Alchemy

system

games/tbs/include/system on GitHub

callback_scheduler.h

games/tbs/include/system/callback_scheduler.h

Structures

SchedulerTask

struct SchedulerTask

A scheduled task: its routine's address, its order (see SCHEDULER_KEY_) and its flags, where bit 0 keeps it running while overlay tasks are suspended.

FieldDeclared as
callbacku32 callback
stateu16 state
masku8 mask
reservedu8 reserved

Used by Scheduler_ResetTaskTable, gSchedulerTaskTable.

Line 20

Enumerations, without a comment: SchedulerTaskLimits.

Types, without a comment: SchedulerCallback.

Macros

SCHEDULER_KEY_VBLANK

#define SCHEDULER_KEY_VBLANK 0x480

A task's order: the high byte picks the pass that runs it, the low byte ranks it within the pass (higher runs first). An odd high byte means the task is suspended, so no pass matches it.

Used by DisplayScroll_InitObjectTable, DisplayScroll_RunSlideshow, System_VBlankHandler, Title_ShowIntro.

Line 34

Also, macros without a comment: SCHEDULER_KEY_MAIN_LOOP, TASK_STATE_HIGH.

Globals

gSchedulerReady

extern u8 gSchedulerReady

1 once the task table is set up

Used by Scheduler_ResetTaskTable.

Line 43

Also, globals without a comment: gSchedulerStatus, gSchedulerTaskTable.

Declarations, without a comment: Scheduler_RunCallbacksByKey, Scheduler_CountCallbacksByKey, Scheduler_RunCallbacksBeforeBoundary.

dma.h

games/tbs/include/system/dma.h

Functions, without a comment: Dma_Set.

Structures

DmaRegisters

struct DmaRegisters

A DMA channel's registers (DMAxSAD, DMAxDAD, DMAxCNT).

FieldDeclared as
sourceu32 source
destinationu32 destination
controlu32 controlThe count in the low half, DMAxCNT_H's flags above it.

Used by WaitDma.

Line 11

Macros

DMA3

#define DMA3 ((volatile struct DmaRegisters *)REG_DMA3)

DMA3, the channel the game copies with, as its three registers.

Used by WaitFrames.

Line 18

Dma_Fill16

#define Dma_Fill16(value, destination, size)

Fills size bytes at destination with the halfword value by DMA3, from a volatile copy of it on the stack.

Used by Memory_FillHalfwordsDma, UiWindow_FillFromScene.

Line 22

Dma_Fill32

#define Dma_Fill32(value, destination, size)

Fills size bytes at destination with the word value by DMA3.

Used by AffineEffect_InitializeWork, AltmillerCave_Initialize, BattleEffect_InitializeBuffers, BattleFx_ClearOwnedSlot, BattleFx_InitializeSlots, BattleFx_LoadActionEffectResources, BattleFx_RunAnnihilation, BattleFx_SetupResourcesAndWindow, BattleFx_StartBufferBlend, BattlePresentation_InitializeWorkAndResetState, Colosso_ShowItemIcon, Curtain_Start, DebugText_Clear, DisplayScroll_InitializeHBlankDma, DisplayTransition_AllocateAndClearState, DisplayTransition_FillTilemapAndSolidTile, DisplayTransition_InitializeBattleEffectState, DisplayTransition_InitializeState, EffectSlot_Initialize, FieldEffect_InitSparkles, FieldFx_StartGroundParticles, FieldFx_StartLightning, FieldMotes_Start, FieldObject_Create, Field_PlaceMapMarkers, Field_RunScene, MapAnimation_StartChannels, MercuryLighthouse_RestoreLights, ObjectDispatch_Release, OptionMenu_InitializeWork, PaletteFade_Init, ResourceMetadata_ClearRecord, ResourceObject_Release, RunSceneTransitionEffect, Runtime_InitializeHeap, SaveMenu_SelectSlot, SaveState_InitializeWorkspace, SaveState_InvalidateSlot, SaveState_LoadSummaryRecords, SaveState_WriteRecord and 6 more.

Line 30

Dma_Fill32Cell

#define Dma_Fill32Cell(cell, value, destination, size)

Dma_Fill32 through the caller's own volatile word cell, so a function that fills several blocks keeps one word for all of them and forms its address once; the word also takes the caller's place in the frame (Map_InitializePerspectiveScene's sp+28, where Dma_Fill32's would be sp+16).

Used by BattleFx_SetupBlendedDisplay, BattleFx_StartFadeOverlay, BattlePres_RunEntryTransition, Battle_RunEncounter, DisplayScroll_InitObjectTable, Graphics_ClearCharacterBlockAndPalette, ObjectSystem_Configure, ObjectSystem_Initialize, Ui_RunIconMonitor.

Line 42

Cpu_Fill32

#define Cpu_Fill32(value, destination, size)

pret's CpuFill32: repeats one word through the BIOS CpuSet service.

Used by SerialTest_Run.

Line 51

far_runtime.h

games/tbs/include/system/far_runtime.h

field_effect.h

games/tbs/include/system/field_effect.h

Structures

FieldEffect

struct FieldEffect

A field effect: a small object on the field that moves at its velocity and grows and spins at its rates, run by its script and update hook.

FieldDeclared as
unk00u8 unk00[8]FieldActor's script pointer, cursor and facing; not named by this view.
xs32 x16.16 fixed-point pixels
ys32 y16.16 fixed-point pixels
zs32 z16.16 fixed-point pixels
unk14u8 unk14[4]FieldActor's terrainHeight; not named by this view
scaleXs32 scaleX16.16 fixed point, 0x10000 full size
scaleYs32 scaleY16.16 fixed point, 0x10000 full size
unk20u8 unk20[3]FieldActor's radius and terrainId; not named by this view
priorityFlagsu8 priorityFlagsActorPriorityFlag bits: the spawner clears ACTOR_PRIORITY_AUTOMATIC when EFFECT_USE_PRIORITY sets the sprite's priority.
unk24u8 unk24[0x0c]FieldActor's velocityX to velocityZ; effects move by velocity instead.
scaleRateXs32 scaleRateXAdded to scaleX each frame by the update hooks, in 16.16 fixed point a frame; zeroed by the spawner.
scaleRateYs32 scaleRateYas scaleRateX, for scaleY
unk38u8 unk38[0x0c]FieldActor's targetX to targetZ; not named by this view
velocitystruct Vector3 velocityAdded to x, y and z each frame by the update hooks, in 16.16 fixed-point pixels per frame; FieldActor's bounce, gravity and riseBaseY.
spritestruct AnimationObject *spritethe sprite spin turns
unk54u8 unk54FieldActor's spriteStorageKind; not named by this view
motionFlagsu8 motionFlagsActorMotionFlag bits; zeroed by the spawner
unk56u8 unk56[3]FieldActor's unk56; not named by this view
collisionFlagsu8 collisionFlagsFieldActor's collisionFlags; not named by this view
unk5au8 unk5a[0x0a]FieldActor's steeringFlags to riseEnabled; not named by this view.
spinu16 spinAdded to the sprite's rotation each frame by the update hooks, in 1/65536 turns per frame; Imil's rising effects keep a drift here instead.
unk66u8 unk66[2]FieldActor's work; not named by this view
countdowns32 countdownFrames until a scene's update hook releases the effect: 20 for Altin Peak's spray, 60 for Imil's rising effects.
updatevoid (*update)(union FieldObject *object)Called each frame while the effect is live: the spawner sets BattleFx_UpdateObjectMotionScaleAndLinkedAngle, or options.update.

