14 {
15 s32 i;
16
19 return;
20 }
21
35
68
72 }
73
75
79 } else {
82 }
83
85
86 #if DX_QUICK_LAUNCH
87
92 return;
93 }
94 #endif
95
96 #if DX_SKIP_LOGOS
97
98 #if DX_SKIP_STORY
102 #else
107 #endif
108 #else
109
111 #endif
112}
void audio_set_stereo(void)
void audio_set_mono(void)
b8 keepUsingPartnerOnMapChange
@ PLAYER_SPRITES_MARIO_WORLD
b32 fio_load_globals(void)
b32 fio_load_game(s32 saveSlot)
void clear_script_list(void)
void clear_item_entity_data(void)
void create_cameras(void)
void clear_animator_list(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 set_curtain_fade(f32 fade)
void clear_trigger_data(void)
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
void clear_printers(void)
void initialize_collision(void)
void bgm_reset_volume(void)
void reset_battle_status(void)
void clear_player_status(void)
void clear_effect_data(void)
HeapNode * general_heap_create(void)
s32 bgm_init_music_players(void)
void clear_worker_list(void)
void set_curtain_scale(f32 scale)
void clear_player_data(void)
void clear_entity_models(void)
void reset_background_settings(void)
void partner_initialize_data(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_encounter_status(void)
void sfx_clear_sounds(void)
void spr_init_sprites(s32 playerSpriteSet)
GameStatus * gGameStatusPtr