111 if (!(
r1 == 255 &&
g1 == 255 &&
b1 == 255 &&
r2 == 0 &&
g2 == 0 &&
b2 == 0)) {
231 for (i = 0; i < numLines; i++) {
269 for (i = 0; i < numLines; i++) {
BSS s32 PopupMenu_SelectedIndex
s16 gBackroundTextureYOffset
char gCloudyFlowerFieldsBg[]
u16 blend_background_channel(u16 arg0, s32 arg1, s32 alpha)
void disable_background_wave(void)
void enable_background_wave(void)
BSS PAL_BIN gBackgroundPalette[256]
void load_map_bg(char *optAssetName)
BSS f32 gBackroundLastScrollValue
void appendGfx_background_texture(void)
char gSunnyFlowerFieldsBg[]
void set_background_size(s16 startX, s16 startY, s16 sizeX, s16 sizeY)
void reset_background_settings(void)
void set_background(BackgroundHeader *bg)
#define mdl_get_shroud_tint_params
@ BACKGROUND_FLAG_TEXTURE
@ BACKGROUND_RENDER_STATE_MASK
@ STORY_CH6_DESTROYED_PUFF_PUFF_MACHINE
s32 evt_get_variable(Evt *script, Bytecode var)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
s32 is_world_fog_enabled(void)
s32 general_heap_free(void *data)
void decode_yay0(void *src, void *dst)
void get_world_fog_color(s32 *r, s32 *g, s32 *b, s32 *a)
void mdl_get_remap_tint_params(u8 *primR, u8 *primG, u8 *primB, u8 *envR, u8 *envG, u8 *envB)
#define UNPACK_PAL_B(color)
#define UNPACK_PAL_R(color)
#define UNPACK_PAL_G(color)
BackgroundHeader gBackgroundImage
GameStatus * gGameStatusPtr
u8 * gBackgroundTintModePtr