Used by Effect_AdvanceMotion, Effect_InitializeMotion, FieldFx_UpdateParticleMotionAndScale, Fuchin_UpdateDustMotion, ImilFuchinFalls_SpawnDust, SolSanctum_StartFloatingLights.

Line 13

EffectScripts

struct EffectScripts

The three scripts a scene's own effect spawner picks from by EFFECT_SCRIPT_MASK, wrapped so that the spawner can copy them into its frame whole.

FieldDeclared as
scriptconst s32 *script[3]

Used by GomaCavePillar_SpawnFragment, gGomaCavePillar_FragmentScripts.

Line 92

EffectOptions

struct EffectOptions

The options of a spawned field effect, each used when its EFFECT_USE_ flag (or EFFECT_SCALE_TO_TARGET) is set.

FieldDeclared as
prioritys32 prioritythe sprite's priority
palettes32 palettepassed to ObjectGroup_SetChildValue
startScaleXs32 startScaleX16.16 fixed point, 0x10000 full size
startScaleYs32 startScaleY16.16 fixed point, 0x10000 full size
targetScaleXs32 targetScaleX16.16 fixed point, 0x10000 full size
targetScaleYs32 targetScaleY16.16 fixed point, 0x10000 full size
types16 typethe object type to create; 222 without the flag
scriptconst s32 *scriptthe object script, run in mode 1
rotationu16 rotation1/65536 turns
spinu16 spin1/65536 turns per frame
updatevoid (*update)(union FieldObject *object)replaces the update hook

Used by BabiLighthouse_LandWithParticles, BattleFx_SpawnRadialParticleRing, CollapseFromHeat, CrossboneIslePillarRooms_SpawnFrostParticle, CrossboneIslePillarRooms_SpawnThawParticle, CrossboneIslePillarRooms_SpawnUnusedLeaderParticle, CrossboneIsle_SpawnBlockMovedBurst, Event_HopDownStep, Event_SinkPillarA, Event_SinkPillarB, Event_StepOnEastWallSwitch, Event_StepOnWallSwitch, Event_StepOnWestWallSwitch, GomaCaveEntrance_LeapStump, GomaCaveWaterway_LeapStump, HeatGauge_CountStep, ImilFuchinFalls_BlowCaveMouthDust, ImilFuchinFalls_SpawnDust, Leader_SpraySand, MercuryLighthouseAerie_SaturosAndAlexWarpIn, MercuryLighthouseAerie_SaturosAndAlexWarpOut, MercuryLighthouse_CloseStoneDoor, MercuryLighthouse_OpenFountainWithSpray, MercuryLighthouse_OpenStoneDoor, MercuryLighthouse_StopFountainSpray, MogallForest_SpawnPuffRing, Rubble_SetScaleAndSpin, SceneEffect_SpawnNineRadialEffects, SlideDownDune, SolSanctumElementalStarRoom_AnimateAlexTeleport, SuhallaDesert_ChaseLeader, TretTreeInteriors_RunLandingDustScene, TunnelRuins_SplashDousedPillar, VenusLighthouseAerie_CombineSaturosAndMenardi, VenusLighthouse_AnimateEastTileWave, VenusLighthouse_AnimatePairedTileWaves, VenusLighthouse_AnimateWestTileWave, VenusLighthouse_EmitGateParticles, VenusLighthouse_EmitPassageSparkTrail, VenusLighthouse_EmitRisingParticles and 5 more.

Line 98

Unions

FieldObject

union FieldObject

An object on the field, read as an actor or as an effect.

FieldDeclared as
actorstruct FieldActor actor
effectstruct FieldEffect effect

Used by Actor_DrawBehindScenery, AltmillerCave_MatchLeaderPriority, AltmillerCave_PulseLight, BabiLighthouse_LandWithParticles, BabiLighthouse_MatchLeaderPriority, BabiLighthouse_SetupScene, BattleEffect_CleanupSceneObjects, BattleEffect_SetRandomTableValueOnObject, BattleFx_AdvanceAngleWithRamp, BattleFx_AdvanceSpinAngle, BattleFx_CircleAnchor, BattleFx_FlickerObjectAndTick, BattleFx_HalveDistanceToTarget, BattleFx_MoveAfterimageHalfway, BattleFx_ResumeObject, BattleFx_RunSparkEmitter, BattleFx_SetCallbackWhenTargetUnset, BattleFx_SetObjectAlternatingWords, BattleFx_ShrinkObjectScaleUntilHalf, BattleFx_SwayParticle, BattleFx_UpdateDescendingObject, BattleFx_UpdateDescendingOrbitObject, BattleFx_UpdateDescendingParticleNegativeArc, BattleFx_UpdateDescendingParticlePositiveArc, BattleFx_UpdateDriftingFallObject, BattleFx_UpdateItemBreakFragment, BattleFx_UpdateObjectMotionScaleAndLinkedAngle, BattleFx_UpdateOrbitingParticleFade, BattleFx_UpdateOrbitingParticleLeft, BattleFx_UpdateOrbitingParticleMain, BattleFx_UpdateOrbitingParticleRight, BattleFx_UpdatePairedArcSpawner, BattleFx_UpdateShrinkingOrbitObject, BattleFx_WanderAroundAnchor, Beast_Hop, Beast_SpawnSpray, ColossoLogRollingStage_SpawnRandomSceneEffect, ColossoRiver_SpawnRandomEffect, ColossoWall_SpawnRandomSceneEffect, CrossboneIslePillarRooms_FreezePool and 90 more.

