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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Fix build and cleanup mistakes
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a85fada314
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c900de35e7
@ -437,7 +437,7 @@ $(BTLANMSPRGFXDIR)/spark.4bpp: $(BTLANMSPRGFXDIR)/spark_0.4bpp \
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$(BTLANMSPRGFXDIR)/spark_1.4bpp
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@cat $^ >$@
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$(MASKSGFXDIR)/unknown_C2EA50.4bpp: %.4bpp: %.png
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$(MASKSGFXDIR)/unused_level_up.4bpp: %.4bpp: %.png
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$(GFX) $< $@ -num_tiles 14
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$(BATTRANSGFXDIR)/vs_frame.4bpp: %.4bpp: %.png
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@ -119,8 +119,8 @@ void SetSpriteRotScale(u8 spriteId, s16 xScale, s16 yScale, u16 rotation);
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void InitSpriteDataForLinearTranslation(struct Sprite *sprite);
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void PrepareBattlerSpriteForRotScale(u8 spriteId, u8 objMode);
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void SetBattlerSpriteYOffsetFromRotation(u8 spriteId);
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u32 GetBattleBgPalettesMask(u8 a1, u8 a2, u8 a3, u8 a4, u8 a5, u8 a6, u8 a7);
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u32 GetBattleMonSpritePalettesMask(u8 a1, u8 a2, u8 a3, u8 a4);
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u32 GetBattleBgPalettesMask(u8 battleBackground, u8 attacker, u8 target, u8 attackerPartner, u8 targetPartner, u8 a6, u8 a7);
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u32 GetBattleMonSpritePalettesMask(u8 playerLeft, u8 playerRight, u8 opponentLeft, u8 opponentRight);
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u8 AnimDummyReturnArg(u8 battler);
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s16 CloneBattlerSpriteWithBlend(u8);
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void obj_delete_but_dont_free_vram(struct Sprite*);
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@ -836,7 +836,7 @@ static void AnimTask_ImprisonOrbs_Step(u8 taskId)
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}
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}
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static void AnimRedx_Step(struct Sprite *sprite)
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static void AnimRedX_Step(struct Sprite *sprite)
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{
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if (sprite->data[1] > sprite->data[0] - 10)
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sprite->invisible = sprite->data[1] & 1;
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@ -856,7 +856,7 @@ static void AnimRedX(struct Sprite *sprite)
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}
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sprite->data[0] = gBattleAnimArgs[1];
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sprite->callback = AnimRedx_Step;
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sprite->callback = AnimRedX_Step;
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}
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void AnimTask_SkillSwap(u8 taskId)
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@ -38,7 +38,7 @@ static void AnimTask_UpdateSlidingBg(u8);
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static void UpdateMonScrollingBgMask(u8);
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static void AnimTask_WaitAndRestoreVisibility(u8);
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static const u16 wCurseLinesPalette[] = { RGB_WHITE };
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static const u16 sCurseLinesPalette[] = { RGB_WHITE };
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// These belong in battle_intro.c, but putting them there causes 2 bytes of alignment padding
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// between the two .rodata segments. Perhaps battle_intro.c actually belongs in this file, too.
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@ -333,7 +333,7 @@ void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId)
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GetBattleAnimBg1Data(&animBgData);
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, 0);
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset);
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LoadPalette(wCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
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LoadPalette(sCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
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gBattle_BG1_X = -gSprites[spriteId].pos1.x + 32;
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gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32;
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