Fix build and cleanup mistakes

This commit is contained in:
Marcus Huderle 2021-02-28 09:47:03 -06:00 committed by huderlem
parent a85fada314
commit c900de35e7
4 changed files with 7 additions and 7 deletions

View File

@ -437,7 +437,7 @@ $(BTLANMSPRGFXDIR)/spark.4bpp: $(BTLANMSPRGFXDIR)/spark_0.4bpp \
$(BTLANMSPRGFXDIR)/spark_1.4bpp
@cat $^ >$@
$(MASKSGFXDIR)/unknown_C2EA50.4bpp: %.4bpp: %.png
$(MASKSGFXDIR)/unused_level_up.4bpp: %.4bpp: %.png
$(GFX) $< $@ -num_tiles 14
$(BATTRANSGFXDIR)/vs_frame.4bpp: %.4bpp: %.png

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@ -119,8 +119,8 @@ void SetSpriteRotScale(u8 spriteId, s16 xScale, s16 yScale, u16 rotation);
void InitSpriteDataForLinearTranslation(struct Sprite *sprite);
void PrepareBattlerSpriteForRotScale(u8 spriteId, u8 objMode);
void SetBattlerSpriteYOffsetFromRotation(u8 spriteId);
u32 GetBattleBgPalettesMask(u8 a1, u8 a2, u8 a3, u8 a4, u8 a5, u8 a6, u8 a7);
u32 GetBattleMonSpritePalettesMask(u8 a1, u8 a2, u8 a3, u8 a4);
u32 GetBattleBgPalettesMask(u8 battleBackground, u8 attacker, u8 target, u8 attackerPartner, u8 targetPartner, u8 a6, u8 a7);
u32 GetBattleMonSpritePalettesMask(u8 playerLeft, u8 playerRight, u8 opponentLeft, u8 opponentRight);
u8 AnimDummyReturnArg(u8 battler);
s16 CloneBattlerSpriteWithBlend(u8);
void obj_delete_but_dont_free_vram(struct Sprite*);

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@ -836,7 +836,7 @@ static void AnimTask_ImprisonOrbs_Step(u8 taskId)
}
}
static void AnimRedx_Step(struct Sprite *sprite)
static void AnimRedX_Step(struct Sprite *sprite)
{
if (sprite->data[1] > sprite->data[0] - 10)
sprite->invisible = sprite->data[1] & 1;
@ -856,7 +856,7 @@ static void AnimRedX(struct Sprite *sprite)
}
sprite->data[0] = gBattleAnimArgs[1];
sprite->callback = AnimRedx_Step;
sprite->callback = AnimRedX_Step;
}
void AnimTask_SkillSwap(u8 taskId)

View File

@ -38,7 +38,7 @@ static void AnimTask_UpdateSlidingBg(u8);
static void UpdateMonScrollingBgMask(u8);
static void AnimTask_WaitAndRestoreVisibility(u8);
static const u16 wCurseLinesPalette[] = { RGB_WHITE };
static const u16 sCurseLinesPalette[] = { RGB_WHITE };
// These belong in battle_intro.c, but putting them there causes 2 bytes of alignment padding
// between the two .rodata segments. Perhaps battle_intro.c actually belongs in this file, too.
@ -333,7 +333,7 @@ void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId)
GetBattleAnimBg1Data(&animBgData);
AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, 0);
AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset);
LoadPalette(wCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
LoadPalette(sCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
gBattle_BG1_X = -gSprites[spriteId].pos1.x + 32;
gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32;