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Designate gBattleAnimBgImage_Attract and related as arrays
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@ -4637,9 +4637,9 @@ extern const u32 gBattleAnimSpritePal_RedHeart[];
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extern const u32 gBattleAnimSpritePal_RedOrb[];
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extern const u32 gBattleAnimSpritePal_RedOrb[];
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extern const u32 gBattleAnimSpritePal_EyeSparkle[];
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extern const u32 gBattleAnimSpritePal_EyeSparkle[];
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extern const u32 gBattleAnimSpritePal_PinkHeart[];
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extern const u32 gBattleAnimSpritePal_PinkHeart[];
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extern const u32 gBattleAnimBgImage_Attract;
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extern const u32 gBattleAnimBgImage_Attract[];
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extern const u32 gBattleAnimBgPalette_Attract;
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extern const u32 gBattleAnimBgPalette_Attract[];
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extern const u32 gBattleAnimBgTilemap_Attract;
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extern const u32 gBattleAnimBgTilemap_Attract[];
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extern const u32 gBattleAnimSpritePal_Angel[];
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extern const u32 gBattleAnimSpritePal_Angel[];
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extern const u32 gBattleAnimSpritePal_Devil[];
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extern const u32 gBattleAnimSpritePal_Devil[];
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extern const u32 gBattleAnimSpritePal_Swipe[];
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extern const u32 gBattleAnimSpritePal_Swipe[];
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@ -3259,9 +3259,9 @@ void AnimTask_HeartsBackground(u8 taskId)
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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GetBattleAnimBg1Data(&animBg);
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GetBattleAnimBg1Data(&animBg);
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AnimLoadCompressedBgGfx(animBg.bgId, &gBattleAnimBgImage_Attract, animBg.tilesOffset);
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AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimBgImage_Attract, animBg.tilesOffset);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimBgTilemap_Attract, FALSE);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, gBattleAnimBgTilemap_Attract, FALSE);
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LoadCompressedPalette(&gBattleAnimBgPalette_Attract, animBg.paletteId * 16, 32);
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LoadCompressedPalette(gBattleAnimBgPalette_Attract, animBg.paletteId * 16, 32);
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gTasks[taskId].func = AnimTask_HeartsBackground_Step;
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gTasks[taskId].func = AnimTask_HeartsBackground_Step;
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}
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}
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