49Difficulty2D actionCmdTableWaterBlock = { {6, 3}, {5, 3}, {4, 3}, {2, 3}, {1, 3}, {0, 3}, {0, 2}, {0, 1} };
52#define AC_TBL_ENTRY(name) \
53 action_cmd_ ## name ## _ROM_START, action_cmd_ ## name ## _ROM_END, action_cmd_ ## name ## _VRAM
93API_CALLABLE(LoadActionCommand) {
106 if (difficultyLevel < 0) {
109 if (difficultyLevel > 7) {
113 return difficultyLevel;
142 if (cutOff > fillValue) {
146 width = (cutOff * 60 / maxCutOff) * 100;
147 if (fillValue == cutOff) {
163 width = (cutOff * 60 / maxCutOff) - offsetX;
168 if (i < acs->mashMeterNumIntervals - 1) {
181 if (colorMode == 0) {
185 }
else if (colorMode > 0) {
200 if (cutOff > fillValue) {
204 filledWidth = cutOff * 60 / maxCutOff - offsetX;
210 if (filledWidth == 0) {
212 }
else if (cutOff == fillValue) {
214 }
else if (width > filledWidth) {
219 offsetX += filledWidth;
577 bufferPos -= mashWindow + blockWindow;
582 for (i = 0; i < mashWindow; i++) {
596 bufferPos -= blockWindow;
600 for (i = 0; i < blockWindow; i++) {
621 bufferPos -= mashWindow + blockWindow;
626 for (i = 0; i < mashWindow + blockWindow; i++) {
663API_CALLABLE(SetActionDifficultyTable) {
668API_CALLABLE(SetupMashMeter) {
669 Bytecode* args = script->ptrReadPos;
680API_CALLABLE(GetSmashActionQuality) {
685API_CALLABLE(SetActionSuccess) {
690API_CALLABLE(SetActionCommandMode) {
695API_CALLABLE(GetActionCommandMode) {
700API_CALLABLE(SetActionHudPrepareTime) {
705API_CALLABLE(GetCommandAutoSuccess) {
710API_CALLABLE(SetCommandAutoSuccess) {
721API_CALLABLE(func_802693F0) {
726API_CALLABLE(InterruptActionCommand) {
746API_CALLABLE(InterruptLeechActionCommand) {
756API_CALLABLE(ShowActionHud) {
767API_CALLABLE(GetMashActionQuality) {
772API_CALLABLE(GetJumpActionQuality) {
777API_CALLABLE(SetActionResult) {
782API_CALLABLE(GetBlockResult) {
787API_CALLABLE(GetActionProgress) {
792API_CALLABLE(SetActionProgress) {
797API_CALLABLE(GetActionResultTier) {
802API_CALLABLE(SetActionResultTier) {
#define AC_TBL_ENTRY(name)
void create_action_command_ui_worker(void)
u8 mashMeter_cutOffColors[15]
Difficulty1D actionCmdTableHammer
void draw_mash_meter_blink_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
BSS ActionCommandStatus gActionCommandStatus
Difficulty1D actionCmdTableDizzyShell
void action_command_draw(void)
Difficulty1D actionCmdTablePowerShock
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
Difficulty1D actionCmdTableBreakFree
Difficulty1D actionCmdTableJump
Difficulty2D actionCmdTableWaterBlock
BSS s32 MashMeterSmoothDivisor
void action_command_free(void)
void draw_mash_meter_mode(s32 posX, s32 posY, s32 fillValue, s32 colorMode)
Difficulty1D actionCmdTableAirLift
Difficulty1D actionCmdTableStopLeech
Difficulty1D actionCmdTableAirRaid
u8 mashMeter_bgColors[15]
void increment_action_command_attempt_count(void)
Difficulty1D actionCmdTableTidalWave
Difficulty1D actionCmdTable07
Difficulty1D actionCmdTableBomb
void draw_mash_meter(s32 posX, s32 posY, s32 fillValue, s32 colorMode)
Difficulty1D actionCmdTable0A
Difficulty1D actionCmdTableMegaShock
void draw_mash_meter_multicolor_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
Difficulty1D actionCmdTableBodySlam
Difficulty1D actionCmdTableWhirlwind
void draw_mash_meter_mode_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor, s32 colorMode)
Difficulty1D actionCmdTableFlee
BSS s32 D_8029FBC4_pad[3]
u8 mashMeter_fillColors[15]
s32 adjust_action_command_difficulty(s32 difficultyLevel)
BSS s32 D_8029FBD8_pad[2]
void action_command_update(void)
Difficulty1D actionCmdTableHurricane
Difficulty1D actionCmdTableSquirt
void draw_mash_meter_blink(s32 posX, s32 posY, s32 fillValue)
void increment_action_command_success_count(void)
void * actionCommandDmaTable[]
void action_command_init_status(void)
Difficulty1D actionCmdTableSpook
Difficulty1D actionCmdTableFireShell
s32 check_block_input(s32 buttonMask)
Difficulty1D actionCmdTableSmack
Difficulty1D actionCmdTableSpinySurge
@ MASH_METER_MODE_MULTI_COLOR
