLAG_VALE_KRADEN_JAR_ELIXIR
#define FLAG_VALE_KRADEN_JAR_ELIXIR 0xf41
The jar's Elixir by the cottage; after Kalay it is searchable only from the third patch.
Used by gValeKraden_Events, gValeKraden_EventsAfterKalay.
FLAG_VALE_ASKED_IF_GOING_TO_KRADEN
#define FLAG_VALE_ASKED_IF_GOING_TO_KRADEN 0x806
A villager asked whether Isaac is going to Kraden's cottage. "Do you need to go past here? You must be going to Kraden's cottage..."
Used by Event_WarnAboutGoingBeyondKradensCottage, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_ANGRY_VILLAGER_ARGUED
#define FLAG_VALE_ANGRY_VILLAGER_ARGUED 0x807
A villager has scolded Garet once. "Garet, you make me so mad sometimes!"
Used by Event_ArgueWithTheAngryVillager, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_ASKED_IF_JENNA_IS_BACK
#define FLAG_VALE_ASKED_IF_JENNA_IS_BACK 0x81f
Back from Kalay, a villager asked whether Jenna is back yet.
Used by Event_AskWhetherJennaHasReturned.
FLAG_VALE_WARNED_AGAINST_MT_ALEPH
#define FLAG_VALE_WARNED_AGAINST_MT_ALEPH 0x823
A villager stopped Isaac and warned him off the mountain. "You're not planning on sneaking up to Mt. Aleph..."
Used by Event_RepeatMtAlephWarningAtEitherPause, Event_RepeatMtAlephWarningFromFirstApproach, Event_RepeatMtAlephWarningFromSecondApproach, Event_WarnAgainstSneakingUpMtAleph, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_STORM_FIRST_ROCK_FELL
#define FLAG_VALE_STORM_FIRST_ROCK_FELL 0x830
The four rocks that fall across the paths (actors 11 to 14).
Used by Event_Rock11Falls, ValeHome_SetProgressFlagsAndExit, ValeStorm_Initialize.
FLAG_VALE_STORM_BUMPED_INTO_VILLAGER
#define FLAG_VALE_STORM_BUMPED_INTO_VILLAGER 0x835
A villager running out of his house shoved Isaac. "Huh? Isaac?"
Used by Event_LeaveByExit6, ValeHome_SetProgressFlagsAndExit, ValeStorm_MeetVillagerAtExit6.
FLAG_VALE_STORM_HEARD_GARET
#define FLAG_VALE_STORM_HEARD_GARET 0x836
Isaac heard Garet struggling with his things. "Ugh... Hrnghhh..."
Used by Event_GaretCallsAfterIsaac, Event_HearGaretStruggling, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_STORM_SAW_RIVER_RESCUE
#define FLAG_VALE_STORM_SAW_RIVER_RESCUE 0x83a
Isaac saw the villagers trying to pull Felix from the river.
Used by Event_WitnessRiverRescue, ValeHome_SetProgressFlagsAndExit, ValeStorm_Initialize.
FLAG_VALE_STORM_RIVER_GATHERING_SEEN
#define FLAG_VALE_STORM_RIVER_GATHERING_SEEN 0x841
Jenna came back to the river and the scene there ended with ValeStorm_ShowBoulderSweepingDownriver. "Mom! Dad! We're back!"
Used by Event_GatherAfterRiverRescue, Event_LeaveByExit2, Event_Rock11Falls, Event_Rock12Falls, Event_Rock13Falls, Event_Rock14Falls, Event_TalkToGaret, ValeHome_SetProgressFlagsAndExit, ValeStorm_Initialize.
FLAG_VALE_STORM_GARET_LEFT
#define FLAG_VALE_STORM_GARET_LEFT 0x842
Garet ran off, leaving Isaac alone. "Isaac!"
Used by Event_LeaveByExit2, ValeHome_Initialize, ValeHome_SetProgressFlagsAndExit, ValeStorm_GaretLeavesIsaac, ValeStorm_Initialize.
FLAG_VALE_STORM_SENT_TO_PLAZA
#define FLAG_VALE_STORM_SENT_TO_PLAZA 0x87b
Dora and Kyle sent Isaac to the plaza.
Used by Event_DoraSendsIsaacToThePlaza, ValeStorm_Initialize.
FLAG_VALE_STORM_SENT_TO_AID_ELDERS
#define FLAG_VALE_STORM_SENT_TO_AID_ELDERS 0x840
On the stormy night, the villagers sent Isaac to aid the elders holding back the Boulder.
Used by Event_GatherAfterRiverRescue, Event_SentToAidElders, Event_TalkAboutHelping, ValeHome_Initialize, ValeHome_SetProgressFlagsAndExit.
FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED
#define FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED 0x90b
Whirlwind cleared the three targets (actors 8 to 10) in the village.
Used by Event_ClearFirstWhirlwindTarget, ValeHome_Initialize, gValeHome_Events, gValeHome_EventsAfterKalay, gValeHome_EventsAfterLeaving.
FLAG_READ_THOUGHTS_ABOUT_DORA
#define FLAG_READ_THOUGHTS_ABOUT_DORA 0x81c
Back from Kalay, Mind Read showed that Dora is ill.
Used by Event_ReadInnkeepersThoughts, Event_ReadThoughtsAboutDorasIllness, Event_VisitSickDora.
FLAG_VISITED_SICK_DORA
#define FLAG_VISITED_SICK_DORA 0x81e
Isaac visited Dora in her sickbed and she got up.
Used by Event_VisitSickDora, gValeBabi_EventsAfterKalay.
FLAG_VALE_WOODEN_BOX_HERB
#define FLAG_VALE_WOODEN_BOX_HERB 0xf47
The containers, set once each is searched; the last three hold their finds only once the party is back from Kalay.
Used by gValeBabi_Events, gValeBabi_EventsAfterKalay, gValeBabi_EventsAfterLeaving.
FLAG_VALE_FAREWELL_HERB_RECEIVED
#define FLAG_VALE_FAREWELL_HERB_RECEIVED 0x81b
The item shopkeeper gave Isaac a Herb as a farewell gift.
Used by ValeHome_SetProgressFlagsAndExit, ValeInteriors_GiveFarewellHerb, gValeInteriors_EventsAfterKalay.
FLAG_GARET_CAME_HOME
#define FLAG_GARET_CAME_HOME 0x81d
Back from Kalay, Garet surprised his family at home.
Used by Event_GaretComesHome, ValeHome_SetProgressFlagsAndExit, ValeInteriors_Initialize.
FLAG_VALE_RETURNED_FROM_MT_ALEPH
#define FLAG_VALE_RETURNED_FROM_MT_ALEPH 0x879
Isaac and Garet followed the elders into the sanctum. They came down Mt. Aleph to do so.
Used by Event_ReturnFromMtAleph, SolSanctumEntrance_ApplyEntryState, ValeHome_SetProgressFlagsAndExit.
FLAG_VAULT_MET_IVAN
#define FLAG_VAULT_MET_IVAN 0x850
Set when Ivan first shows the party his strange powers at the mayor's.
Used by Event_MeetIvan, Scene_Initialize.
FLAG_VAULT_MAYOR_THANKED_PARTY
#define FLAG_VAULT_MAYOR_THANKED_PARTY 0x851
Set once the mayor has thanked the party for helping Ivan.
Used by Event_MayorAsksHelpForIvan.
FLAG_VAULT_SUSPECTS_APPROACHED
#define FLAG_VAULT_SUSPECTS_APPROACHED 0x852
Set when the party first approaches the two suspects at the inn.
Used by Event_ApproachSuspects, Scene_Initialize, gVaultInteriors_Events.
FLAG_VAULT_WATER_OF_LIFE_RECEIVED
#define FLAG_VAULT_WATER_OF_LIFE_RECEIVED 0x857
Set once the mayor has given the party the Water of Life.
Used by Event_MayorGivesWaterOfLife.
FLAG_VAULT_CRATE_MOVED
#define FLAG_VAULT_CRATE_MOVED 0x859
Set once the crate is pushed aside, opening the passage behind it.
Used by Event_CheckCrateMoved, Scene_Initialize, gVaultInteriors_Events.
FLAG_VAULT_IVAN_JOINED_ROD_SEARCH
#define FLAG_VAULT_IVAN_JOINED_ROD_SEARCH 0x856
Set when the party agrees to help Ivan find the rod; while it is set and the thieves are free, Ivan waits in Vault whenever the party leaves town.
Used by Event_MayorAsksHelpForIvan, Event_MeetIvan, Scene_Initialize, gVaultInteriors_Events.
FLAG_VAULT_SUSPECTS_MIND_READ
#define FLAG_VAULT_SUSPECTS_MIND_READ 0x853
Set once Ivan has read the minds of the two cornered suspects.
Used by Event_ReadCorneredSuspectsMinds, Scene_Initialize, gVaultInteriors_Events.
FLAG_VAULT_THIEVES_CONFRONTED
#define FLAG_VAULT_THIEVES_CONFRONTED 0x854
Set as the three thieves are confronted in the attic, before the battle.
Used by Event_FreeRooferAndConfrontThieves, Event_LeaveAttic, Scene_Initialize, gVaultInteriors_Placements.
FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES
#define FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES 0x868
Set when, back in Vault after the thieves broke out, the mayor or the villager who spoke with him has warned the party of them. XXX: no scene here reads it; its reader would say what it gates.
FLAG_XIAN_LUCKY_MEDAL_JAR
#define FLAG_XIAN_LUCKY_MEDAL_JAR 0xf6e
Xian: set once the jar's Lucky Medal is taken.
FLAG_GOMA_CAVE_IVAN_REJOINED
#define FLAG_GOMA_CAVE_IVAN_REJOINED 0x865
Ivan has blown the ivy off the stump and rejoined the party.
Used by Event_IvanRejoins, Scene_Initialize, gGomaCaveEntranceEvents, gGomaCaveEntrancePlacements.
FLAG_NYUNPA_ENLIGHTENED
#define FLAG_NYUNPA_ENLIGHTENED 0x88f
Nyunpa is enlightened, beyond words: he has passed away.
Used by MogallForest_Initialize.
FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN
#define FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN 0x890
The visitor from Kolima heard that the bridge is open again.
FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND
#define FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND 0xf14
The Orb of Force's chest in Fuchin Falls has been opened.
Used by gImilFuchinFalls_KiRoomEvents.
FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN
#define FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN 0x9c0
The four blue doors in a row, then the red door.
FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE
#define FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE 0x9c8
Bane's three escapes in the block room.
FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY
#define FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY 0x8c4
The ivy in the first room: four flags from this one.
Used by CrossboneIsle_RestoreIvy, Event_BlowAwayIvy15, Event_BlowAwayIvy16, Event_BlowAwayIvy17, Event_BlowAwayIvy18.
FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED
#define FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED 0x8c8
The nine guarded rooms: one flag each from these, in room order.
Used by CrossboneIsle_LeaveClearedRoom, Event_EnterGuardedRoom.
