mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Added missing labels in headers
This commit is contained in:
parent
d3d8b4a181
commit
5eb9312250
@ -148,7 +148,6 @@ void RestoreTextColors(u8 *fgColor, u8 *bgColor, u8 *shadowColor);
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void DecompressGlyphTile(const void *src_, void *dest_);
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void DecompressGlyphTile(const void *src_, void *dest_);
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void CopyGlyphToWindow(struct TextPrinter *x);
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void CopyGlyphToWindow(struct TextPrinter *x);
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void ClearTextSpan(struct TextPrinter *textPrinter, u32 width);
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void ClearTextSpan(struct TextPrinter *textPrinter, u32 width);
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u8 GetMenuCursorDimensionByFont(u8, u8);
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void TextPrinterInitDownArrowCounters(struct TextPrinter *textPrinter);
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void TextPrinterInitDownArrowCounters(struct TextPrinter *textPrinter);
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void TextPrinterDrawDownArrow(struct TextPrinter *textPrinter);
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void TextPrinterDrawDownArrow(struct TextPrinter *textPrinter);
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@ -77,55 +77,55 @@ extern const struct SpriteFrameImage *const gBerryTreePicTablePointers[];
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extern const u8 *const gBerryTreePaletteSlotTablePointers[];
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extern const u8 *const gBerryTreePaletteSlotTablePointers[];
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void ResetObjectEvents(void);
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void ResetObjectEvents(void);
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u8 GetMoveDirectionAnimNum(u8);
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u8 GetMoveDirectionAnimNum(u8 direction);
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u8 GetObjectEventIdByLocalIdAndMap(u8, u8, u8);
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u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId);
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bool8 TryGetObjectEventIdByLocalIdAndMap(u8, u8, u8, u8 *);
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bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId);
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u8 GetObjectEventIdByXY(s16, s16);
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u8 GetObjectEventIdByXY(s16 x, s16 y);
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void SetObjectEventDirection(struct ObjectEvent *, u8);
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void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction);
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u8 GetFirstInactiveObjectEventId(void);
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u8 GetFirstInactiveObjectEventId(void);
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void RemoveObjectEventByLocalIdAndMap(u8, u8, u8);
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void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup);
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void LoadPlayerObjectReflectionPalette(u16, u8);
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void LoadPlayerObjectReflectionPalette(u16 tag, u8 slot);
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void LoadSpecialObjectReflectionPalette(u16, u8);
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void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot);
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void TryMoveObjectEventToMapCoords(u8, u8, u8, s16, s16);
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void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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void PatchObjectPalette(u16, u8);
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void PatchObjectPalette(u16 paletteTag, u8 paletteSlot);
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void SpawnObjectEventsOnReturnToField(s16, s16);
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void SpawnObjectEventsOnReturnToField(s16 x, s16 y);
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void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat);
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void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat);
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void GetMapCoordsFromSpritePos(s16, s16, s16 *, s16 *);
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void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY);
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u8 GetFaceDirectionAnimNum(u8);
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u8 GetFaceDirectionAnimNum(u8 direction);
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void SetSpritePosToOffsetMapCoords(s16 *, s16 *, s16, s16);
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void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy);
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void ObjectEventClearHeldMovement(struct ObjectEvent *);
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void ObjectEventClearHeldMovement(struct ObjectEvent *);
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void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *);
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void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *);
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void TrySpawnObjectEvents(s16, s16);
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void TrySpawnObjectEvents(s16 cameraX, s16 cameraY);
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u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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u8 TrySpawnObjectEvent(u8, u8, u8);
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u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup);
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u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation);
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u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation);
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u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
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u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
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void SetSpritePosToMapCoords(s16, s16, s16 *, s16 *);
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void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY);
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void CameraObjectReset1(void);
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void CameraObjectReset1(void);
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void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId);
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void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId);
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void ObjectEventTurn(struct ObjectEvent *, u8);
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void ObjectEventTurn(struct ObjectEvent *, u8 direction);
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void ObjectEventTurnByLocalIdAndMap(u8, u8, u8, u8);
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void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction);
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const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId);
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const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId);
