file
structures.h
Classes
- struct SaveHeader
- struct struct_02000040
- struct struct_02000010
- struct struct_020354C0
- struct UIElement
- Floating UI element.
- struct HUD
- struct GfxSlot
- struct GfxSlotList
- struct struct_02034480
- struct PriorityHandler
- struct PauseMenuOptions
- struct WStruct
- struct OAMObj
- struct OAMControls
- struct struct_020227E8
- struct Rect
- struct InteractableObject
- struct PossibleInteraction
- struct SpriteFrame
- struct SpritePtr
- struct Font
- struct struct_02018EB0
- struct TileData
- struct ItemDefinition
- struct PACKED
Enums
- enum UIElementType { UI_ELEMENT_BUTTON_A, UI_ELEMENT_BUTTON_B, UI_ELEMENT_BUTTON_R, UI_ELEMENT_ITEM_A, UI_ELEMENT_ITEM_B, UI_ELEMENT_TEXT_R, UI_ELEMENT_HEART, UI_ELEMENT_EZLONAGSTART, UI_ELEMENT_EZLONAGACTIVE, UI_ELEMENT_TEXT_A, UI_ELEMENT_TEXT_B }
- enum HUDHideFlags { HUD_HIDE_NONE, HUD_HIDE_1 = 0x1, HUD_HIDE_2 = 0x2, HUD_HIDE_4 = 0x4, HUD_HIDE_8 = 0x8, HUD_HIDE_HEARTS = 0x10, HUD_HIDE_CHARGE_BAR = 0x20, HUD_HIDE_RUPEES = 0x40, HUD_HIDE_KEYS = 0x80, HUD_HIDE_ALL = 0xff }
- enum GfxSlotStatus { GFX_SLOT_FREE, GFX_SLOT_UNLOADED, GFX_SLOT_STATUS2, GFX_SLOT_FOLLOWER, GFX_SLOT_RESERVED, GFX_SLOT_GFX, GFX_SLOT_PALETTE }
- enum GfxSlotVramStatus { GFX_VRAM_0, GFX_VRAM_1, GFX_VRAM_2, GFX_VRAM_3 }
- enum ActiveItemIndex { ACTIVE_ITEM_0, ACTIVE_ITEM_1, ACTIVE_ITEM_2, ACTIVE_ITEM_LANTERN, MAX_ACTIVE_ITEMS }
Variables
-
struct_
02000040 gUnk_02000040 -
struct_
02000010 gUnk_02000010 -
struct_
020354C0 gUnk_020354C0 - HUD gHUD
- GfxSlotList gGFXSlots
-
struct_
02034480 gUnk_02034480 - u16 gBG0Buffer
- u16 gBG1Buffer
- u16 gBG2Buffer
- u16 gBG3Buffer
- ItemBehavior gActiveItems
- Currently active items.
- PriorityHandler gPriorityHandler
- PauseMenuOptions gPauseMenuOptions
- OAMControls gOAMControls
- PossibleInteraction gPossibleInteraction
- SpritePtr gSpritePtrs
-
struct_
02018EB0 gUnk_02018EB0 - const u8 gGlobalGfxAndPalettes
- u32 gUsedPalettes
Defines
- #define gSaveHeader
- #define MAX_UI_ELEMENTS
- #define MAX_GFX_SLOTS
Variable documentation
ItemBehavior gActiveItems
Currently active items.
0: Active items? 1: Boots, Cape 2: would be used by CreateItem1 if gActiveItems[1] was already filled 3: Lamp