FLAG_SOL_SANCTUM_FOUND
#define FLAG_SOL_SANCTUM_FOUND 0x809
Kraden has found the hall of statues. "This is it! We've found it!"
Used by Event_KradenFindsHall, Event_KradenStopsPartyLeaving, SolSanctumLunaSolRooms_Initialize, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN
#define FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN 0x80a
Kraden has seen the Luna and Sol rooms and asked the party to search on.
Used by Event_KradenStopsPartyLeaving, Event_UpdateRoomTint, Event_UpdateRoomTintInverse, SolSanctumLunaSolRooms_Initialize, SolSanctumLunaSolRooms_IntroduceSolAndLunaRooms, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_NORTHWEST_SEAL_OPEN
#define FLAG_SOL_SANCTUM_NORTHWEST_SEAL_OPEN 0x80b
A statue stands on its seal and the seal's light shines.
Used by Event_CenterStatueMoved, SolSanctumLunaSolRooms_AnimateSavedStatueLights, SolSanctumLunaSolRooms_AreAllStatueLightsLit, SolSanctumLunaSolRooms_DrawAlternateCurrentStatueLights, SolSanctumLunaSolRooms_DrawCurrentStatueLights, SolSanctumLunaSolRooms_Initialize, SolSanctumStatue_Initialize, SolSanctumStatue_MoveUnusedNorthwestStatue, SolSanctumStatue_OpenNorthwestSeal, SolSanctumStatue_OpenSeal, ValeHome_SetProgressFlagsAndExit, gSolSanctumStatue_Events.
FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED
#define FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED 0x810
Kraden has seen the picture of Luna change to Sol.
Used by Event_KradenSeesLunaPictureChange, Event_KradenStopsPartyLeaving, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN
#define FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN 0x811
Kraden has seen the symbol on the floor change.
Used by Event_RiseToElementalStarRoom, Event_UpdateRoomTint, SolSanctumLunaSolRooms_DiscussFloorSymbolChangingToLuna, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN
#define FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN 0x812
The statues' lights have flashed and fallen through the Luna room.
Used by SolSanctumLunaSolRooms_Initialize, SolSanctumStatue_OpenSeal, SolSanctumStatue_SelectStoryExit.
FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG
#define FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG 0x813
The statues' lights have flashed as Kraden stood among them.
Used by SolSanctumLunaSolRooms_Initialize, SolSanctumLunaSolRooms_SpringStatueTrap, SolSanctumStatue_SelectStoryExit, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_ERUPTED
#define FLAG_SOL_SANCTUM_ERUPTED 0x814
The volcano has erupted and the sanctum's rooms rumble and shake. The volcano is Mt. Aleph.
Used by Event_KradenFindsHall, Event_KradenStopsPartyLeaving, Scene_Initialize, SolSanctumEntrance_ApplyEntryState, SolSanctumEntrance_RestoreInteriorState, SolSanctumEruption_PlayWiseOneRescue, SolSanctumLunaSolRooms_Initialize, SolSanctumRooms_Initialize, SolSanctumStatue_Initialize, ValeHome_SetProgressFlagsAndExit, gSolSanctumEntrance_Exits.
FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING
#define FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING 0x816
The statues beside the hall's centre shine their beams.
Used by Event_CenterStatueMoved, SolSanctumStatue_Initialize, SolSanctumStatue_ShineLeftBeam, SolSanctumStatue_ShineRightBeam, gSolSanctumStatue_Events.
FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN
#define FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN 0x819
The floor has opened over the way up to the Elemental Star room.
Used by Event_KradenStopsPartyLeaving, Event_RiseToElementalStarRoom, SolSanctumLunaSolRooms_Initialize, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT
#define FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT 0x822
Kraden has praised Isaac after the seals' lights flashed. "You found it, Isaac."
Used by SolSanctumLunaSolRooms_AnimateSavedStatueLights, SolSanctumLunaSolRooms_Initialize.
FLAG_SOL_SANCTUM_INNER_STATUES_SEEN
#define FLAG_SOL_SANCTUM_INNER_STATUES_SEEN 0x825
Kraden has seen the statues out of his reach behind the blocks.
Used by SolSanctumEntrance_InspectInnerStatues, SolSanctumEntrance_RestoreInteriorState, ValeHome_SetProgressFlagsAndExit.
FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN
#define FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN 0x826
The light each seal shows in the Luna and Sol rooms, lit or dark.
Used by SolSanctumLunaSolRooms_AnimateSavedStatueLights, SolSanctumLunaSolRooms_DrawAlternateSavedStatueLights, SolSanctumLunaSolRooms_DrawSavedStatueLights, SolSanctumLunaSolRooms_Initialize.
FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX
#define FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX 0x83e
The Jupiter Star is bagged and Alex holds the four Elemental Stars.
Used by Event_BagJupiterStarAndMeetSaturos, Event_TalkToJenna, Event_TalkToKraden, SolSanctumElementalStarRoom_Initialize, ValeHome_SetProgressFlagsAndExit, gSolSanctumElementalStarRoom_Events.
FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN
#define FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN 0x896
Isaac agreed to look farther on while Kraden studies the rooms.
Used by Event_TalkToKraden, SolSanctumLunaSolRooms_IntroduceSolAndLunaRooms.
FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND
#define FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND 0xf01
The chests: the Small Jewel for each minotaur relief, and a Herb.
Used by Event_InspectFirstMinotaurRelief, Event_SetFirstSmallJewel, ValeHome_SetProgressFlagsAndExit, gSolSanctumEntranceEvents1.