Line 63

Enumerations

EffectSpawnFlags

enum EffectSpawnFlags

Value=
EFFECT_SCRIPT_MASK0x0fPicks one of gEffectScripts; the object's mode is this plus 1.
EFFECT_USE_PALETTE0x10000options.palette, as its group child value
EFFECT_USE_PRIORITY0x20000options.priority, as the sprite's priority
EFFECT_SCALE_TO_TARGET0x40000Grows from the start scale, or full size, to the target scale over the script's repeat count.
EFFECT_USE_START_SCALE0x80000options.startScaleX and startScaleY
EFFECT_USE_TYPE0x100000options.type, else object type 222
EFFECT_USE_SCRIPT0x200000options.script, run in mode 1
EFFECT_USE_ROTATION0x400000options.rotation, as the sprite's
EFFECT_USE_SPIN0x800000options.spin
EFFECT_USE_UPDATE0x1000000options.update

Line 73

Macros, without a comment: SCRIPT_WAIT, SCRIPT_SET_POSITION, SCRIPT_REPEAT, SCRIPT_DELETE.

Declarations, without a comment: Effect_SpawnResident.

fixed_point_position.h

games/tbs/include/system/fixed_point_position.h

Structures

FixedPointPosition

struct FixedPointPosition

A position in three coordinates, each in 16.16 fixed point.

FieldDeclared as
xs32 x16.16 fixed point
ys32 y16.16 fixed point
zs32 z16.16 fixed point

Used by BattleFx_RunCastingImpact, BattleFx_UpdateRadialMotion, BattleMotion_ApplyPairMidpoint, BattlePresentation_UpdateCamera, Battle_GetWorkEntryPair, Camera_ConfigureScene, Camera_InitDefaultTransform, FieldFx_RunCatch, Ship_UpdateSwell, Shop_RunPartyMemberIconBurst.

Line 11

flash.h

games/tbs/include/system/flash.h

Declarations, without a comment: gFlashReadRoutine.

flash_data.h

games/tbs/include/system/flash_data.h

Structures

FlashSector

struct FlashSector

Sector size and count.

FieldDeclared as
sizes32 size
shiftu8 shift
countu16 count
topu16 top

Line 12

FlashType

struct FlashType

Flash chip type (the 24-byte record pointed to by gFlash).

FieldDeclared as
romSizeu32 romSize
sectorstruct FlashSector sector
waitu16 wait[2]Low two bits of REG_WAITCNT.
idu16 id

Used by EraseFlashSector, ProgramFlashSectorWithEraseRetry, gFlash.

Line 20

FlashSetupInfo

struct FlashSetupInfo

Settings for each flash chip model (44 bytes), in flash_setup's field order from flashset.s.

FieldDeclared as
handlersu32 handlers[3]Program, erase all, erase sector.
waitFlashWaitProc waitWait for programming to finish.
maxTimeu16 *maxTimeWait-time table.
typestruct FlashType type

Used by EraseAtmelFlashSector, IdentifyFlash, gFlash_ChipAtmel, gFlash_ChipAtmelLayout, gFlash_ChipUnknown, gFlash_Chips.

Line 29

Types, without a comment: FlashWaitProc.

Macros, without a comment: GUARD_FLASH_DATA_H.

Globals, without a comment: gFlash, gFlash_ChipUnknown, gFlash_ChipAtmel, gFlash_ChipAtmelLayout.

io_reg.h

games/tbs/include/system/io_reg.h

Enumerations

DisplayControl

enum DisplayControl

Value=
DISPCNT_MODE_00x0000four text backgrounds
DISPCNT_MODE_10x0001BG0 and BG1 text, BG2 affine
DISPCNT_MODE_20x0002BG2 and BG3 affine
DISPCNT_OBJ_1D_MAP0x0040
DISPCNT_BG0_ON0x0100
DISPCNT_BG1_ON0x0200
DISPCNT_BG2_ON0x0400
DISPCNT_BG3_ON0x0800
DISPCNT_OBJ_ON0x1000
DISPCNT_WIN0_ON0x2000
DISPCNT_WIN1_ON0x4000
DISPCNT_OBJWIN_ON0x8000

Line 35

Also, enumerations without a comment: KeyMask.

Macros

DISPSTAT_VCOUNT_LINE

#define DISPSTAT_VCOUNT_LINE(line) ((line) << 8)

DISPSTAT's high byte: the line the VCount interrupt fires on (the LYC compare).

Used by Runtime_SetIrqHandler.

Line 18

BGCNT_WRAP

#define BGCNT_WRAP 0x2000

Affine backgrounds only: wrap around instead of showing the backdrop.

Used by BattleCamera_SetRange, BattleFx_BeginTiledCanvas, BattleFx_RunAtalanta, BattleFx_RunDouse, BattleFx_RunIce, BattleFx_RunJudgment, BattleFx_RunParticleStreams, BattleFx_RunThor, BattleFx_RunTorch.

Line 30

BGCNT_SIZE

#define BGCNT_SIZE(n) ((n) << 14)

The background's size: for an affine one, 0 to 3 are 128, 256, 512 and 1024 pixels square.

Used by BattleFx_BeginTiledCanvas.

Line 33

Q_8_8

#define Q_8_8(n) ((s16)((n) * 256))

The BG2/BG3 affine matrix entries are signed 8.8 fixed point: texels stepped per screen pixel. Q_8_8(1) draws the layer at its own size and Q_8_8(0.5) twice as large.

Used by BattleFx_RunAtalanta, BattleFx_RunBind, BattleFx_RunBurstShower, BattleFx_RunCastingImpact, BattleFx_RunCondemn, BattleFx_RunCybele, BattleFx_RunDjinnBeams, BattleFx_RunElementBurst, BattleFx_RunElementPillar, BattleFx_RunGaia, BattleFx_RunGrowingColumns, BattleFx_RunHealingMotes, BattleFx_RunImpactBurst, BattleFx_RunJudgment, BattleFx_RunMirroredWall, BattleFx_RunNeptune, BattleFx_RunParticleStreams, BattleFx_RunQuake, BattleFx_RunRay, BattleFx_RunSpiderWeb, BattleFx_RunStatBoost, BattleFx_RunThor, BattleFx_RunThorn, BattleFx_RunTorch, BattleFx_RunVine, BattleFx_StartElementStreaks, Graphics_ResetBg2Pa, Graphics_SetBg2AffineScaleHalf.

