pokeemerald/include/intro_credits_graphics.h

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#ifndef GUARD_INTRO_CREDITS_GRAPHICS_H
#define GUARD_INTRO_CREDITS_GRAPHICS_H
// States for gIntroCredits_MovingSceneryState
enum {
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INTROCRED_SCENERY_NORMAL,
INTROCRED_SCENERY_DESTROY,
INTROCRED_SCENERY_FROZEN,
};
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// Scenes for the Credits sequence
enum {
SCENE_OCEAN_MORNING,
SCENE_OCEAN_SUNSET,
SCENE_FOREST_RIVAL_ARRIVE,
SCENE_FOREST_CATCH_RIVAL,
SCENE_CITY_NIGHT,
};
extern u16 gIntroCredits_MovingSceneryVBase;
extern s16 gIntroCredits_MovingSceneryVOffset;
extern s16 gIntroCredits_MovingSceneryState;
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extern const struct CompressedSpriteSheet gSpriteSheet_IntroBrendan[];
extern const struct CompressedSpriteSheet gSpriteSheet_IntroMay[];
extern const struct CompressedSpriteSheet gSpriteSheet_IntroBicycle[];
extern const struct CompressedSpriteSheet gSpriteSheet_IntroFlygon[];
extern const struct SpritePalette gSpritePalettes_IntroPlayerFlygon[];
extern const struct CompressedSpriteSheet gSpriteSheet_CreditsBrendan[];
extern const struct CompressedSpriteSheet gSpriteSheet_CreditsMay[];
extern const struct CompressedSpriteSheet gSpriteSheet_CreditsBicycle[];
extern const struct CompressedSpriteSheet gSpriteSheet_CreditsRivalBrendan[];
extern const struct CompressedSpriteSheet gSpriteSheet_CreditsRivalMay[];
extern const struct SpritePalette gSpritePalettes_Credits[];
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void LoadIntroPart2Graphics(u8 scenery);
void SetIntroPart2BgCnt(u8 scenery);
void LoadCreditsSceneGraphics(u8);
void SetCreditsSceneBgCnt(u8);
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u8 CreateBicycleBgAnimationTask(u8 mode, u16 bg1Speed, u16 bg2Speed, u16 bg3Speed);
void CycleSceneryPalette(u8);
u8 CreateIntroBrendanSprite(s16 x, s16 y);
u8 CreateIntroMaySprite(s16 x, s16 y);
u8 CreateIntroFlygonSprite(s16 x, s16 y);
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#endif // GUARD_INTRO_CREDITS_GRAPHICS_H