FLAG_SANCTUM_QUEST_ACCEPTED
#define FLAG_SANCTUM_QUEST_ACCEPTED 0x9f0
Isaac accepted the Great Healer's request to go to Sol Sanctum.
FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD
#define FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD 0x981
The man at the entrance has told of the attack and is gone.
Used by Event_HearOfTheAttack, Scene_RunEntrySetup, gVenusLighthousePlacements1.
FLAG_VENUS_LIGHTHOUSE_FIRST_PATH
#define FLAG_VENUS_LIGHTHOUSE_FIRST_PATH 0x982
The path the statue opened: the first or the second of its two.
Used by Event_ReadFirstStatue, Event_SearchStatue, Scene_RunEntrySetup, TunnelRuins_Initialize.
FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL
#define FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL 0x986
Garet has said the block by the wall can go no farther.
Used by Event_MoveBlockTowardWall.
FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED
#define FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED 0x987
Carry has set that block down beyond the wall.
Used by Event_CarryBlockPastWall, Scene_RunEntrySetup.
FLAG_BLACK_ORB_RETURNED
#define FLAG_BLACK_ORB_RETURNED 0x85d
The Black Orb did nothing on Babi's ship and was handed back.
Used by Event_UseBlackOrb, WorldMap_Initialize, gWorldMapEvents.
Also, macros without a comment: FLAG_CHILDHOOD, FLAG_DJINNI_0, FLAG_VENUS_LIGHTHOUSE_LIT, FLAG_MERCURY_LIGHTHOUSE_LIT, FLAG_MARS_LIGHTHOUSE_LIT, FLAG_JUPITER_LIGHTHOUSE_LIT, FLAG_KEEP_MUSIC_HELD, FLAG_NOT_ON_MAP, FLAG_ITEM_USED_UP, FLAG_ITEM_USE, FLAG_DEBUG_BATTLE, FLAG_AUTO_BATTLE, FLAG_CHOOSING_COMMANDS, FLAG_LINK_BATTLE, FLAG_DJINN_TUTORIAL, FLAG_DJINN_TUTORIAL_PART_B, FLAG_LINK_PARTY_COUNT, FLAG_KEEP_PARTY_POSITION, FLAG_SHOW_LOCATION_NAME, FLAG_KEEP_LAYER_GRAPHICS, FLAG_SANCTUM_VISIT_PLANNED, FLAG_SOL_SANCTUM_ENTERED, FLAG_SEARCHING_FOR_HIDDEN_PASSAGE, FLAG_MET_SATUROS_AND_MENARDI, FLAG_SOL_SANCTUM_FIRST_GEM_PLACED, FLAG_SOL_SANCTUM_SECOND_GEM_PLACED, FLAG_TRET_DEFEATED, FLAG_KOLIMA_CURSE_LIFTED, FLAG_MET_LAUREL, FLAG_MCCOY_PALACE_REWARD_TAKEN, FLAG_VAULT_THIEVES_JAILED, FLAG_VAULT_DOG_SHOWN_PASSAGE, FLAG_VAULT_BONE_RECEIVED, FLAG_VAULT_DJINNI_CALLED_BY_BELL, FLAG_BILIBIN_CAVE_SECOND_DOUSE_TARGET_CLEARED, FLAG_BILIBIN_CAVE_FIRST_DOUSE_TARGET_CLEARED, FLAG_XIAN_HEARD_HSU_TRAPPED, FLAG_FEIZHI_WENT_TO_HSU, FLAG_HSU_RESCUED, FLAG_ALTIN_MINE_FIRST_DRAIN, FLAG_ALTIN_MINE_SECOND_DRAIN, FLAG_ALTIN_MINE_THIRD_DRAIN, FLAG_HYDROS_STATUES_DEFEATED, FLAG_TOLBI_SHIP_WARRIORS_SEEK_CAPTAIN, FLAG_TOLBI_SHIP_CREWMAN_CONFRONTED, FLAG_TOLBI_SHIP_ANCHOR_CHARM_FOUND, FLAG_LUNPA_HEARD_OF_PRISONER, FLAG_LUNPA_TRADE_REOPENED, FLAG_LUNPA_CAVE_REUNION_SEEN, FLAG_IODEM_FOLLOWING_PARTY, FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE, FLAG_GONDOWAN_CAVE_SECOND_OBJECT_MOVED, FLAG_ALPINE_CROSSING_POWER_BREAD, FLAG_LAMA_TEMPLE_WATER_OF_LIFE, FLAG_ALTIN_WATER_BEAST_LEFT, FLAG_ALTIN_BLOCK_MOVED, FLAG_ALTIN_NUT, FLAG_ALTIN_COINS, FLAG_ALTIN_SLEEP_BOMB, FLAG_ALTIN_PEAK_SECOND_BEAST_ROUTE_SEEN, FLAG_ALTIN_PEAK_COOKIE, FLAG_ALTIN_PEAK_DRAGON_SHIELD, FLAG_ALTIN_PEAK_LUCKY_MEDAL, FLAG_ALTIN_PEAK_VIAL, FLAG_ALTIN_PEAK_PSY_CRYSTAL, FLAG_ALTIN_PEAK_LIFTING_GEM, FLAG_MET_INVISIBLE_BABI, FLAG_ALTMILLER_CAVE_MYSTIC_DRAUGHT, FLAG_ALTMILLER_CAVE_VIAL, FLAG_ALTMILLER_CAVE_COOKIE, FLAG_BABI_LIGHTHOUSE_LUCKY_PEPPER, FLAG_COLOSSO_OVER, FLAG_WON_COLOSSO, FLAG_BABI_PALACE_FIRST_NIGHT, FLAG_BABI_PALACE_CLOAK_BALL, FLAG_BABI_PALACE_LUCKY_MEDAL, FLAG_BILIBIN_JILL_RESCUED, FLAG_BILIBIN_JILL_GIFT_RECEIVED, FLAG_COLOSSO_FAILED_TRIAL_SEEN, FLAG_COLOSSO_CLEARED_TRIAL_SEEN, FLAG_COLOSSO_FIRST_MATCH_WON, FLAG_COLOSSO_SECOND_MATCH_WON, FLAG_KALAY_COLOSSO_TOUR_LEFT, FLAG_KALAY_TOWN_NUT_CAUGHT, FLAG_IMIL_MIA_SAID_FAREWELL, FLAG_KALAY_DOCKS_TICKET_BOUGHT, FLAG_KALAY_DOCKS_TICKET_HANDED_OVER, FLAG_TOLBI_DOCKS_MESSAGE_DELIVERED, FLAG_KALAY_DOCKS_WENT_ASHORE, FLAG_KALAY_DOCKS_GARET_SAW_KARAGOL, FLAG_KOLIMA_FOREST_NUT_CAUGHT, FLAG_LAMAKAN_SAND_MONSTER_BEATEN, FLAG_LALIVERO_WOUNDED_SOLDIERS_SEEN, FLAG_IODEM_FAREWELL_SEEN, FLAG_LALIVERO_WHARF_OPEN, FLAG_LUNPA_PSYNERGY_STONE, FLAG_LUNPA_GRAVE_SLEEP_BOMB, FLAG_LUNPA_BARREL_NUT, FLAG_LUNPA_WOODEN_BOX_LUCKY_MEDAL, FLAG_LUNPA_BARREL_VIAL, FLAG_LUNPA_NUT_CAUGHT, FLAG_LUNPA_FORTRESS_COLUMN_LOWERED, FLAG_LUNPA_FORTRESS_PASSAGE_UNCOVERED, FLAG_LUNPA_FORTRESS_SECOND_SWITCH_UNCOVERED, FLAG_LUNPA_FORTRESS_FIRST_SWITCH_FLIPPED, FLAG_LUNPA_FORTRESS_SECOND_SWITCH_FLIPPED, FLAG_LUNPA_FORTRESS_HALL_GUARD_BEATEN, FLAG_LUNPA_FORTRESS_THREE_GUARDS_BEATEN, FLAG_LUNPA_FORTRESS_EAST_GUARD_BEATEN, FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN, FLAG_LUNPA_FORTRESS_CHEST_ELIXIR, FLAG_LUNPA_FORTRESS_CHEST_LUCKY_MEDAL, FLAG_LUNPA_FORTRESS_THIRD_CHEST, FLAG_LUNPA_FORTRESS_CHEST_COINS, FLAG_LUNPA_FORTRESS_BARREL_VIAL, FLAG_LUNPA_FORTRESS_CHEST_POWER_BREAD, FLAG_LUNPA_FORTRESS_CELL_KEY, FLAG_MCCOY_PALACE_VISITED, FLAG_MCCOY_PALACE_BARREL_ELIXIR, FLAG_MCCOY_PALACE_BARREL_SMOKE_BOMB, FLAG_MCCOY_PALACE_GARDEN_NUT_CAUGHT, FLAG_MIA_JOINED_PARTY, FLAG_MOGALL_FOREST_FIRST_APE_SEEN, FLAG_MOGALL_FOREST_KILLER_APE_BEATEN, FLAG_SUHALLA_GATE_SOLDIER_VANISHED, FLAG_SUHALLA_GATE_ATTACK_SEEN, FLAG_SUHALLA_GATE_ENTERED_FROM_EAST, FLAG_SUHALLA_DESERT_CHASING_STORM_DOUSED, FLAG_TOLBI_CORN_GIVEN, FLAG_TOLBI_SEARCHERS_MET, FLAG_TOLBI_SPRING_OPENED, FLAG_TOLBI_INTERIORS_MEDAL_HIDDEN, FLAG_TOLBI_INTERIORS_MEDAL_TAKEN, FLAG_TOLBI_INTERIORS_MEDAL_MISSED, FLAG_TOLBI_SHIP_AT_ISLAND, FLAG_TOLBI_SHIP_ISLAND_SCOUT_AGREED, FLAG_TOLBI_SHIP_ROWING, FLAG_TOLBI_SHIP_SECOND_ATTACK_REPELLED, FLAG_TOLBI_SHIP_THIRD_ATTACK_REPELLED, FLAG_TOLBI_SHIP_KRAKEN_DEFEATED, FLAG_TOLBI_SHIP_SECOND_SEAT_ROWERS, FLAG_TOLBI_SHIP_THIRD_SEAT_ROWERS, FLAG_TOLBI_SHIP_FOURTH_SEAT_ROWERS, FLAG_TUNNEL_RUINS_BUSH_BLOWN_AWAY, FLAG_TUNNEL_RUINS_PILLAR_A_SUNK, FLAG_TUNNEL_RUINS_PILLAR_B_SUNK, FLAG_TUNNEL_RUINS_EAST_PILLAR_A_PUSHED_WEST, FLAG_TUNNEL_RUINS_EAST_PILLAR_B_PUSHED_WEST, FLAG_TUNNEL_RUINS_STATUE_DOOR_OPEN, FLAG_TUNNEL_RUINS_ORACLES_ROBE, FLAG_TUNNEL_RUINS_ASURAS_ARMOR, FLAG_VALE_STORM_FIRST_MONSTER_FOUGHT, FLAG_VALE_STORM_SECOND_MONSTER_FOUGHT, FLAG_VALE_STORM_SECOND_ROCK_FELL, FLAG_VALE_STORM_THIRD_ROCK_FELL, FLAG_VALE_STORM_FOURTH_ROCK_FELL, FLAG_VALE_STORM_GARET_JOINED, FLAG_VALE_BOULDER_FELL, FLAG_VALE_STORM_THIRD_MONSTER_FOUGHT, FLAG_VALE_STORM_FOURTH_MONSTER_FOUGHT, FLAG_VALE_SECOND_WHIRLWIND_TARGET_CLEARED, FLAG_VALE_THIRD_WHIRLWIND_TARGET_CLEARED, FLAG_VALE_JAR_COINS, FLAG_VALE_BARREL_COIN, FLAG_VALE_JAR_VIAL, FLAG_VALE_BARREL_COINS, FLAG_VALE_PSYNERGY_STONE, FLAG_VALE_INTERIORS_BARREL_ANTIDOTE, FLAG_VALE_INTERIORS_JAR_6_COINS, FLAG_VALE_INTERIORS_JAR_2_COINS, FLAG_VALE_INTERIORS_JAR_SMOKE_BOMB, FLAG_VALE_INTERIORS_JAR_3_COINS, FLAG_VALE_CAVE_HALT_GEM, FLAG_VALE_CAVE_NUT, FLAG_VAULT_BOX_NUT, FLAG_VAULT_INTERIORS_JAR_COINS, FLAG_VAULT_INTERIORS_BARREL_COINS, FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB, FLAG_VAULT_INTERIORS_BOX_MINT, FLAG_VAULT_CAVE_SWITCH_FLIPPED, FLAG_VAULT_CAVE_SOUTH_BLOCK_ON_SWITCH, FLAG_VAULT_CAVE_NORTH_BLOCK_ON_SWITCH, FLAG_VAULT_CAVE_1_CHEST, FLAG_VAULT_CAVE_2_CHEST, FLAG_JAIL_CHEST_WATER_OF_LIFE, FLAG_JAIL_CHEST_SMOKE_BOMB, FLAG_JAIL_CHEST_LUCKY_MEDAL, FLAG_JAIL_CHEST_ANTIDOTE, FLAG_JAIL_CHEST_COINS, FLAG_JAIL_CHEST_ELIXIR, FLAG_XIAN_INTERIORS_ELIXIR_BARREL, FLAG_XIAN_INTERIORS_SLEEP_BOMB_JAR, FLAG_GOMA_CAVE_ENTRANCE_STUMP_MOVED, FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_ONE_STEP, FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_TWO_STEPS, FLAG_GOMA_CAVE_ENTRANCE_EAST_PILLAR_IN_PLACE, FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED, FLAG_GOMA_CAVE_ENTRANCE_IVY_BLOWN_AWAY, FLAG_GOMA_CAVE_WITNESS_LEFT, FLAG_IVAN_REPORTED_TO_LAYANA, FLAG_LAYANA_SCOLDED_LUNPA_VISIT, FLAG_HAMMET_HOMECOMING_SEEN, FLAG_NYUNPA_TEST_ACCEPTED, FLAG_FUCHIN_FALLS_GROTTO_OPENED, FLAG_NYUNPA_TAUGHT_FORCE, FLAG_FUCHIN_FALLS_MONK_ASKED_ABOUT_TEST, FLAG_FEH_WAITS_TO_SEE_CHI, FLAG_FEH_CHI_DEMONSTRATION_DECLINED, FLAG_FEH_SAW_CHI, FLAG_CROSSBONE_ISLE_RED_DOOR_OPEN, FLAG_CROSSBONE_ISLE_BANE_SECOND_ESCAPE, FLAG_CROSSBONE_ISLE_BANE_LAST_ESCAPE, FLAG_CROSSBONE_ISLE_FIRST_PASSAGE_OPENED, FLAG_CROSSBONE_ISLE_FINAL_GUARDS_DEFEATED, FLAG_SOL_SANCTUM_NORTHEAST_SEAL_OPEN, FLAG_SOL_SANCTUM_SOUTHWEST_SEAL_OPEN, FLAG_SOL_SANCTUM_SOUTHEAST_SEAL_OPEN, FLAG_SOL_SANCTUM_ALL_SEALS_OPEN, FLAG_SOL_SANCTUM_RIGHT_BEAM_SHINING, FLAG_SOL_SANCTUM_CENTER_STATUE_