Line 59

WIN_RANGE

#define WIN_RANGE(start, end) (((start) << 8) | (end))

A REG_WINxH or REG_WINxV value: the window covers start up to, but not including, end.

Used by BattleFx_RunBoreas, BattleFx_RunDouse, BattleFx_RunIce, BattleFx_RunKirin, BattleFx_RunNeptune, BattleFx_RunRamses, BattleFx_StartWindowHBlankDma, BattlePres_RunAttack, BattlePres_RunEntryTransition, LuckyDice_Run, ReelGame_Run, Title_LoadIntroBackgrounds.

Line 80

BLEND_ALPHA

#define BLEND_ALPHA(top, bottom) ((top) | ((bottom) << 8))

A REG_BLDALPHA value: top and bottom are the two targets' weights, out of 16.

Used by BattleFx_BeginCanvasLayer, BattleFx_ConfigureEffectDisplay, BattleFx_OpenCanvasLayer, BattleFx_RunBladeRain, BattleFx_RunBoreas, BattleFx_RunBurstScene, BattleFx_RunBurstShower, BattleFx_RunCastingImpact, BattleFx_RunCondemn, BattleFx_RunDjinniEntrance, BattleFx_RunDragonCloud, BattleFx_RunElementBurst, BattleFx_RunElementPillar, BattleFx_RunFire, BattleFx_RunFlare, BattleFx_RunFroth, BattleFx_RunGaia, BattleFx_RunGround, BattleFx_RunGrowingColumns, BattleFx_RunHail, BattleFx_RunJudgment, BattleFx_RunJupiter, BattleFx_RunKirin, BattleFx_RunLobbedShells, BattleFx_RunNeptune, BattleFx_RunNereid, BattleFx_RunOrbitingSkulls, BattleFx_RunPaletteParticles, BattleFx_RunParticleStreams, BattleFx_RunPlasma, BattleFx_RunPrism, BattleFx_RunRagnarok, BattleFx_RunShatteringOpening, BattleFx_RunSparkGroups, BattleFx_RunSpiderWeb, BattleFx_RunStreakVolley, BattleFx_RunTargetStrike, BattleFx_RunThor, BattleFx_RunThorn, BattleFx_RunTitanBlade and 26 more.

Line 145

RGB

#define RGB(r, g, b) (((b) << 10) | ((g) << 5) | (r))

A 15-bit colour from its red, green and blue levels (0 to 31 each), as the palette stores it: blue in the high bits.

Used by BattleFx_RunCybele, BattleFx_RunEruption, BattleFx_RunGaia, BattleFx_RunJudgment, BattleFx_RunMercuryDjinnCapture, BattleFx_RunParticleStreams, BattleFx_RunShatteringOpening, BattleFx_StepPaletteToResource, Debug_RunPaletteEditor, FieldFx_UpdateMindReadWave, Graphics_ConvertBackgroundToBlueRamp, Graphics_UpdatePhasePalette, Palette_BrightenBgEntries, Palette_DarkenSceneStep, Palette_StepTowardResource, ReelGame_Run, RunSceneTransitionEffect, Ui_LoadWindowGraphics, Ui_SetBank15PaletteAndClearRenderMode, WaitFrames.

Line 164

OBJ_VRAM0

#define OBJ_VRAM0 0x06010000

Sprite tile memory, as pret names it: the 32 KB from 0x06010000.

Used by BattleEvent_Playback, DisplayScroll_DrawLine, DisplayScroll_InitObjectTable, LuckyDice_Run, Map_RenderAnimatedTileFrame, ReelGame_Run, Sprite_ComposeAnimationFrame, Title_LoadIntroBackgrounds, UiText_DrawGlyph, VramCache_Load.

Line 170

TIMER_INTR_ENABLE

#define TIMER_INTR_ENABLE 0x0040

TMxCNT_H flags, as pret names them.

Used by SerialRuntime_HandleTransferInterrupt, SerialRuntime_PrepareSendPacket.

Line 176

RCNT_SIO_MODE

#define RCNT_SIO_MODE 0x0000

RCNT's mode: 0 leaves the port to SIOCNT's serial modes; bit 15 alone makes it general-purpose pins.

Used by SerialRuntime_Initialize.

Line 196

DMA_START_TIMING_DRQ_REPEAT

#define DMA_START_TIMING_DRQ_REPEAT

A DMA control's start timing (bits 12 and 13), cartridge request (bit 11) and repeat (bit 9): the bits cleared before a channel is stopped.

Used by BattleFx_ArmBg0HBlankDma, BattleFx_StartWindowHBlankDma, DisplayScroll_ArmHBlankDma, DisplayScroll_DisarmHBlankDma, DisplayTransition_UpdateFrame, DisplayTransition_UpdateScanlineTable, Dma_Stop, Game_ResetForNewGame, ReelGame_RunFrame, Ripple_Stop, System_Initialize, System_VBlankHandler.

Line 220

CPU_SET_SRC_FIXED

#define CPU_SET_SRC_FIXED 0x01000000

BIOS CpuSet control flags, above its count.

Used by AudioEngine_Initialize, AudioEngine_SuspendDirectSound, CgbAudio_Initialize.

Line 236

OAM_SIZE

#define OAM_SIZE 0x400

OAM's size in bytes: 128 sprites of 8 bytes.

Used by DisplayScroll_UpdateObjects, System_VBlankHandler.

Line 241

KEYCNT_DISARMED

#define KEYCNT_DISARMED 0xc3ff

Requires all ten keys together to prevent the reset chord retriggering it.

Used by Input_HandleKeyInterrupt, Runtime_InstallIwramAndIrqs.

