= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_AVERAGE),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, ui_battle_cursor_hand_pal),
gsDPLoadTextureTile_4b(ui_battle_cursor_hand_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
gsSPClearGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsSPEndDisplayList(),
}
20 {
21 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
22 gsDPPipeSync(),
23 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
24 gsDPSetTexturePersp(G_TP_PERSP),
25 gsDPSetTextureDetail(G_TD_CLAMP),
26 gsDPSetTextureLOD(G_TL_TILE),
27 gsDPSetTextureLUT(G_TT_NONE),
28 gsDPSetTextureFilter(G_TF_AVERAGE),
29 gsDPSetTextureConvert(G_TC_FILT),
30 gsDPSetTextureLUT(G_TT_RGBA16),
31 gsDPLoadTLUT_pal16(0, ui_battle_cursor_hand_pal),
32 gsDPLoadTextureTile_4b(ui_battle_cursor_hand_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
33 gsSPClearGeometryMode(G_LIGHTING),
34 gsSPClearGeometryMode(G_SHADING_SMOOTH),
36 gsSP1Triangle(0, 1, 2, 0),
37 gsSP1Triangle(0, 2, 3, 0),
38 gsSPEndDisplayList(),
39};