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void SetObjectInvisibility(u8, u8, u8, bool8);
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void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible);
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void FreeAndReserveObjectSpritePalettes(void);
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void FreeAndReserveObjectSpritePalettes(void);
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void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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void ResetObjectSubpriority(u8, u8, u8);
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void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup);
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void SetObjectSubpriority(u8, u8, u8, u8);
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void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority);
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void AllowObjectAtPosTriggerGroundEffects(s16, s16);
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void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y);
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void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup);
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void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup);
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void ShiftObjectEventCoords(struct ObjectEvent *, s16, s16);
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void ShiftObjectEventCoords(struct ObjectEvent *, s16 x, s16 y);
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void MoveObjectEventToMapCoords(struct ObjectEvent *, s16, s16);
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void MoveObjectEventToMapCoords(struct ObjectEvent *, s16 x, s16 y);
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void TryOverrideObjectEventTemplateCoords(u8, u8, u8);
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void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup);
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void InitObjectEventPalettes(u8 palSlot);
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void InitObjectEventPalettes(u8 palSlot);
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void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *));
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void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *));
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u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8);
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u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8 direction);
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u8 GetOppositeDirection(u8);
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u8 GetOppositeDirection(u8 direction);
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u8 GetWalkInPlaceFasterMovementAction(u32);
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u8 GetWalkInPlaceFasterMovementAction(u32);
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u8 GetWalkInPlaceFastMovementAction(u32);
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u8 GetWalkInPlaceFastMovementAction(u32);
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u8 GetWalkInPlaceNormalMovementAction(u32);
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u8 GetWalkInPlaceNormalMovementAction(u32);
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u8 GetWalkInPlaceSlowMovementAction(u32);
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u8 GetWalkInPlaceSlowMovementAction(u32);
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u8 GetCollisionAtCoords(struct ObjectEvent *, s16, s16, u32);
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u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir);
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void MoveCoords(u8, s16 *, s16 *);
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void MoveCoords(u8 direction, s16 *x, s16 *y);
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bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
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bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
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u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
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u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
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u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation);
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u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation);
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@ -168,22 +168,22 @@ u8 AddCameraObject(u8 linkedSpriteId);
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void UpdateObjectEventsForCameraUpdate(s16 x, s16 y);
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void UpdateObjectEventsForCameraUpdate(s16 x, s16 y);
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u8 GetWalkSlowMovementAction(u32);
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u8 GetWalkSlowMovementAction(u32);
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u8 GetJumpMovementAction(u32);
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u8 GetJumpMovementAction(u32);
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u8 ElevationToPriority(u8);
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u8 ElevationToPriority(u8 elevation);
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void ObjectEventUpdateElevation(struct ObjectEvent *objEvent);
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void ObjectEventUpdateElevation(struct ObjectEvent *objEvent);
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void SetObjectSubpriorityByElevation(u8, struct Sprite *, u8);
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void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *, u8 subpriority);
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void UnfreezeObjectEvent(struct ObjectEvent *);
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void UnfreezeObjectEvent(struct ObjectEvent *);
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u8 FindLockedObjectEventIndex(struct ObjectEvent *);
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u8 FindLockedObjectEventIndex(struct ObjectEvent *);
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void SetAndStartSpriteAnim(struct Sprite *, u8, u8);
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void SetAndStartSpriteAnim(struct Sprite *, u8 animNum, u8 animCmdIndex);
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bool8 SpriteAnimEnded(struct Sprite *);
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bool8 SpriteAnimEnded(struct Sprite *);
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void UnfreezeObjectEvents(void);
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void UnfreezeObjectEvents(void);
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void FreezeObjectEventsExceptOne(u8 objectEventId);
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void FreezeObjectEventsExceptOne(u8 objectEventId);
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void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2);
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void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2);
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void FreezeObjectEvents(void);
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void FreezeObjectEvents(void);
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bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent);
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bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent);
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u8 GetMoveDirectionFastAnimNum(u8);
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u8 GetMoveDirectionFastAnimNum(u8 direction);
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u8 GetMoveDirectionFasterAnimNum(u8);
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u8 GetMoveDirectionFasterAnimNum(u8 direction);
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u8 GetMoveDirectionFastestAnimNum(u8);
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u8 GetMoveDirectionFastestAnimNum(u8 direction);
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u8 GetLedgeJumpDirection(s16, s16, u8);
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u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction);
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void CameraObjectSetFollowedSpriteId(u8 objectId);
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void CameraObjectSetFollowedSpriteId(u8 objectId);
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u16 GetObjectPaletteTag(u8 palSlot);
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u16 GetObjectPaletteTag(u8 palSlot);
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void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible);
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void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible);
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@ -192,7 +192,7 @@ s16 GetFigure8YOffset(s16 idx);
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void CameraObjectReset2(void);
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void CameraObjectReset2(void);
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u8 GetObjectEventBerryTreeId(u8 objectEventId);
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u8 GetObjectEventBerryTreeId(u8 objectEventId);
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void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup);
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void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup);
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bool8 IsBerryTreeSparkling(u8, u8, u8);
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bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup);
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void MovementType_None(struct Sprite *);
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void MovementType_None(struct Sprite *);
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void MovementType_LookAround(struct Sprite *);
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void MovementType_LookAround(struct Sprite *);
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@ -250,7 +250,6 @@ void MovementType_RunInPlace(struct Sprite *);
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void MovementType_Invisible(struct Sprite *);
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void MovementType_Invisible(struct Sprite *);
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void MovementType_WalkSlowlyInPlace(struct Sprite *);
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void MovementType_WalkSlowlyInPlace(struct Sprite *);
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u8 GetSlideMovementAction(u32);
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u8 GetSlideMovementAction(u32);
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u8 GetJumpInPlaceMovementAction(u32);
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u8 GetJumpMovementAction(u32);
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u8 GetJumpMovementAction(u32);
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u8 GetJump2MovementAction(u32);
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u8 GetJump2MovementAction(u32);
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u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority);
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u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority);
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@ -262,17 +261,17 @@ u8 MovementType_WanderAround_Step3(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *);
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u8 GetVectorDirection(s16, s16, s16, s16);
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u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_SouthNorth(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_WestEast(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_WestNorth(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_EastNorth(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_WestSouth(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_EastSouth(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_SouthNorthWest(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_SouthNorthEast(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_NorthWestEast(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 GetLimitedVectorDirection_SouthWestEast(s16, s16, s16, s16);
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u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
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u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *);
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@ -18,7 +18,7 @@ void FieldEffectStop(struct Sprite *sprite, u8 id);
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u8 CreateTrainerSprite(u8 trainerSpriteID, s16 x, s16 y, u8 subpriority, u8 *buffer);
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u8 CreateTrainerSprite(u8 trainerSpriteID, s16 x, s16 y, u8 subpriority, u8 *buffer);
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void FldEff_TeleportWarpOut(void);
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void FldEff_TeleportWarpOut(void);
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void FieldEffectActiveListRemove(u8 id);
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void FieldEffectActiveListRemove(u8 id);
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void MultiplyInvertedPaletteRGBComponents(u16, u8, u8, u8);
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void MultiplyInvertedPaletteRGBComponents(u16 i, u8 r, u8 g, u8 b);
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void FieldEffectActiveListAdd(u8 id);
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void FieldEffectActiveListAdd(u8 id);
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void FieldEffectScript_LoadTiles(u8 **script);
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void FieldEffectScript_LoadTiles(u8 **script);
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void FieldEffectScript_LoadFadedPalette(u8 **script);
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void FieldEffectScript_LoadFadedPalette(u8 **script);
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@ -38,7 +38,7 @@ void PlayerFreeze(void);
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void StopPlayerAvatar(void);
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void StopPlayerAvatar(void);
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void SetSpinStartFacingDir(u8);
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void SetSpinStartFacingDir(u8);
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void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr);
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void GetXYCoordsOneStepInFrontOfPlayer(s16 *xPtr, s16 *yPtr);
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u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8, u8);
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u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8 state, u8 gender);
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void SetPlayerAvatarFieldMove(void);
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void SetPlayerAvatarFieldMove(void);