Line 313

Also, macros without a comment: REG_DISPCNT, REG_DISPSTAT, DISPSTAT_VBLANK_INTR, DISPSTAT_HBLANK_INTR, DISPSTAT_VCOUNT_INTR, REG_VCOUNT, REG_BG1CNT, REG_BG2CNT, REG_BG3CNT, BGCNT_PRIORITY, BGCNT_CHAR_BASE, BGCNT_MOSAIC, BGCNT_256_COLORS, BGCNT_SCREEN_BASE, REG_BG1HOFS, REG_BG1VOFS, REG_BG2HOFS, REG_BG2VOFS, REG_BG3HOFS, REG_BG3VOFS, REG_BG2PA, REG_BG2PB, REG_BG2PC, REG_BG2PD, REG_BG2X, REG_BG2Y, REG_BG3PA, REG_BG3PB, REG_BG3PC, REG_BG3PD, REG_BG3X, REG_BG3Y, REG_WIN0H, REG_WIN1H, REG_WIN0V, REG_WIN1V, REG_WININ, REG_WINOUT, WININ_WIN0_BG0, WININ_WIN0_BG1, WININ_WIN0_BG2, WININ_WIN0_BG3, WININ_WIN0_OBJ, WININ_WIN0_CLR, WININ_WIN0_ALL, WININ_WIN1_BG0, WININ_WIN1_BG1, WININ_WIN1_BG2, WININ_WIN1_BG3, WININ_WIN1_OBJ, WININ_WIN1_CLR, WININ_WIN1_ALL, WINOUT_WIN01_BG0, WINOUT_WIN01_BG1, WINOUT_WIN01_BG2, WINOUT_WIN01_BG3, WINOUT_WIN01_OBJ, WINOUT_WIN01_CLR, WINOUT_WIN01_ALL, WINOUT_WINOBJ_BG0, WINOUT_WINOBJ_BG1, WINOUT_WINOBJ_BG2, WINOUT_WINOBJ_BG3, WINOUT_WINOBJ_OBJ, WINOUT_WINOBJ_CLR, WINOUT_WINOBJ_ALL, REG_MOSAIC, REG_BLDCNT, BLDCNT_TGT1_BG0, BLDCNT_TGT1_BG1, BLDCNT_TGT1_BG2, BLDCNT_TGT1_BG3, BLDCNT_TGT1_OBJ, BLDCNT_TGT1_BD, BLDCNT_TGT1_ALL, BLDCNT_EFFECT_NONE, BLDCNT_EFFECT_BLEND, BLDCNT_EFFECT_LIGHTEN, BLDCNT_EFFECT_DARKEN, BLDCNT_TGT2_BG0, BLDCNT_TGT2_BG1, BLDCNT_TGT2_BG2, BLDCNT_TGT2_BG3, BLDCNT_TGT2_OBJ, BLDCNT_TGT2_BD, BLDCNT_TGT2_ALL, REG_BLDALPHA, REG_BLDY, BG_CANVAS_MAP, REG_BG0HOFS, REG_DMA0, REG_DMA3, PLTT_BACKDROP, BG_PLTT, BG_PLTT_COLOR, OBJ_PLTT, OBJ_PLTT_COLOR, BG_CHAR_BLOCK, BG_SCREEN_BLOCK, TILE_SIZE_4BPP, REG_TM3CNT, REG_TM3CNT_H, TIMER_ENABLE, REG_SIODATA32, REG_SIOCNT, REG_SIOCNT16, REG_SIODATA8, REG_KEYINPUT, REG_KEYCNT, REG_RCNT, SIO_115200_BPS, SIO_START, SIO_32BIT_MODE, SIO_MULTI_MODE, SIO_INTR_ENABLE, RCNT_GPIO_MODE, DMA_DEST_INC, DMA_DEST_DEC, DMA_DEST_FIXED, DMA_DEST_RELOAD, DMA_SRC_INC, DMA_SRC_DEC, DMA_SRC_FIXED, DMA_REPEAT, DMA_16BIT, DMA_32BIT, DMA_DREQ_ON, DMA_START_NOW, DMA_START_VBLANK, DMA_START_HBLANK, DMA_START_SPECIAL, DMA_INTR_ENABLE, DMA_ENABLE, DMA_COPY_WORDS, DMA_COPY_HALFWORDS, DMA_HBLANK_HALFWORD_PER_LINE, DMA_HBLANK_WORD_PER_LINE, CPU_SET_32BIT, OAM, KEYS_MASK, REG_BG0CNT, REG_BG0VOFS, REG_SOUNDCNT_H, SOUND_CGB_MIX_FULL, SOUND_A_MIX_FULL, SOUND_B_MIX_FULL, SOUND_ALL_MIX_FULL, SOUND_A_RIGHT_OUTPUT, SOUND_A_LEFT_OUTPUT, SOUND_A_TIMER_0, SOUND_A_FIFO_RESET, SOUND_B_RIGHT_OUTPUT, SOUND_B_LEFT_OUTPUT, SOUND_B_TIMER_0, SOUND_B_FIFO_RESET, REG_SOUNDBIAS, REG_FIFO_A, REG_FIFO_B, REG_DMA0SAD, REG_DMA0DAD, REG_DMA0CNT, REG_DMA0CNT_H, REG_DMA1SAD, REG_DMA1DAD, REG_DMA1CNT, REG_DMA1CNT_H, REG_DMA2SAD, REG_DMA2DAD, REG_DMA2CNT, REG_DMA2CNT_H, REG_DMA3SAD, REG_DMA3DAD, REG_DMA3CNT, REG_DMA3CNT_H, REG_TM0CNT_L, REG_TM0CNT_H, REG_TM1CNT_L, REG_TM1CNT_H, REG_TM2CNT_L, REG_TM2CNT_H, REG_IE, REG_IF, REG_WAITCNT, REG_IME, KEYCNT_SOFT_RESET, KEYCNT_SHOULDERS_WAKE, KEYCNT_SLEEP_WAKE, WAITCNT_GAME.

io_write_queue.h

games/tbs/include/system/io_write_queue.h

Structures

IoWriteQueue

struct IoWriteQueue

The register writes VBlank carries out once the frame loop has finished a frame; IoWriteQueue_FlushPending empties it.

FieldDeclared as
countu16 countEntries waiting, at most 32.
padu16 pad
entriesu32 entries[32][3]Each entry is the value, the address and the control word, in that order. A control word with a width (IO_WRITE_8 to IO_WRITE_32) is a register write; one without is a DMA, whose three words go to DMA3's source, destination and control registers.

Used by IoWriteQueue_FlushPending, gIoWriteQueue.

Line 13

Macros

IO_WRITE_8

#define IO_WRITE_8 (1 << 16)

Writes a byte.

Line 29

IO_WRITE_16

#define IO_WRITE_16 (2 << 16)

Writes a halfword.

Used by Map_ShowWorldMap, Map_UpdateWorldMapMarkers, Title_ShowIntro.

Line 31

IO_WRITE_32

#define IO_WRITE_32 (3 << 16)

Writes a word.

Line 33

IO_WRITE_SET

#define IO_WRITE_SET (4 << 16)

ORs the value into the register instead of storing it.

Line 35

IO_WRITE_CLEAR

#define IO_WRITE_CLEAR (8 << 16)

Clears the value's bits in the register instead of storing it.

