Added missing labels in headers

This commit is contained in:
Eduardo Quezada 2022-09-12 21:14:15 -03:00
parent d3d8b4a181
commit 5eb9312250
7 changed files with 64 additions and 66 deletions

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@ -148,7 +148,6 @@ void RestoreTextColors(u8 *fgColor, u8 *bgColor, u8 *shadowColor);
void DecompressGlyphTile(const void *src_, void *dest_); void DecompressGlyphTile(const void *src_, void *dest_);
void CopyGlyphToWindow(struct TextPrinter *x); void CopyGlyphToWindow(struct TextPrinter *x);
void ClearTextSpan(struct TextPrinter *textPrinter, u32 width); void ClearTextSpan(struct TextPrinter *textPrinter, u32 width);
u8 GetMenuCursorDimensionByFont(u8, u8);
void TextPrinterInitDownArrowCounters(struct TextPrinter *textPrinter); void TextPrinterInitDownArrowCounters(struct TextPrinter *textPrinter);
void TextPrinterDrawDownArrow(struct TextPrinter *textPrinter); void TextPrinterDrawDownArrow(struct TextPrinter *textPrinter);

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@ -77,55 +77,55 @@ extern const struct SpriteFrameImage *const gBerryTreePicTablePointers[];
extern const u8 *const gBerryTreePaletteSlotTablePointers[]; extern const u8 *const gBerryTreePaletteSlotTablePointers[];
void ResetObjectEvents(void); void ResetObjectEvents(void);
u8 GetMoveDirectionAnimNum(u8); u8 GetMoveDirectionAnimNum(u8 direction);
u8 GetObjectEventIdByLocalIdAndMap(u8, u8, u8); u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId);
bool8 TryGetObjectEventIdByLocalIdAndMap(u8, u8, u8, u8 *); bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId);
u8 GetObjectEventIdByXY(s16, s16); u8 GetObjectEventIdByXY(s16 x, s16 y);
void SetObjectEventDirection(struct ObjectEvent *, u8); void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction);
u8 GetFirstInactiveObjectEventId(void); u8 GetFirstInactiveObjectEventId(void);
void RemoveObjectEventByLocalIdAndMap(u8, u8, u8); void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup);
void LoadPlayerObjectReflectionPalette(u16, u8); void LoadPlayerObjectReflectionPalette(u16 tag, u8 slot);
void LoadSpecialObjectReflectionPalette(u16, u8); void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot);
void TryMoveObjectEventToMapCoords(u8, u8, u8, s16, s16); void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
void PatchObjectPalette(u16, u8); void PatchObjectPalette(u16 paletteTag, u8 paletteSlot);
void SpawnObjectEventsOnReturnToField(s16, s16); void SpawnObjectEventsOnReturnToField(s16 x, s16 y);
void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat); void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat);
void GetMapCoordsFromSpritePos(s16, s16, s16 *, s16 *); void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY);
u8 GetFaceDirectionAnimNum(u8); u8 GetFaceDirectionAnimNum(u8 direction);
void SetSpritePosToOffsetMapCoords(s16 *, s16 *, s16, s16); void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy);
void ObjectEventClearHeldMovement(struct ObjectEvent *); void ObjectEventClearHeldMovement(struct ObjectEvent *);
void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *); void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *);
void TrySpawnObjectEvents(s16, s16); void TrySpawnObjectEvents(s16 cameraX, s16 cameraY);
u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority); u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
u8 TrySpawnObjectEvent(u8, u8, u8); u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup);
u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation); u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation);
u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *); u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
void SetSpritePosToMapCoords(s16, s16, s16 *, s16 *); void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY);
void CameraObjectReset1(void); void CameraObjectReset1(void);
void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId); void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId);
void ObjectEventTurn(struct ObjectEvent *, u8); void ObjectEventTurn(struct ObjectEvent *, u8 direction);
void ObjectEventTurnByLocalIdAndMap(u8, u8, u8, u8); void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction);
const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId); const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId);
void SetObjectInvisibility(u8, u8, u8, bool8); void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible);
void FreeAndReserveObjectSpritePalettes(void); void FreeAndReserveObjectSpritePalettes(void);
void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y); void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
void ResetObjectSubpriority(u8, u8, u8); void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup);
void SetObjectSubpriority(u8, u8, u8, u8); void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority);
void AllowObjectAtPosTriggerGroundEffects(s16, s16); void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y);
void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup); void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup);
void ShiftObjectEventCoords(struct ObjectEvent *, s16, s16); void ShiftObjectEventCoords(struct ObjectEvent *, s16 x, s16 y);
void MoveObjectEventToMapCoords(struct ObjectEvent *, s16, s16); void MoveObjectEventToMapCoords(struct ObjectEvent *, s16 x, s16 y);
void TryOverrideObjectEventTemplateCoords(u8, u8, u8); void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup);
void InitObjectEventPalettes(u8 palSlot); void InitObjectEventPalettes(u8 palSlot);
void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *)); void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *));
u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8); u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8 direction);
u8 GetOppositeDirection(u8); u8 GetOppositeDirection(u8 direction);
u8 GetWalkInPlaceFasterMovementAction(u32); u8 GetWalkInPlaceFasterMovementAction(u32);
u8 GetWalkInPlaceFastMovementAction(u32); u8 GetWalkInPlaceFastMovementAction(u32);
u8 GetWalkInPlaceNormalMovementAction(u32); u8 GetWalkInPlaceNormalMovementAction(u32);
u8 GetWalkInPlaceSlowMovementAction(u32); u8 GetWalkInPlaceSlowMovementAction(u32);
u8 GetCollisionAtCoords(struct ObjectEvent *, s16, s16, u32); u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir);
void MoveCoords(u8, s16 *, s16 *); void MoveCoords(u8 direction, s16 *x, s16 *y);
bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *); bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *); u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation); u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation);
@ -168,22 +168,22 @@ u8 AddCameraObject(u8 linkedSpriteId);
void UpdateObjectEventsForCameraUpdate(s16 x, s16 y); void UpdateObjectEventsForCameraUpdate(s16 x, s16 y);
u8 GetWalkSlowMovementAction(u32); u8 GetWalkSlowMovementAction(u32);
u8 GetJumpMovementAction(u32); u8 GetJumpMovementAction(u32);
u8 ElevationToPriority(u8); u8 ElevationToPriority(u8 elevation);
void ObjectEventUpdateElevation(struct ObjectEvent *objEvent); void ObjectEventUpdateElevation(struct ObjectEvent *objEvent);
void SetObjectSubpriorityByElevation(u8, struct Sprite *, u8); void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *, u8 subpriority);
void UnfreezeObjectEvent(struct ObjectEvent *); void UnfreezeObjectEvent(struct ObjectEvent *);
u8 FindLockedObjectEventIndex(struct ObjectEvent *); u8 FindLockedObjectEventIndex(struct ObjectEvent *);
void SetAndStartSpriteAnim(struct Sprite *, u8, u8); void SetAndStartSpriteAnim(struct Sprite *, u8 animNum, u8 animCmdIndex);
bool8 SpriteAnimEnded(struct Sprite *); bool8 SpriteAnimEnded(struct Sprite *);
void UnfreezeObjectEvents(void); void UnfreezeObjectEvents(void);
void FreezeObjectEventsExceptOne(u8 objectEventId); void FreezeObjectEventsExceptOne(u8 objectEventId);
void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2); void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2);
void FreezeObjectEvents(void); void FreezeObjectEvents(void);
bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent); bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent);
u8 GetMoveDirectionFastAnimNum(u8); u8 GetMoveDirectionFastAnimNum(u8 direction);
u8 GetMoveDirectionFasterAnimNum(u8); u8 GetMoveDirectionFasterAnimNum(u8 direction);
u8 GetMoveDirectionFastestAnimNum(u8); u8 GetMoveDirectionFastestAnimNum(u8 direction);
u8 GetLedgeJumpDirection(s16, s16, u8); u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction);
void CameraObjectSetFollowedSpriteId(u8 objectId); void CameraObjectSetFollowedSpriteId(u8 objectId);
u16 GetObjectPaletteTag(u8 palSlot); u16 GetObjectPaletteTag(u8 palSlot);
void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible); void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible);
@ -192,7 +192,7 @@ s16 GetFigure8YOffset(s16 idx);
void CameraObjectReset2(void); void CameraObjectReset2(void);
u8 GetObjectEventBerryTreeId(u8 objectEventId); u8 GetObjectEventBerryTreeId(u8 objectEventId);
void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup); void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup);
bool8 IsBerryTreeSparkling(u8, u8, u8); bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup);
void MovementType_None(struct Sprite *); void MovementType_None(struct Sprite *);
void MovementType_LookAround(struct Sprite *); void MovementType_LookAround(struct Sprite *);
@ -250,7 +250,6 @@ void MovementType_RunInPlace(struct Sprite *);
void MovementType_Invisible(struct Sprite *); void MovementType_Invisible(struct Sprite *);
void MovementType_WalkSlowlyInPlace(struct Sprite *); void MovementType_WalkSlowlyInPlace(struct Sprite *);
u8 GetSlideMovementAction(u32); u8 GetSlideMovementAction(u32);
u8 GetJumpInPlaceMovementAction(u32);
u8 GetJumpMovementAction(u32); u8 GetJumpMovementAction(u32);
u8 GetJump2MovementAction(u32); u8 GetJump2MovementAction(u32);
u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority); u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority);
@ -262,17 +261,17 @@ u8 MovementType_WanderAround_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *);
u8 GetVectorDirection(s16, s16, s16, s16); u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorth(s16, s16, s16, s16); u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestEast(s16, s16, s16, s16); u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestNorth(s16, s16, s16, s16); u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_EastNorth(s16, s16, s16, s16); u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestSouth(s16, s16, s16, s16); u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_EastSouth(s16, s16, s16, s16); u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorthWest(s16, s16, s16, s16); u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorthEast(s16, s16, s16, s16); u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_NorthWestEast(s16, s16, s16, s16); u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthWestEast(s16, s16, s16, s16); u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *);

