13 .vscale = {640, 480, 511, 0},
14 .vtrans = {640, 480, 511, 0},
50 #define RGBA_BUF_SIZE 32
68 for (i = 0; i < 6; i++) {
156 *
out = (
final.r << 11) + (
final.g << 6) + (
final.b << 1) + 1;
161 #define RGBA_BUF_SIZE 32
175 for (i = 0; i < 9; i++) {
208 *
out = (
final.r << 11) + (
final.g << 6) + (
final.b << 1) + 1;
265 #if !DX_PAUSE_LAG_FIX
299 for (i = 0; i < 40; i++) {
378 for (i = 0; i < 40; i++) {
390 -1 << 5, 0 << 5, 1 << 10, 1 << 10);
415 viewportStartX =
camera->viewportStartX;
417 if (backgroundMinX < viewportStartX) {
418 backgroundMinX = viewportStartX;
422 backgroundMinY =
camera->viewportStartY;
425 if (backgroundMaxX > viewportStartX +
camera->viewportW) {
426 backgroundMaxX = viewportStartX +
camera->viewportW;
429 if (backgroundMaxY >
camera->viewportStartY +
camera->viewportH) {
430 backgroundMaxY =
camera->viewportStartY +
camera->viewportH;
433 if (backgroundMinX < 0) {
437 if (backgroundMinY < 0) {
441 if (backgroundMaxX < 1) {
445 if (backgroundMaxY < 1) {
477 if (backgroundMinY > 0) {
482 if (backgroundMinX > 0) {
BSS s32 PopupMenu_SelectedIndex
void func_80027BAC(s32 arg0, s32 arg1)
void gfx_draw_background(void)
Logic for the drawing the scene background.
void gfx_init_state(void)
void func_80027600(Color_RGBA8 *arg0, s16 *out)
void gfx_transfer_frame_to_depth(u16 *frameBuffer0, u16 *frameBuffer1, u16 *zBuffer)
void func_80027774(u16 *frameBuffer0, u16 *frameBuffer1, u16 *zBuffer)
void gfx_frame_filter_pass_1(Color_RGBA8 *filterBuf0, Color_RGBA8 filterBuf1, u16 *out)
s32 gfx_frame_filter_pass_0(const u16 *frameBuffer0, const u16 *frameBuffer1, s32 y, s32 x, Color_RGBA8 *out)
@ BACKGROUND_FLAG_TEXTURE
@ BACKGROUND_RENDER_STATE_MASK
@ BACKGROUND_RENDER_STATE_FILTER_PAUSED
@ BACKGROUND_RENDER_STATE_BEGIN_PAUSED
@ BACKGROUND_RENDER_STATE_SHOW_PAUSED
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
void appendGfx_background_texture(void)
#define UNPACK_PAL_B(color)
#define UNPACK_PAL_R(color)
#define UNPACK_PAL_G(color)
#define SCREEN_COPY_TILE_HEIGHT
#define PACK_FILL_DEPTH(z, dz)
#define PACK_FILL_COLOR(r, g, b, a)
GameStatus * gGameStatusPtr