Line 37

Also, macros without a comment: IO_WRITE_QUEUE_PUSH, IO_WRITE_QUEUE_PUSH_IME.

Globals, without a comment: gIoWriteQueue.

Declarations, without a comment: IoWriteQueue_Store8, IoWriteQueue_Store16, IoWriteQueue_Store32, IoWriteQueue_SetBits8, IoWriteQueue_SetBits16, IoWriteQueue_SetBits32, IoWriteQueue_ClearBits8, IoWriteQueue_ClearBits16, IoWriteQueue_ClearBits32.

iowrite.h

games/tbs/include/system/iowrite.h

Macros

Io_Write16

#define Io_Write16(v, reg)

Writes a value to a 16-bit register or memory location. A statement macro (S2: a layer the whole game uses, 106 sites): the value is built in a word before the address and the store stays where it is written. An inline function with a u32 parameter builds the same value but lets the store move.

Used by AltmillerCave_ApplyFadeBlend, AltmillerCave_RestoreBabiAndInviteParty, BattleFx_StartFadeOverlay, BattleFx_StartWindowHBlankDma, BattlePres_UpdateHBlankScroll, BattlePresentation_WaitForAdvance, BattlePresentation_WaitForPromptAt, DebugText_Clear, DisplayScroll_RunSlideshow, Event_HurryToThePlaza, FieldFx_StartGroundParticles, FieldMotes_Start, Input_HandleKeyInterrupt, LeaveTheShip, LemurianShip_SetupScene, Map_LoadLayeredScene, Map_ShowWorldMap, RaiseTheShip, Runtime_InstallIwramAndIrqs, Scene_RunEntrySetup, SerialRuntime_CollectReceivedPayloads, SerialRuntime_PollAndTransfer, SerialRuntime_PollStatus, SetSail, Ship_UpdateSwell, SolSanctumLunaSolRooms_ShowFloatingEye, System_Initialize, System_SoftReset, TolbiSpring_Initialize, TolbiSpring_RiseAndFadeIn, Ui_LoadWindowGraphics, WaitFrames.

Line 14

irq.h

games/tbs/include/system/irq.h

Types, without a comment: InterruptHandler.

Macros, without a comment: INTR_FLAG_VBLANK, INTR_FLAG_TIMER3, INTR_FLAG_SERIAL, INTR_FLAG_KEYPAD, INTR_FLAG_GAMEPAK.

Globals

gIrqHandlers

extern InterruptHandler gIrqHandlers[IRQ_COUNT]

The handler the IWRAM dispatcher calls for each interrupt source.

Used by Runtime_InstallIwramAndIrqs, Runtime_SetIrqHandler, SaveState_InitializeWorkspace.

Line 39

gRuntime_IrqHandlers

extern const u32 gRuntime_IrqHandlers[IRQ_COUNT]

The handlers installed at power-on, copied into gIrqHandlers.

Used by Runtime_InstallIwramAndIrqs.

Line 42

Also, globals without a comment: IwramIrqMain, IwramIrqModeWord, IwramRuntime_Rom, gIrqVector.

irqlock.h

games/tbs/include/system/irqlock.h

Macros

IME_SAVE

#define IME_SAVE(ime, saved)

Saves the original IME value in saved.

Used by SerialRuntime_Initialize, SerialRuntime_ResetTransferState.

Line 17

IME_DISABLE

#define IME_DISABLE(ime)

Disables interrupts.

Used by SerialRuntime_Initialize, SerialRuntime_ResetTransferState.

Line 23

IRQ_LOCK

#define IRQ_LOCK(saved)

Disables interrupts and saves IME in saved; IRQ_UNLOCK restores it.

Used by BattlePresentation_AppendLinkedActions, LinkLobby_InitializeSerial, Runtime_SetIrqHandler, SerialRuntime_BeginReceive, SerialRuntime_BeginSend.

Line 38

Also, macros without a comment: IME_RESTORE, IRQ_UNLOCK.

mem.h

games/tbs/include/system/mem.h

Functions, without a comment: Runtime_CallAlternatePool.

Globals, without a comment: gEwramHeap, gIwramHeap.

Declarations, without a comment: Runtime_ReleaseHeapBlock, Runtime_BumpFree, MemFree, Runtime_FillFreeHeapWords.

metadata_lookup.h

games/tbs/include/system/metadata_lookup.h

Structures

AnimationMetadata

struct AnimationMetadata

An animation's metadata: the sprite's size, scale and offsets, how its frames are drawn and decoded, its frames and its animation scripts.

FieldDeclared as
widthu8 widthpixels
heightu8 heightpixels
scaleu16 scale8.8 fixed point, 0x100 full size
drawKindu8 drawKind
animationCountu8 animationCount
adjustXs8 adjustXpixels
adjustYs8 adjustYpixels
boxXu8 boxX
boxYu8 boxY
frameCodecu8 frameCodec
framesvoid **frames
animationu8 **animation

Used by AnimationObject_Allocate, AnimationObjects_SelectAnimation, Animation_InitWorkFromMetadata, Animation_InitializeObjects, Animation_SetWorkEntry, FieldFx_UpdateMindReadWave, ResourceMetadata_Register, ResourceMetadata_SumCommandLengths, ResourceObject_Create, ResourceSlot_Load, Resource_GetMetadataRecord, Ui_FillGridColumnFromMetadata, Ui_RunIconMonitor, gCharacter_DescriptorTable.

Line 14

Declarations, without a comment: Resource_GetMetadataRecordFarFar.

mulq16.h

games/tbs/include/system/mulq16.h

Functions, without a comment: MulQ16.

object_effect.h

games/tbs/include/system/object_effect.h

Structures

FadeOverlayWork

struct FadeOverlayWork

The fade overlay draws one mark on each side of its tracked actor.

FieldDeclared as
marksstruct AnimationSpritePart marks[2]The left and right marks: 16-pixel-wide semi-transparent sprites drawn where the ground beside the actor rises above its floor.
actorstruct FieldActor *actorthe actor tracked; null draws nothing

Used by BattleFx_StartFadeOverlay, Event_StartRising, Event_StopRising, FadeOverlay_DrawMarks, Fuchin_FollowLeaderWithLight, Fuchin_StopLightFollowingLeader, ImilFuchinFalls_PrepareRoom, Kalay_PrepareTunnel, Kalay_StartTrackingLeader, MercuryLighthouse_UpdateLeaderEffectTarget, TunnelRuins_UpdateTrackedActor, gActorEffectWork.