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@ -18,7 +18,7 @@ void FieldEffectStop(struct Sprite *sprite, u8 id);
u8 CreateTrainerSprite(u8 trainerSpriteID, s16 x, s16 y, u8 subpriority, u8 *buffer); u8 CreateTrainerSprite(u8 trainerSpriteID, s16 x, s16 y, u8 subpriority, u8 *buffer);
void FldEff_TeleportWarpOut(void); void FldEff_TeleportWarpOut(void);
void FieldEffectActiveListRemove(u8 id); void FieldEffectActiveListRemove(u8 id);
void MultiplyInvertedPaletteRGBComponents(u16, u8, u8, u8); void MultiplyInvertedPaletteRGBComponents(u16 i, u8 r, u8 g, u8 b);
void FieldEffectActiveListAdd(u8 id); void FieldEffectActiveListAdd(u8 id);
void FieldEffectScript_LoadTiles(u8 **script); void FieldEffectScript_LoadTiles(u8 **script);
void FieldEffectScript_LoadFadedPalette(u8 **script); void FieldEffectScript_LoadFadedPalette(u8 **script);

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@ -38,7 +38,7 @@ void PlayerFreeze(void);
void StopPlayerAvatar(void); void StopPlayerAvatar(void);
void SetSpinStartFacingDir(u8); void SetSpinStartFacingDir(u8);
void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr); void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr);
u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8, u8); u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8 state, u8 gender);
void SetPlayerAvatarFieldMove(void); void SetPlayerAvatarFieldMove(void);
u8 GetPlayerAvatarGraphicsIdByCurrentState(void); u8 GetPlayerAvatarGraphicsIdByCurrentState(void);
void SetPlayerAvatarStateMask(u8 flags); void SetPlayerAvatarStateMask(u8 flags);

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@ -284,7 +284,7 @@ void SerialCB(void);
bool32 InUnionRoom(void); bool32 InUnionRoom(void);
void LoadWirelessStatusIndicatorSpriteGfx(void); void LoadWirelessStatusIndicatorSpriteGfx(void);
bool8 IsLinkTaskFinished(void); bool8 IsLinkTaskFinished(void);
void CreateWirelessStatusIndicatorSprite(u8, u8); void CreateWirelessStatusIndicatorSprite(u8 x, u8 y);
void SetLinkStandbyCallback(void); void SetLinkStandbyCallback(void);
void SetWirelessCommType1(void); void SetWirelessCommType1(void);
void CheckShouldAdvanceLinkState(void); void CheckShouldAdvanceLinkState(void);

