15#define N64_FADE_IN_TIME 30
19#define N64_FADE_IN_TIME 40
275 for (i = 0; i < 7; i++) {
294 for (i = 0; i < 6; i++) {
301 288 * 4, (
LOGO_1_Y + 8 + i * 8) * 4,
313 for (i = 0; i < 14; i++) {
319 288 * 4, (
LOGO_2_Y + 8 + i * 8) * 4,
BSS s32 PopupMenu_SelectedIndex
@ PLAYER_SPRITES_MARIO_WORLD
@ GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD
void clear_script_list(void)
void create_cameras(void)
void clear_animator_list(void)
void clear_render_tasks(void)
void startup_set_fade_screen_alpha(s16 alpha)
void set_curtain_fade(f32 fade)
void set_curtain_draw_callback(void(*callback)(void))
b32 startup_fade_screen_in(s16 subtractAlpha)
void clear_entity_data(b32)
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
void startup_fade_screen_update(void)
void set_curtain_fade_goal(f32 fade)
void update_cameras(void)
void clear_effect_data(void)
HeapNode * general_heap_create(void)
void clear_worker_list(void)
void set_curtain_scale(f32 scale)
void startup_set_fade_screen_color(s16 color)
b32 startup_fade_screen_out(s16 addAlpha)
void clear_entity_models(void)
void reset_background_settings(void)
void set_curtain_scale_goal(f32 scale)
void * heap_malloc(s32 size)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
void set_game_mode(s32 modeID)
void hud_element_clear_cache(void)
void update_npcs(void)
Updates all NPCs.
#define PACK_FILL_COLOR(r, g, b, a)
void spr_init_sprites(s32 playerSpriteSet)
void state_step_logos(void)
void state_init_logos(void)
void appendGfx_intro_logos(void)
@ LOGOS_STATE_NINTENDO_HOLD
@ LOGOS_STATE_NINTENDO_FADE_OUT
@ LOGOS_STATE_IS_FADE_OUT
@ LOGOS_STATE_NINTENDO_FADE_IN
@ LOGOS_STATE_N64_FADE_IN
@ LOGOS_STATE_N64_FADE_OUT
@ LOGOS_STATE_CURTAINS_APPEAR
void state_drawUI_logos(void)
GameStatus * gGameStatusPtr