Line 15

GroundParticle

struct GroundParticle

One weather particle: OAM attributes followed by its world position.

FieldDeclared as
unk00u8 unk00[4]Cleared with the attributes; never read by the effects.
yu16 y : 8The OAM entry's attributes 0 to 2: the start routines write them whole as semi-transparent, size 1, priority 1 and palette 13. @{ Screen pixels.
affineu16 affine : 2Not named by the effects.
blendModeu16 blendMode : 21, semi-transparent; not named by the effects.
mosaicu16 mosaic : 1Not named by the effects.
fullColoru16 fullColor : 1Not named by the effects.
shapeu16 shape : 2From the ground particle frame; motes, sparkles: 0.
xu16 x : 9Screen pixels.
affineIndexu16 affineIndex : 5Sparkles: 8 on alternate frames, else 0.
sizeu16 size : 2From the ground particle frame; motes, sparkles: 1.
tileu16 tile : 10The work's tileBase plus the frame's tile.
priorityu16 priority : 21.
paletteu16 palette : 413; not named by the effects.
attr3u8 attr3[2]@} OAM attribute 3, cleared with the others.
posXs32 posXWorld position, in 16.16 pixels.
posYs32 posYThe ground's height there.
posZs32 posZWorld position, in 16.16 pixels.
delays32 delayMotes: height risen; sparkles: phase within a burst.
timeru16 timerFrames left; zero frees the particle.

Used by FieldEffect_InitSparkles, FieldEffect_UpdateSparkles, FieldFx_StartGroundParticles, FieldFx_UpdateGroundParticles, FieldMotes_Start, FieldMotes_Update.

Line 29

GroundParticleWork

struct GroundParticleWork

Work slot 29 while ground particles, motes or sparkles run.

FieldDeclared as
entrys32 entryResource entry holding the effect's tiles.
tileBases32 tileBaseTheir first tile in VRAM.
particlesstruct GroundParticle particles[FIELD_WEATHER_PARTICLE_COUNT]
unk408s32 unk408Unused by the weather effects.
stoppeds32 stoppedPrevent new sparkle bursts while set.

Used by FieldEffect_InitSparkles, FieldEffect_UpdateSparkles, FieldFx_StartGroundParticles, FieldFx_UpdateGroundParticles, FieldMotes_Start, FieldMotes_Update, SolSanctumEruption_PlayHostageScene, SolSanctumEruption_PlayWiseOneRescue, SolSanctumEruption_StepEmbers, gParticleWork.

Line 59

Macros, without a comment: FIELD_WEATHER_PARTICLE_COUNT.

Globals, without a comment: gActorEffectWork, gParticleWork.

object_lookup.h

games/tbs/include/system/object_lookup.h

ramcode.h

games/tbs/include/system/ramcode.h

Macros

RamCode_Load

#define RamCode_Load(to, code, bytes)

Allocates a heap copy; release it with MemFree when finished.

Used by Object_RunUpdateAllFromHeap, Render_BuildOamList, Resource_LoadCode, Tilemap_ConvertBuffer, UiText_DrawGlyph, UiText_LookupMessage, UiWindow_FillFromScene.

Line 15

RamCode_LoadSlot

#define RamCode_LoadSlot(slot, code, bytes)

Allocates a work-slot copy; release it with Runtime_ReleaseHeapBlock.

Used by BattleBackground_Load, Graphics_LoadCharacterBlockAndPalette, ObjectSystem_Configure, ObjectSystem_UpdateCamera, ObjectSystem_UpdateCameraFixed, TileMap_DrawRowsFromRam, UiIcon_Decode, UiText_DecodeMessage.

Line 26

Also, macros without a comment: GUARD_RAMCODE_H.

runtime_interfaces.h

games/tbs/include/system/runtime_interfaces.h

savedata.h

games/tbs/include/system/savedata.h

Macros, without a comment: GUARD_SAVEDATA_H.

Globals, without a comment: gSave_Signature, gSave_HeaderTemplate, gLink_TestWord, gLink_TestDataA, gLink_TestDataB.

scene.h

games/tbs/include/system/scene.h

Structures, without a comment: Ent, Cam.

Macros, without a comment: FIELD_AT_OFFSET.

serial_runtime.h

games/tbs/include/system/serial_runtime.h

Functions, without a comment: SerialRuntime_AddParentFlag, SerialRuntime_ResetTransferState.

Structures

SerialPacket

struct SerialPacket

A link cable packet: its sequence number, the consoles not yet heard from, its checksum and a 24-byte payload.

FieldDeclared as
sequenceu8 sequenceSerialRuntime's sequence when the packet was built
missingMasku8 missingMaskThe consoles heard from before but not this frame (receivedMask ^ currentMask); a receiver complements it once the checksum is good.
checksumu16 checksumThe complement of the sum of the packet's first 14 halfwords, taken with this field 0.
payloadu8 payload[24]
reservedTailu8 reservedTail[4]past the 14 halfwords sent; never written

Used by SerialRuntime_PrepareSendPacket.

Line 19

SerialRuntime

struct SerialRuntime

The link cable's runtime: its mode and phase, the consoles heard from, the send position and the packet buffers the interrupt handler fills.

FieldDeclared as
modeu8 modeSIOCNT's bits 7 and 3 when this console armed timer 3 to clock the transfers: 8 then, else 0; 8 adds 0x80 to the link status.
phaseu8 phase0 looking for the partner, 1 connected
receivedMasku8 receivedMaskthe consoles heard from since the link began
currentMasku8 currentMaskthe consoles heard from this frame
channelFlagsu8 channelFlags[4]Set by the interrupt for each console and cleared each frame. bits: 1 heard while isParent was set | 0 a packet completed
transferEnabledu8 transferEnabledNonzero lets a new packet restart timer 3.
isParentu8 isParentSIOCNT's bit 6, copied by each transfer interrupt; nonzero adds 0x1000 to the link status.
reserved0au8 reserved0anot named by TBS code
sequenceu8 sequenceThe packet sequence number, counted up each frame once connected.
reserved0cu8 reserved0c[8]not named by TBS code
sendIndexs32 sendIndexThe halfword of sendBuffer[1] sent next; -1 between packets, when 0xfefe is sent and the two send buffers swap.
receiveIndexs32 receiveIndex[2]Each console's next halfword in its incomingBuffer; -1 after an idle 0xfefe.
reserved20u8 reserved20[8]not named by TBS code
sendBufferu16 *sendBuffer[2]The packet being built ([0]) and the packet being sent ([1]).
incomingBufferu16 *incomingBuffer[4]Each console's packet being received; two are used.
readyBufferu16 *readyBuffer[4]Each console's last complete packet, swapped in by the interrupt.
pendingBufferu16 *pendingBuffer[4]The packets the frame code checks and copies, swapped with readyBuffer each frame.
storageu8 storage[0x100]The buffers' memory: two 32-byte send buffers, then 96 bytes a console for its incoming, ready and pending packets.

