23 .pressedButtons = { 0 },
38 1.000000, 0.000000, 0.000000, 0.000000,
39 0.000000, 1.000000, 0.000000, 0.000000,
40 0.000000, 0.000000, 1.000000, 0.000000,
41 0.000000, 0.000000, 0.000000, 1.000000
58 const int MAX_GAME_TIME = 1000*60*60*60 - 1;
184 NU_GFX_UCODE_F3DEX2, NU_SC_NOSWAPBUFFER);
188 profiler_gfx_started();
267 profiler_gfx_completed();
271 dx_debug_console_main();
280 NU_SC_TASK_LODABLE | NU_SC_SWAPBUFFER);
395static const f32 rodata_padding[] = {0.0f, 0.0f};
#define ASSERT(condition)
@ PLAYER_SPRITES_MARIO_WORLD
@ GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI
@ GLOBAL_OVERRIDES_SOFT_RESET
@ GLOBAL_OVERRIDES_PREV_400
@ GLOBAL_OVERRIDES_MESSAGES_OVER_CURTAINS
@ GLOBAL_OVERRIDES_PREV_200
@ GLOBAL_OVERRIDES_DISABLE_BATTLES
@ GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD
@ GLOBAL_OVERRIDES_WINDOWS_OVER_CURTAINS
@ GLOBAL_OVERRIDES_PREV_800
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
@ GLOBAL_OVERRIDES_PREV_DISABLE_BATTLES
@ EVT_GROUP_FLAG_INTERACT
void clear_script_list(void)
void clear_item_entity_data(void)
void create_cameras(void)
void render_workers_frontUI(void)
void clear_animator_list(void)
void update_ambient_sounds(void)
void render_screen_overlay_backUI(void)
void clear_saved_variables(void)
void clear_screen_overlays(void)
void initialize_curtains(void)
void clear_render_tasks(void)
void clear_model_data(void)
void render_messages(void)
void clear_trigger_data(void)
void mdl_reset_transform_flags(void)
void clear_character_set(void)
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
s32 disable_player_input(void)
void render_workers_backUI(void)
s32 resume_all_group(s32 groupFlags)
void update_curtains(void)
void clear_printers(void)
void update_scripts(void)
void clear_player_status(void)
void clear_effect_data(void)
void update_triggers(void)
HeapNode * general_heap_create(void)
void update_entities(void)
void player_render_interact_prompts(void)
void clear_worker_list(void)
void reset_ambient_sounds(void)
void update_max_rumble_duration(void)
void bgm_update_music_settings(void)
void render_curtains(void)
void clear_player_data(void)
void update_windows(void)
void crash_screen_set_draw_info(u16 *frameBufPtr, s16 width, s16 height)
void render_frame(s32 flag)
void render_window_root(void)
void render_screen_overlay_frontUI(void)
void bgm_reset_sequence_players(void)
void update_workers(void)
void clear_entity_models(void)
void reset_background_settings(void)
void render_effects_UI(void)
void suspend_all_group(s32 groupFlags)
void update_messages(void)
void fio_init_flash(void)
void render_game_mode_backUI(void)
void clear_game_mode(void)
void set_game_mode(s32 modeID)
void step_game_mode(void)
void render_game_mode_frontUI(void)
void render_hud_elements_frontUI(void)
void update_hud_elements(void)
void render_hud_elements_backUI(void)
void hud_element_clear_cache(void)
s16 SoftResetOverlayAlpha
void gfx_task_background(void)
void step_game_loop(void)
DisplayContext DisplayContexts[2]
GameStatus * gGameStatusPtr
void gfx_draw_background(void)
Logic for the drawing the scene background.
void gfx_init_state(void)
void set_time_freeze_mode(s32 mode)
Time freeze modes: 0: none 1: NPCs move, can't be interacted with 2: NPCs don't move,...
void load_engine_data(void)
void gfx_draw_frame(void)
s32 gCurrentDisplayContextIndex
s32 get_time_freeze_mode(void)
void init_encounter_status(void)
void _render_transition_stencil(u8, f32, ScreenOverlay *)
#define GFX_PROFILER_SWITCH(complete, begin)
#define profiler_frame_setup()
#define profiler_update(which, delta)
@ PROFILER_TIME_SUB_GFX_HUD_ELEMENTS
@ PROFILER_TIME_CONTROLLERS
@ PROFILER_TIME_SUB_GFX_BACK_UI
@ PROFILER_TIME_SUB_GFX_FRONT_UI
@ PROFILER_TIME_HUD_ELEMENTS
@ PROFILER_TIME_STEP_GAME_MODE
@ PROFILER_TIME_SUB_GFX_UPDATE
#define profiler_print_times()
#define GFX_PROFILER_COMPLETE(which)
void sfx_update_env_sound_params(void)
void sfx_stop_env_sounds(void)
void sfx_clear_sounds(void)
#define DMA_COPY_SEGMENT(segment)
#define RDP_MATRIX( Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, Az, Bz, Cz, Dz, Aw, Bw, Cw, Dw)
void spr_render_init(void)
void spr_init_sprites(s32 playerSpriteSet)
DisplayContext * gDisplayContext