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@ -92,7 +92,7 @@ void PrintMenuActionGrid(u8 windowId, u8 fontId, u8 left, u8 top, u8 optionWidth
u8 InitMenuActionGrid(u8 windowId, u8 optionWidth, u8 columns, u8 rows, u8 initialCursorPos); u8 InitMenuActionGrid(u8 windowId, u8 optionWidth, u8 columns, u8 rows, u8 initialCursorPos);
u8 ChangeMenuGridCursorPosition(s8 deltaX, s8 deltaY); u8 ChangeMenuGridCursorPosition(s8 deltaX, s8 deltaY);
u8 GetStartMenuWindowId(void); u8 GetStartMenuWindowId(void);
void ListMenuLoadStdPalAt(u8, u8); void ListMenuLoadStdPalAt(u8 palOffset, u8 palId);
u8 Menu_MoveCursor(s8 cursorDelta); u8 Menu_MoveCursor(s8 cursorDelta);
u8 Menu_MoveCursorNoWrapAround(s8 cursorDelta); u8 Menu_MoveCursorNoWrapAround(s8 cursorDelta);
void DrawStdWindowFrame(u8 windowId, bool8 CopyToVram); void DrawStdWindowFrame(u8 windowId, bool8 CopyToVram);

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@ -52,22 +52,22 @@ extern u8 gPaletteDecompressionBuffer[];
extern u16 gPlttBufferUnfaded[PLTT_BUFFER_SIZE]; extern u16 gPlttBufferUnfaded[PLTT_BUFFER_SIZE];
extern u16 gPlttBufferFaded[PLTT_BUFFER_SIZE]; extern u16 gPlttBufferFaded[PLTT_BUFFER_SIZE];
void LoadCompressedPalette(const u32 *, u16, u16); void LoadCompressedPalette(const u32 *src, u16 offset, u16 size);
void LoadPalette(const void *, u16, u16); void LoadPalette(const void *src, u16 offset, u16 size);
void FillPalette(u16, u16, u16); void FillPalette(u16 value, u16 offset, u16 size);
void TransferPlttBuffer(void); void TransferPlttBuffer(void);
u8 UpdatePaletteFade(void); u8 UpdatePaletteFade(void);
void ResetPaletteFade(void); void ResetPaletteFade(void);
bool8 BeginNormalPaletteFade(u32, s8, u8, u8, u16); bool8 BeginNormalPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targetY, u16 blendColor);
void PaletteStruct_ResetById(u16); void PaletteStruct_ResetById(u16 id);
void ResetPaletteFadeControl(void); void ResetPaletteFadeControl(void);
void InvertPlttBuffer(u32); void InvertPlttBuffer(u32 selectedPalettes);
void TintPlttBuffer(u32, s8, s8, s8); void TintPlttBuffer(u32 selectedPalettes, s8 r, s8 g, s8 b);
void UnfadePlttBuffer(u32); void UnfadePlttBuffer(u32 selectedPalettes);
void BeginFastPaletteFade(u8); void BeginFastPaletteFade(u8 submode);
void BeginHardwarePaletteFade(u8, u8, u8, u8, u8); void BeginHardwarePaletteFade(u8 blendCnt, u8 delay, u8 y, u8 targetY, u8 shouldResetBlendRegisters);
void BlendPalettes(u32 selectedPalettes, u8 coeff, u16 color); void BlendPalettes(u32 selectedPalettes, u8 coeff, u16 color);
void BlendPalettesUnfaded(u32, u8, u16); void BlendPalettesUnfaded(u32 selectedPalettes, u8 coeff, u16 color);
void BlendPalettesGradually(u32 selectedPalettes, s8 delay, u8 coeff, u8 coeffTarget, u16 color, u8 priority, u8 id); void BlendPalettesGradually(u32 selectedPalettes, s8 delay, u8 coeff, u8 coeffTarget, u16 color, u8 priority, u8 id);
void TintPalette_GrayScale(u16 *palette, u16 count); void TintPalette_GrayScale(u16 *palette, u16 count);
void TintPalette_GrayScale2(u16 *palette, u16 count); void TintPalette_GrayScale2(u16 *palette, u16 count);