11extern Addr filemenu_ROM_START;
12extern Addr filemenu_ROM_END;
13extern Addr filemenu_VRAM;
14extern Addr filemenu_TEXT_START;
15extern Addr filemenu_TEXT_END;
16extern Addr filemenu_DATA_START;
17extern Addr filemenu_RODATA_END;
18extern Addr filemenu_BSS_START;
19extern Addr filemenu_BSS_END;
28 .romStart = filemenu_ROM_START,
29 .romEnd = filemenu_ROM_END,
30 .ramStart = filemenu_VRAM,
31 .textStart = filemenu_TEXT_START,
32 .textEnd = filemenu_TEXT_END,
33 .dataStart = filemenu_DATA_START,
34 .dataEnd = filemenu_RODATA_END,
35 .bssStart = filemenu_BSS_START,
36 .bssEnd = filemenu_BSS_END,
@ TRANSITION_SLOW_FADE_TO_WHITE
@ WINDOW_FLAG_INITIAL_ANIMATION
@ GLOBAL_OVERRIDES_WINDOWS_OVER_CURTAINS
void filemenu_cleanup(void)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void set_map_transition_effect(ScreenTransition)
s32 disable_player_input(void)
HeapNode * general_heap_create(void)
void filemenu_update(void)
void mdl_load_all_textures(struct ModelNode *model, s32 romOffset, s32 size)
void set_windows_visible(s32 groupIdx)
s16 update_exit_map_screen_overlay(s16 *progress)
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 set_curtain_scale_goal(f32 scale)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
void set_game_mode(s32 modeID)
void hud_element_set_aux_cache(void *base, s32 size)
void hud_element_clear_cache(void)
void state_init_file_select(void)
void state_step_exit_file_select(void)
void state_step_file_select(void)
void state_drawUI_exit_file_select(void)
void state_init_exit_file_select(void)
NUPiOverlaySegment D_8007798C
void state_drawUI_file_select(void)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.