MOVED, FLAG_SOL_SANCTUM_NORTHEAST_LIGHT_SHOWN, FLAG_SOL_SANCTUM_SOUTHWEST_LIGHT_SHOWN, FLAG_SOL_SANCTUM_SOUTHEAST_LIGHT_SHOWN, FLAG_SOL_SANCTUM_STAR_ROOM_EXPLAINED, FLAG_SOL_SANCTUM_VENUS_STAR_BAGGED, FLAG_SOL_SANCTUM_MERCURY_STAR_BAGGED, FLAG_SOL_SANCTUM_STAR_ROOM_COLLAPSED, FLAG_SOL_SANCTUM_SECOND_SMALL_JEWEL_FOUND, FLAG_SOL_SANCTUM_HERB_FOUND, FLAG_VENUS_LIGHTHOUSE_SECOND_PATH, FLAG_WORLD_MAP_TURTLE_BOOTS, FLAG_SCENE_TEMP_00, FLAG_SCENE_TEMP_01, FLAG_SCENE_TEMP_02, FLAG_SCENE_TEMP_03, FLAG_SCENE_TEMP_04, FLAG_SCENE_TEMP_05, FLAG_SCENE_TEMP_06, FLAG_SCENE_TEMP_07, FLAG_SCENE_TEMP_08, FLAG_SCENE_TEMP_09, FLAG_SCENE_TEMP_0A, FLAG_SCENE_TEMP_0B, FLAG_SCENE_TEMP_0C, FLAG_SCENE_TEMP_0D, FLAG_SCENE_TEMP_0E, FLAG_SCENE_TEMP_0F, FLAG_SCENE_TEMP_10, FLAG_SCENE_TEMP_11, FLAG_SCENE_TEMP_12, FLAG_SCENE_TEMP_13, FLAG_SCENE_TEMP_14, FLAG_SCENE_TEMP_15, FLAG_SCENE_TEMP_16, FLAG_SCENE_TEMP_17, FLAG_SCENE_TEMP_18, FLAG_SCENE_TEMP_19, FLAG_SCENE_TEMP_1A, FLAG_SCENE_TEMP_1B, FLAG_SCENE_TEMP_1C, FLAG_SCENE_TEMP_1D, FLAG_SCENE_TEMP_1E, FLAG_SCENE_TEMP_1F, FLAG_SCENE_TEMP_20, FLAG_SCENE_TEMP_21, FLAG_SCENE_TEMP_22, FLAG_SCENE_TEMP_23, FLAG_SCENE_TEMP_24, FLAG_SCENE_TEMP_25, FLAG_SCENE_TEMP_26, FLAG_SCENE_TEMP_27, FLAG_SCENE_TEMP_28, FLAG_SCENE_TEMP_29, FLAG_SCENE_TEMP_2A, FLAG_SCENE_TEMP_2B, FLAG_SCENE_TEMP_2C, FLAG_SCENE_TEMP_2D, FLAG_SCENE_TEMP_2E, FLAG_SCENE_TEMP_2F, FLAG_SCENE_TEMP_30, FLAG_SCENE_TEMP_31, FLAG_SCENE_TEMP_32, FLAG_SCENE_TEMP_33, FLAG_SCENE_TEMP_34, FLAG_SCENE_TEMP_35, FLAG_SCENE_TEMP_36, FLAG_SCENE_TEMP_37, FLAG_SCENE_TEMP_38, FLAG_SCENE_TEMP_39, FLAG_SCENE_TEMP_3A, FLAG_SCENE_TEMP_3B, FLAG_SCENE_TEMP_3C, FLAG_SCENE_TEMP_3D, FLAG_SCENE_TEMP_3E, FLAG_SCENE_TEMP_3F, FLAG_SCENE_TEMP_40, FLAG_SCENE_TEMP_41, FLAG_SCENE_TEMP_42, FLAG_SCENE_TEMP_43, FLAG_SCENE_TEMP_44, FLAG_SCENE_TEMP_45, FLAG_SCENE_TEMP_46, FLAG_SCENE_TEMP_47, FLAG_SCENE_TEMP_48, FLAG_SCENE_TEMP_49, FLAG_SCENE_TEMP_4A, FLAG_SCENE_TEMP_4B, FLAG_SCENE_TEMP_4C, FLAG_SCENE_TEMP_4D, FLAG_SCENE_TEMP_4E, FLAG_SCENE_TEMP_4F, FLAG_SCENE_TEMP_50, FLAG_SCENE_TEMP_51, FLAG_SCENE_TEMP_52, FLAG_SCENE_TEMP_53, FLAG_SCENE_TEMP_54, FLAG_SCENE_TEMP_55, FLAG_SCENE_TEMP_56, FLAG_SCENE_TEMP_57, FLAG_SCENE_TEMP_58, FLAG_SCENE_TEMP_59, FLAG_SCENE_TEMP_5A, FLAG_SCENE_TEMP_5B, FLAG_SCENE_TEMP_5C, FLAG_SCENE_TEMP_5D, FLAG_SCENE_TEMP_5E, FLAG_SCENE_TEMP_5F, FLAG_SCENE_TEMP_60, FLAG_SCENE_TEMP_61, FLAG_SCENE_TEMP_62, FLAG_SCENE_TEMP_63, FLAG_SCENE_TEMP_64, FLAG_SCENE_TEMP_65, FLAG_SCENE_TEMP_66, FLAG_SCENE_TEMP_67, FLAG_SCENE_TEMP_68, FLAG_SCENE_TEMP_69, FLAG_SCENE_TEMP_6A, FLAG_SCENE_TEMP_6B, FLAG_SCENE_TEMP_6C, FLAG_SCENE_TEMP_6D, FLAG_SCENE_TEMP_6E, FLAG_SCENE_TEMP_6F, FLAG_SCENE_TEMP_70, FLAG_SCENE_TEMP_71, FLAG_SCENE_TEMP_72, FLAG_SCENE_TEMP_73, FLAG_SCENE_TEMP_74, FLAG_SCENE_TEMP_75, FLAG_SCENE_TEMP_76, FLAG_SCENE_TEMP_77, FLAG_SCENE_TEMP_78, FLAG_SCENE_TEMP_79, FLAG_SCENE_TEMP_7A, FLAG_SCENE_TEMP_7B, FLAG_SCENE_TEMP_7C, FLAG_SCENE_TEMP_7D, FLAG_SCENE_TEMP_7E, FLAG_SCENE_TEMP_7F, FLAG_SCENE_TEMP_80, FLAG_SCENE_TEMP_81, FLAG_SCENE_TEMP_82, FLAG_SCENE_TEMP_83, FLAG_SCENE_TEMP_84, FLAG_SCENE_TEMP_85, FLAG_SCENE_TEMP_86, FLAG_SCENE_TEMP_87, FLAG_SCENE_TEMP_88, FLAG_SCENE_TEMP_89, FLAG_SCENE_TEMP_8A, FLAG_SCENE_TEMP_8B, FLAG_SCENE_TEMP_8C, FLAG_SCENE_TEMP_8D, FLAG_SCENE_TEMP_8E, FLAG_SCENE_TEMP_8F, FLAG_SCENE_TEMP_90, FLAG_SCENE_TEMP_91, FLAG_SCENE_TEMP_92, FLAG_SCENE_TEMP_93, FLAG_SCENE_TEMP_94, FLAG_SCENE_TEMP_95, FLAG_SCENE_TEMP_96, FLAG_SCENE_TEMP_97, FLAG_SCENE_TEMP_98, FLAG_SCENE_TEMP_99, FLAG_SCENE_TEMP_9A, FLAG_SCENE_TEMP_9B, FLAG_SCENE_TEMP_9C, FLAG_SCENE_TEMP_9D, FLAG_SCENE_TEMP_9E, FLAG_SCENE_TEMP_9F, FLAG_SCENE_TEMP_A0, FLAG_SCENE_TEMP_A1, FLAG_SCENE_TEMP_A2, FLAG_SCENE_TEMP_A3, FLAG_SCENE_TEMP_A4, FLAG_SCENE_TEMP_A5, FLAG_SCENE_TEMP_A6, FLAG_SCENE_TEMP_A7, FLAG_SCENE_TEMP_A8, FLAG_SCENE_TEMP_A9, FLAG_SCENE_TEMP_AA, FLAG_SCENE_TEMP_AB, FLAG_SCENE_TEMP_AC, FLAG_SCENE_TEMP_AD, FLAG_SCENE_TEMP_AE, FLAG_SCENE_TEMP_AF, FLAG_SCENE_TEMP_B0, FLAG_SCENE_TEMP_B1, FLAG_SCENE_TEMP_B2, FLAG_SCENE_TEMP_B3, FLAG_SCENE_TEMP_B4, FLAG_SCENE_TEMP_B5, FLAG_SCENE_TEMP_B6, FLAG_SCENE_TEMP_B7, FLAG_SCENE_TEMP_B8, FLAG_SCENE_TEMP_B9, FLAG_SCENE_TEMP_BA, FLAG_SCENE_TEMP_BB, FLAG_SCENE_TEMP_BC, FLAG_SCENE_TEMP_BD, FLAG_SCENE_TEMP_BE, FLAG_SCENE_TEMP_BF, FLAG_SCENE_TEMP_C0, FLAG_SCENE_TEMP_C1, FLAG_SCENE_TEMP_C2, FLAG_SCENE_TEMP_C3, FLAG_SCENE_TEMP_C4, FLAG_SCENE_TEMP_C5, FLAG_SCENE_TEMP_C6, FLAG_SCENE_TEMP_C7, FLAG_SCENE_TEMP_C8, FLAG_SCENE_TEMP_C9, FLAG_SCENE_TEMP_CA, FLAG_SCENE_TEMP_CB, FLAG_SCENE_TEMP_CC, FLAG_SCENE_TEMP_CD, FLAG_SCENE_TEMP_CE, FLAG_SCENE_TEMP_CF, FLAG_SCENE_TEMP_D0, FLAG_SCENE_TEMP_D1, FLAG_SCENE_TEMP_D2, FLAG_SCENE_TEMP_D3, FLAG_SCENE_TEMP_D4, FLAG_SCENE_TEMP_D5, FLAG_SCENE_TEMP_D6, FLAG_SCENE_TEMP_D7, FLAG_SCENE_TEMP_D8, FLAG_SCENE_TEMP_D9, FLAG_SCENE_TEMP_DA, FLAG_SCENE_TEMP_DB, FLAG_SCENE_TEMP_DC, FLAG_SCENE_TEMP_DD, FLAG_SCENE_TEMP_DE, FLAG_SCENE_TEMP_DF, FLAG_SCENE_TEMP_E0, FLAG_SCENE_TEMP_E1, FLAG_SCENE_TEMP_E2, FLAG_SCENE_TEMP_E3, FLAG_SCENE_TEMP_E4, FLAG_SCENE_TEMP_E5, FLAG_SCENE_TEMP_E6, FLAG_SCENE_TEMP_E7, FLAG_SCENE_TEMP_E8, FLAG_SCENE_TEMP_E9, FLAG_SCENE_TEMP_EA, FLAG_SCENE_TEMP_EB, FLAG_SCENE_TEMP_EC, FLAG_SCENE_TEMP_ED, FLAG_SCENE_TEMP_EE, FLAG_SCENE_TEMP_EF, FLAG_SCENE_TEMP_F0, FLAG_SCENE_TEMP_F1, FLAG_SCENE_TEMP_F2, FLAG_SCENE_TEMP_F3, FLAG_SCENE_TEMP_F4, FLAG_SCENE_TEMP_F5, FLAG_SCENE_TEMP_F6, FLAG_SCENE_TEMP_F7, FLAG_SCENE_TEMP_F8, FLAG_SCENE_TEMP_F9, FLAG_SCENE_TEMP_FA, FLAG_SCENE_TEMP_FB, FLAG_SCENE_TEMP_FC, FLAG_SCENE_TEMP_FD, FLAG_SCENE_TEMP_FE, FLAG_SCENE_TEMP_FF.