void action_command_air_lift_free(void)
void action_command_air_lift_draw(void)
void action_command_air_lift_update(void)
void action_command_air_raid_update(void)
void action_command_air_raid_draw(void)
void action_command_air_raid_free(void)
void action_command_body_slam_draw(void)
void action_command_body_slam_free(void)
void action_command_body_slam_update(void)
void action_command_bomb_update(void)
void action_command_bomb_draw(void)
void action_command_bomb_free(void)
void action_command_break_free_update(void)
void action_command_break_free_free(void)
void action_command_break_free_draw(void)
u16 actionCommandSuccesses
u16 actionCommandAttempts
void action_command_dizzy_shell_update(void)
void action_command_dizzy_shell_free(void)
void action_command_dizzy_shell_draw(void)
@ ACTION_COMMAND_MEGA_SHOCK
@ ACTION_COMMAND_HURRICANE
@ ACTION_COMMAND_AIR_LIFT
@ ACTION_COMMAND_UNUSED_MASH_A
@ ACTION_COMMAND_THREE_CHANCES
@ ACTION_COMMAND_BREAK_FREE
@ ACTION_COMMAND_AIR_RAID
@ ACTION_COMMAND_WHIRLWIND
@ ACTION_COMMAND_BODY_SLAM
@ ACTION_COMMAND_FIRE_SHELL
@ ACTION_COMMAND_DIZZY_SHELL
@ ACTION_COMMAND_UNUSED_FLEE
@ ACTION_COMMAND_SPINY_SURGE
@ ACTION_COMMAND_POWER_SHOCK
@ ACTION_COMMAND_TIDAL_WAVE
@ ACTION_COMMAND_STOP_LEECH
@ BS_FLAGS1_TUTORIAL_BATTLE
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_FREE_ACTION_COMMAND
@ BS_FLAGS1_AUTO_SUCCEED_ACTION
@ SOUND_LOOP_CHARGE_METER
void action_command_fire_shell_draw(void)
void action_command_fire_shell_free(void)
void action_command_fire_shell_update(void)
void action_command_flee_update(void)
void action_command_flee_draw(void)
void action_command_flee_free(void)
void btl_set_popup_duration(s32 duration)
void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a)
s32 evt_get_variable(Evt *script, Bytecode var)
s32 is_ability_active(s32 arg0)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void close_action_command_instruction_popup(void)
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
void action_command_hammer_draw(void)
void action_command_hammer_update(void)
void action_command_hammer_free(void)
void action_command_hurricane_update(void)
void action_command_hurricane_free(void)
void action_command_hurricane_draw(void)
void action_command_jump_free(void)
void action_command_jump_draw(void)
void action_command_jump_update(void)
void action_command_mega_shock_free(void)
void action_command_mega_shock_draw(void)
void action_command_mega_shock_update(void)
void action_command_power_shock_update(void)
void action_command_power_shock_free(void)
void action_command_power_shock_draw(void)
void sfx_stop_sound(s32 soundID)
void action_command_smack_free(void)
void action_command_smack_draw(void)
void action_command_smack_update(void)
void action_command_spiny_surge_draw(void)
void action_command_spiny_surge_free(void)
void action_command_spiny_surge_update(void)
void action_command_spook_free(void)
void action_command_spook_update(void)
void action_command_spook_draw(void)
void action_command_squirt_free(void)
void action_command_squirt_update(void)
void action_command_squirt_draw(void)
void action_command_stop_leech_free(void)
void action_command_stop_leech_draw(void)
void action_command_stop_leech_update(void)
s32 * actionCmdDifficultyTable
void action_command_three_chances_draw(void)
void action_command_three_chances_free(void)
void action_command_three_chances_update(void)
void action_command_tidal_wave_update(void)
void action_command_tidal_wave_draw(void)
void action_command_tidal_wave_free(void)
void action_command_unused_flee_free(void)
void action_command_unused_flee_update(void)
void action_command_unused_flee_draw(void)
void action_command_unused_mash_a_update(void)
void action_command_unused_mash_a_free(void)
void action_command_unused_mash_a_draw(void)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus
void action_command_whirlwind_free(void)
void action_command_whirlwind_draw(void)
void action_command_whirlwind_update(void)