12extern Addr pause_ROM_START;
13extern Addr pause_ROM_END;
14extern Addr pause_VRAM;
15extern Addr pause_TEXT_START;
16extern Addr pause_TEXT_END;
17extern Addr pause_RODATA_END;
18extern Addr pause_BSS_START;
19extern Addr pause_BSS_END;
20extern Addr pause_DATA_START;
31 .romStart = pause_ROM_START,
32 .romEnd = pause_ROM_END,
33 .ramStart = pause_VRAM,
34 .textStart = pause_TEXT_START,
35 .textEnd = pause_TEXT_END,
36 .dataStart = pause_DATA_START,
37 .dataEnd = pause_RODATA_END,
38 .bssStart = pause_BSS_START,
39 .bssEnd = pause_BSS_END,
174 nuContRmbForceStopEnd();
s16 savedBackgroundDarkness
@ BACKGROUND_RENDER_STATE_BEGIN_PAUSED
@ PLAYER_SPRITES_MARIO_WORLD
@ 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 init_entity_models(void)
void bgm_quiet_max_volume(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 bgm_reset_max_volume(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)
s32 disable_player_input(void)
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 enable_player_input(void)
void initialize_collision(void)
void clear_worker_list(void)
void set_background_size(s16, s16, s16, s16)
void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld)
void init_script_list(void)
s32 general_heap_free(void *data)
void load_map_script_lib(void)
void decode_yay0(void *src, void *dst)
void set_windows_visible(s32 groupIdx)
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 init_sprite_shading_data(void)
void status_bar_respond_to_changes(void)
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 sfx_clear_env_sounds(s16 playSounds)
void sfx_stop_env_sounds(void)
void sfx_set_reverb_mode(s32 arg0)
s32 sfx_get_reverb_mode(void)
MapSettings * get_current_map_settings(void)
AreaConfig gAreas[29]
Zero-terminated.
BackgroundHeader * background
Fields other than main, entryList, entryCount, background, and tattle are initialised when the map lo...
void spr_init_sprites(s32 playerSpriteSet)
NUPiOverlaySegment PauseOverlaySegment
u16 * pause_frameBuffers[]
void state_drawUI_unpause(void)
void state_step_unpause(void)
void state_init_pause(void)
void state_step_pause(void)
void state_init_unpause(void)
void state_drawUI_pause(void)
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus