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OtherStructNotes.txt
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GAMECTRL:
29 | byte | next action index? (set by MoveToChapter event codes)
2A | byte | next chapter id?
6C_08A39210 (Shop):
2C | word | pointer to visiting unit struct (if 0, then this is a prep screen shop preview)
30 | shorts | Array of items for sale (20 max)
other stuff whatever
61 | byte | shop type byte (0 = Armory, 1 = Vendor, 2 = Secret)
Portrait Table Entry Struct:
POIN apMug apMug+0x1624 apMug+0x1604 apMug+0x1004; WORD 0x00000000; BYTE aXMouth aYMouth aXEye aYEye; WORD aEyeControl;
0 4 8 C 10 14 15 16 17 18
6C_08591154 & 6C_0859118C (E_FACE):
2C | word | pointer to portrait table entry
6C_08591AC0 & 6C_08591AF8 (Event Engine):
42 | byte |
6C_0859E1B8 (BB): // This 6C manages the help text that scolls below the screen
2C | word | pointer to text buffer
6C_089A2938:
58 | word | 0 (Some Sound Index)
5C | word | 0
60 | word | 0
64 | short | 0 (Some Range)
66 | short | 0
6C_0859E13C:
// Almost definitely manages camera movement
6C_0859A548 (GENS):
2C | short | Stored by callee, Some Real Camera Pos ? (Target?) X
2E | short | Stored by callee, Some Real Camera Pos ? (Target?) Y
30 | short | Stored by callee, Some Real Camera Pos ? X
32 | short | Stored by callee, Some Real Camera Pos ? Y
34 | short | Stored by callee, Some X
36 | short | Stored by callee, Some Y
38 | short | Difference between 2C/2E and 30/32
3A |
3C | word | Struct is destroyed when equals 0
40 | byte | 0 if 38 is xDiff, 1 if 38 is yDiff
6C_whatever (E_PLAYERPHASE):
Label 4 is called on unit canto when the chapter is fow (redraws fog?), Label 1 is called otherwise