Used by SerialRuntime_DisableTransfer, SerialRuntime_EnableTransferTimer, SerialRuntime_HandleTransferInterrupt, SerialRuntime_Initialize, SerialRuntime_PrepareSendPacket, gSerialRuntime.

Line 47

SerialTransferState

struct SerialTransferState

A console's block transfer state, exchanged with the partner each VBlank: its block sequence, its status and flags, and a 20-byte block.

FieldDeclared as
activeu8 activeThe sequence number of the block in payload; as receiver, the one it expects with bit 7 set to ask for a resend; 1 when a transfer starts.
statusu8 status0x80 sending or 0x81 receiving when started; the receiver counts blocks (status + 1, with bit 7) and sets 0 after the last.
flagsu8 flagsThe receive state: 1 receiving, 2 the last block taken, 0 idle.
peerFlagsu8 peerFlagsThe send state: 1 a block with more to follow, 2 the last block, 0 idle.
payloadu8 payload[20]one block of the data sent

Used by SerialRuntime_BeginReceive, SerialRuntime_BeginSend, SerialRuntime_ResetTransferState, SerialRuntime_StepBlockTransfer, gSerialTransfer.

Line 95

Unions

SerialDataRegisters

union SerialDataRegisters

The serial data registers read as two words or four halfwords; no TBS code names this union.

FieldDeclared as
wordsu32 words[2]
halfwordsu16 halfwords[4]

Line 40

Macros, without a comment: SERIAL_RUNTIME.

Globals

gSerialSendSize

extern volatile u16 gSerialSendSize

volatile: tagged where it steers, in SerialRuntime_StepBlockTransfer (tbs runtime.c)

Used by SerialRuntime_BeginSend, SerialRuntime_Initialize, SerialRuntime_ResetTransferState, SerialRuntime_StepBlockTransfer.

Line 124

gSerialReceivedSize

extern volatile u16 gSerialReceivedSize

volatile: tagged where it steers, in BattleLink_ReceiveActions (tbs battle.c) and LinkLobby_ReceivePartyRecords (tbs lobby.c)

Used by BattlePresentation_AppendLinkedActions, SerialRuntime_BeginReceive, SerialRuntime_Initialize, SerialRuntime_ResetTransferState, SerialRuntime_StepBlockTransfer.

Line 128

gSerialBlockSequence

extern volatile u8 gSerialBlockSequence

volatile: tagged where it steers, in SerialRuntime_StepBlockTransfer (tbs runtime.c)

Used by SerialRuntime_BeginReceive, SerialRuntime_BeginSend, SerialRuntime_StepBlockTransfer.

Line 132

Also, globals without a comment: gSerialTransfer, gSerialRuntime, gSerialExchangeActive, gSerialSendSource, gSerialReceiveDest, gSerialPeerPayloads, gLinkExchangeState, gLinkStatus.

system.h

games/tbs/include/system/system.h

Structures, without a comment: S.

Globals, without a comment: gRandomState, gSleepActive, gFlash_ChipAtmel, gFlash_ChipUnknown, gFlash_Handler1, gEraseFlashSector, gFlash_Handler4, gFlash, gFlashSavedIme, gFlashTimeoutFlag, gFlashTimerNum, gNumberTextDecimalEnd, gNumberTextHexEnd, gLink_TimeLabelString, Resource_DirectoryTable, Resource_PatchThumbBranchCodeSize, gResourceSlot_ConversionTables, gUi_WindowPalette, IwramSoundPresetCode, gFlash_Handler0, gAnimationObjects, gDebugTextCursor, gDebugTextEnabled, gFlashNumRemainingBytes, gSaveBuffer, gSaveSlot, IwramCodeRecords, LoadedRuntime_Size, gMath_ArcTanTable, gObject_ShadowTiles, Render_BuildOamListKernel, Resource_ExecuteTransfer, Resource_PatchThumbBranch, gRom_LanguageCode, gRom_UnknownBytes, BattleFx_Max4Reverse, BattleFx_Max4Forward, BattleFx_MaxReverse, BattleFx_MaxForward, BattleFx_ColorReverse, BattleFx_ColorForward, BattleFx_AdditiveReverse, BattleFx_AdditiveForward, BattleFx_Mask, BattleFx_Transparent8Reverse, BattleFx_Transparent8Forward, BattleFx_TransparentReverse, BattleFx_TransparentForward, BattleFx_CopyReverse, BattleFx_CopyForward, gSystem_BasicColorPalette, Tile_CopyStrided, Tile_CopyStridedCodeSize, TransferCommandExecutor_Size.

Declarations, without a comment: System_WaitForFrameInterrupt, Bios_SoundBiasOff, Bios_SoundBiasOn, _call_via_r2, IwramHalt, SoundDriver_EnterMixer.

vector3.h

games/tbs/include/system/vector3.h

Functions, without a comment: Vector3_Coordinates.

Structures

Vector3

struct Vector3

Three coordinates, x, y and z: a position, a velocity or a direction.

FieldDeclared as
x, y, z, coordinatesunion { struct { s32 x; s32 y; s32 z; }; s32 coordinates[3]; ///< x, y and z, as Vector3_Coordinates returns them }
xs32 x
ys32 y
zs32 z

Used by BattleFx_DrawStreaks, BattleFx_RunAstralBlast, BattleFx_RunBind, BattleFx_RunProcne, BattleFx_RunTriangleStrike, CrossboneIsle_SpawnBlockMovedBurst, Event_DriftEast, Event_DriftNorth, Event_DriftSouth, Event_DriftWest, GomaCaveEntrance_LeapStump, GomaCaveWaterway_LeapStump, GondowanCave_RunSpinningLeap, MogallForest_KillerApeAttacks, MogallForest_SpawnPuffRing, SceneEffect_SpawnNineRadialEffects, TolbiSpring_UpdateTossSimulation, Vector3_Coordinates, VenusLighthouse_StepActorWithDust, gBind_TriangleStrikeVertex, gBind_Vertex, gStars_Points.

Line 11

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