22#define BTL_AREA(id, jpName) { \
23 .dmaStart = battle_area_##id##_ROM_START, \
24 .dmaEnd = battle_area_##id##_ROM_END, \
25 .dmaDest = battle_area_##id##_VRAM, \
26 .battles = &b_area_##id##_Formations, \
27 .stages = &b_area_##id##_Stages, \
32#define BTL_AREA_DMA(id, jpName) { \
33 .dmaStart = battle_area_##id##_ROM_START, \
34 .dmaEnd = battle_area_##id##_ROM_END, \
35 .dmaDest = battle_area_##id##_VRAM, \
36 .battles = &b_area_##id##_Formations, \
37 .stages = &b_area_##id##_Stages, \
38 .dmaTable = b_area_##id##_dmaTable, \
43#define BTL_AREA_AUX(id, jpName) { \
44 .dmaStart = battle_area_##id##_ROM_START, \
45 .dmaEnd = battle_area_##id##_ROM_END, \
46 .dmaDest = battle_area_##id##_VRAM, \
149 playerData->
curHP = 15;
152 playerData->
curFP = 10;
155 playerData->
level = 3;
160 playerData->
coins = 34;
170 playerData->
badges[i] = ITEM_NONE;
178 playerData->
invItems[i] = ITEM_NONE;
BSS s32 gDefeatedBattleSubstate
BSS Battle * gOverrideBattlePtr
void set_battle_formation(Battle *battle)
void set_battle_stage(s32 stageID)
BSS s32 gLastDrawBattleState
void load_battle_section(void)
BSS StageListRow * gCurrentStagePtr
#define BTL_AREA_DMA(id, jpName)
void setup_demo_player(void)
BSS BattleStatus gBattleStatus
void reset_battle_status(void)
void load_demo_battle(u32 index)
BSS Battle * gCurrentBattlePtr
BattleArea gBattleAreas[]
void load_battle(s32 battleID)
#define BTL_AREA_AUX(id, jpName)
#define BTL_AREA(id, jpName)
BSS s32 gDefeatedBattleState
@ DEMO_BTL_FLAG_ENEMY_ACTING
@ DEMO_BTL_FLAG_PARTNER_ACTING
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
@ BATTLE_STATE_NORMAL_START
@ PLAYER_SPRITES_MARIO_WORLD
void clear_script_list(void)
void clear_item_entity_data(void)
void create_cameras(void)
void clear_animator_list(void)
void clear_model_data(void)
void clear_trigger_data(void)
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void set_screen_overlay_params_front(u8, f32)
void clear_printers(void)
void clear_player_status(void)
void clear_effect_data(void)
HeapNode * general_heap_create(void)
void clear_worker_list(void)
void clear_player_data(void)
void btl_set_state(s32 battleState)
void clear_entity_models(void)
void reset_background_settings(void)
void initialize_status_bar(void)
void set_game_mode(s32 modeID)
void hud_element_clear_cache(void)
void clear_encounter_status(void)
EncounterStatus gCurrentEncounter
@ GF_Tutorial_SwapTurnOrder
#define UNPACK_BTL_AREA(battleID)
#define UNPACK_BTL_INDEX(battleID)
void spr_init_sprites(s32 playerSpriteSet)
#define BTL_STAGE_DEFAULT
GameStatus * gGameStatusPtr