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u8 GetPlayerAvatarGraphicsIdByCurrentState(void);
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u8 GetPlayerAvatarGraphicsIdByCurrentState(void);
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void SetPlayerAvatarStateMask(u8 flags);
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void SetPlayerAvatarStateMask(u8 flags);
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@ -284,7 +284,7 @@ void SerialCB(void);
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bool32 InUnionRoom(void);
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bool32 InUnionRoom(void);
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void LoadWirelessStatusIndicatorSpriteGfx(void);
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void LoadWirelessStatusIndicatorSpriteGfx(void);
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bool8 IsLinkTaskFinished(void);
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bool8 IsLinkTaskFinished(void);
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void CreateWirelessStatusIndicatorSprite(u8, u8);
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void CreateWirelessStatusIndicatorSprite(u8 x, u8 y);
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void SetLinkStandbyCallback(void);
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void SetLinkStandbyCallback(void);
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void SetWirelessCommType1(void);
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void SetWirelessCommType1(void);
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void CheckShouldAdvanceLinkState(void);
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void CheckShouldAdvanceLinkState(void);
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@ -92,7 +92,7 @@ void PrintMenuActionGrid(u8 windowId, u8 fontId, u8 left, u8 top, u8 optionWidth
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u8 InitMenuActionGrid(u8 windowId, u8 optionWidth, u8 columns, u8 rows, u8 initialCursorPos);
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u8 InitMenuActionGrid(u8 windowId, u8 optionWidth, u8 columns, u8 rows, u8 initialCursorPos);
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u8 ChangeMenuGridCursorPosition(s8 deltaX, s8 deltaY);
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u8 ChangeMenuGridCursorPosition(s8 deltaX, s8 deltaY);
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u8 GetStartMenuWindowId(void);
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u8 GetStartMenuWindowId(void);
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void ListMenuLoadStdPalAt(u8, u8);
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void ListMenuLoadStdPalAt(u8 palOffset, u8 palId);
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u8 Menu_MoveCursor(s8 cursorDelta);
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u8 Menu_MoveCursor(s8 cursorDelta);
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u8 Menu_MoveCursorNoWrapAround(s8 cursorDelta);
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u8 Menu_MoveCursorNoWrapAround(s8 cursorDelta);
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void DrawStdWindowFrame(u8 windowId, bool8 CopyToVram);
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void DrawStdWindowFrame(u8 windowId, bool8 CopyToVram);
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@ -52,22 +52,22 @@ extern u8 gPaletteDecompressionBuffer[];
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extern u16 gPlttBufferUnfaded[PLTT_BUFFER_SIZE];
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extern u16 gPlttBufferUnfaded[PLTT_BUFFER_SIZE];
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extern u16 gPlttBufferFaded[PLTT_BUFFER_SIZE];
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extern u16 gPlttBufferFaded[PLTT_BUFFER_SIZE];
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void LoadCompressedPalette(const u32 *, u16, u16);
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void LoadCompressedPalette(const u32 *src, u16 offset, u16 size);
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void LoadPalette(const void *, u16, u16);
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void LoadPalette(const void *src, u16 offset, u16 size);
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void FillPalette(u16, u16, u16);
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void FillPalette(u16 value, u16 offset, u16 size);
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void TransferPlttBuffer(void);
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void TransferPlttBuffer(void);
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u8 UpdatePaletteFade(void);
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u8 UpdatePaletteFade(void);
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void ResetPaletteFade(void);
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void ResetPaletteFade(void);
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bool8 BeginNormalPaletteFade(u32, s8, u8, u8, u16);
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bool8 BeginNormalPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targetY, u16 blendColor);
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void PaletteStruct_ResetById(u16);
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void PaletteStruct_ResetById(u16 id);
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void ResetPaletteFadeControl(void);
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void ResetPaletteFadeControl(void);
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void InvertPlttBuffer(u32);
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void InvertPlttBuffer(u32 selectedPalettes);
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void TintPlttBuffer(u32, s8, s8, s8);
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void TintPlttBuffer(u32 selectedPalettes, s8 r, s8 g, s8 b);
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void UnfadePlttBuffer(u32);
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void UnfadePlttBuffer(u32 selectedPalettes);
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void BeginFastPaletteFade(u8);
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void BeginFastPaletteFade(u8 submode);
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void BeginHardwarePaletteFade(u8, u8, u8, u8, u8);
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void BeginHardwarePaletteFade(u8 blendCnt, u8 delay, u8 y, u8 targetY, u8 shouldResetBlendRegisters);
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void BlendPalettes(u32 selectedPalettes, u8 coeff, u16 color);
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void BlendPalettes(u32 selectedPalettes, u8 coeff, u16 color);
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void BlendPalettesUnfaded(u32, u8, u16);
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void BlendPalettesUnfaded(u32 selectedPalettes, u8 coeff, u16 color);
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void BlendPalettesGradually(u32 selectedPalettes, s8 delay, u8 coeff, u8 coeffTarget, u16 color, u8 priority, u8 id);
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void BlendPalettesGradually(u32 selectedPalettes, s8 delay, u8 coeff, u8 coeffTarget, u16 color, u8 priority, u8 id);
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void TintPalette_GrayScale(u16 *palette, u16 count);
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void TintPalette_GrayScale(u16 *palette, u16 count);
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void TintPalette_GrayScale2(u16 *palette, u16 count);
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void TintPalette_GrayScale2(u16 *palette, u16 count);
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||||||
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Loading…
Reference in New Issue
Block a user