19 0x00000000, 0xFFFFFF00, 0xFFFFFF00, 0x00000000, 0x00000000
26#if defined(SHIFT) || VERSION_IQUE
27#define shim_battle_heap_create_obfuscated battle_heap_create
37 u32 currentBattleSelection;
38 u32 currentBattleIndex;
57 nuContRmbForceStopEnd();
74 (currentBattleSelection ==
BTL_AREA_KKJ && currentBattleIndex == 0)) {
127 nuContRmbForceStop();
143 nuContRmbForceStopEnd();
@ PLAYER_SPRITES_PEACH_BATTLE
@ PLAYER_SPRITES_MARIO_BATTLE
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
void clear_script_list(void)
void clear_item_entity_data(void)
void clear_animator_list(void)
void init_item_entity_list(void)
void load_battle_section(void)
void init_entity_models(void)
void reset_status_bar(void)
void init_entity_data(void)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
void clear_model_data(void)
void clear_trigger_data(void)
void init_trigger_list(void)
void set_background(BackgroundHeader *)
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
void mdl_calculate_model_sizes(void)
void update_effects(void)
void backup_map_collision_data(void)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
void load_map_bg(char *optAssetName)
s32 get_asset_offset(char *, s32 *)
void initialize_collision(void)
void load_obfuscation_shims(void)
void update_cameras(void)
void clear_worker_list(void)
void set_background_size(s16, s16, s16, s16)
void mdl_load_all_textures(struct ModelNode *model, s32 romOffset, s32 size)
void init_script_list(void)
void shim_battle_heap_create_obfuscated(void)
s32 general_heap_free(void *data)
void load_map_script_lib(void)
void decode_yay0(void *src, void *dst)
void btl_save_world_cameras(void)
s32 get_time_freeze_mode(void)
void update_item_entities(void)
void set_time_freeze_mode(s32)
Time freeze modes: 0: none 1: NPCs move, can't be interacted with 2: NPCs don't move,...
s32 battle_heap_create(void)
void restore_map_collision_data(void)
void clear_entity_models(void)
void reset_background_settings(void)
void initialize_battle(void)
void btl_restore_world_cameras(void)
void init_sprite_shading_data(void)
void partner_init_after_battle(s32 arg0)
void set_game_mode(s32 modeID)
void hud_element_set_aux_cache(void *base, s32 size)
void hud_element_clear_cache(void)
void init_hud_element_list(void)
void reset_animator_list(void)
void init_model_data(void)
void init_worker_list(void)
void npc_reload_all(void)
void update_encounters(void)
void init_npc_list(void)
Points the current NPC list to the world or battle lists depending on game state.
void update_npcs(void)
Updates all NPCs.
void draw_encounter_ui(void)
void sfx_clear_env_sounds(s16 playSounds)
void sfx_stop_env_sounds(void)
#define DMA_COPY_SEGMENT(segment)
#define UNPACK_BTL_AREA(battleID)
#define UNPACK_BTL_INDEX(battleID)
MapSettings * get_current_map_settings(void)
AreaConfig gAreas[29]
Zero-terminated.
BackgroundHeader * background
struct ModelNode * modelTreeRoot
Fields other than main, entryList, entryCount, background, and tattle are initialised when the map lo...
void spr_init_sprites(s32 playerSpriteSet)
void state_step_end_battle(void)
void state_init_battle(void)
void state_drawUI_end_battle(void)
void state_drawUI_battle(void)
void state_init_end_battle(void)
void state_step_battle(void)
PlayerStatus * gPlayerStatusPtr
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus