#ifndef GUARD_INTRO_CREDITS_GRAPHICS_H #define GUARD_INTRO_CREDITS_GRAPHICS_H // States for gIntroCredits_MovingSceneryState enum { INTROCRED_SCENERY_NORMAL, INTROCRED_SCENERY_DESTROY, INTROCRED_SCENERY_FROZEN, }; // Scenes for the Credits sequence enum { SCENE_OCEAN_MORNING, SCENE_OCEAN_SUNSET, SCENE_FOREST_RIVAL_ARRIVE, SCENE_FOREST_CATCH_RIVAL, SCENE_CITY_NIGHT, }; extern u16 gIntroCredits_MovingSceneryVBase; extern s16 gIntroCredits_MovingSceneryVOffset; extern s16 gIntroCredits_MovingSceneryState; extern const struct CompressedSpriteSheet gSpriteSheet_IntroBrendan[]; extern const struct CompressedSpriteSheet gSpriteSheet_IntroMay[]; extern const struct CompressedSpriteSheet gSpriteSheet_IntroBicycle[]; extern const struct CompressedSpriteSheet gSpriteSheet_IntroFlygon[]; extern const struct SpritePalette gSpritePalettes_IntroPlayerFlygon[]; extern const struct CompressedSpriteSheet gSpriteSheet_CreditsBrendan[]; extern const struct CompressedSpriteSheet gSpriteSheet_CreditsMay[]; extern const struct CompressedSpriteSheet gSpriteSheet_CreditsBicycle[]; extern const struct CompressedSpriteSheet gSpriteSheet_CreditsRivalBrendan[]; extern const struct CompressedSpriteSheet gSpriteSheet_CreditsRivalMay[]; extern const struct SpritePalette gSpritePalettes_Credits[]; void LoadIntroPart2Graphics(u8 scenery); void SetIntroPart2BgCnt(u8 scenery); void LoadCreditsSceneGraphics(u8); void SetCreditsSceneBgCnt(u8); u8 CreateBicycleBgAnimationTask(u8 mode, u16 bg1Speed, u16 bg2Speed, u16 bg3Speed); void CycleSceneryPalette(u8); u8 CreateIntroBrendanSprite(s16 x, s16 y); u8 CreateIntroMaySprite(s16 x, s16 y); u8 CreateIntroFlygonSprite(s16 x, s16 y); #endif // GUARD_INTRO_CREDITS_GRAPHICS_H