Paper Mario DX
Paper Mario (N64) modding
 
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state_title_screen.c File Reference

Go to the source code of this file.

Data Structures

struct  TitleDataStruct
 

Macros

#define TITLE_WIDTH   200
 
#define TITLE_HEIGHT   112
 
#define TITLE_TILE_HEIGHT   2
 
#define TITLE_POS_LEFT   ((SCREEN_WIDTH - TITLE_WIDTH) / 2)
 
#define TITLE_POS_TOP   15
 
#define FILENAME_ERROR   "ERROR\xf7\xf7\xf7"
 
#define TITLE_NUM_TILES   (TITLE_HEIGHT / TITLE_TILE_HEIGHT)
 
#define TITLE_TILE_PIXELS   (TITLE_WIDTH * TITLE_TILE_HEIGHT)
 
#define COPYRIGHT_WIDTH   144
 
#define VAR_1   32
 
#define VAR_2   676
 
#define RECT_SIZE   0x40
 
#define YL_BASE   764
 
#define YH_BASE   828
 
#define COPYRIGHT_TEX_CHUNKS   2
 
#define COPYRIGHT_IMG(k, i)   &TitleScreen_ImgList_Copyright[16 * i]
 
#define LTT_LRT   15
 

Enumerations

enum  TitleScreenStates {
  TITLE_STATE_INIT = 0 , TITLE_STATE_APPEAR = 1 , TITLE_STATE_HOLD = 2 , TITLE_STATE_UNUSED = 3 ,
  TITLE_STATE_BEGIN_DISMISS = 4 , TITLE_STATE_DISMISS = 5 , TITLE_STATE_EXIT = 6
}
 
enum  { NEXT_STATE_DEMO = 10 , NEXT_STATE_INTRO = 9 , NEXT_STATE_FILE_SELECT = 5 , NEXT_STATE_NONE = 0 }
 

Functions

void appendGfx_title_screen (void)
 
void title_screen_draw_images (f32, f32)
 
void title_screen_draw_logo (f32)
 
void title_screen_draw_press_start (void)
 
void title_screen_draw_copyright (f32)
 
void state_init_title_screen (void)
 
void state_step_title_screen (void)
 
void state_drawUI_title_screen (void)
 

Variables

s16 TitleScreenNextState = NEXT_STATE_NONE
 
SaveFileSummary gSaveSlotSummary [4]
 
SaveSlotMetadata gSaveSlotMetadata [4]
 
s32 PressStart_Alpha = 0
 
b32 PressStart_IsVisible = FALSE
 
s32 PressStart_BlinkCounter = 0
 
s32 PlayIntroNext = FALSE
 
Lights1 D_80077A38 = gdSPDefLights1(255, 255, 255, 0, 0, 0, 0, 0, 0)
 
Gfx TitleSetupGfx []
 
BSS s16 TitleScreen_AppearDelay
 
BSS TitleDataStructTitleScreen_ImgList
 
BSS s32 * TitleScreen_ImgList_Logo
 
BSS u8(* TitleScreen_ImgList_Copyright )[144]
 
BSS s32 * TitleScreen_ImgList_PressStart
 
BSS s32 * TitleScreen_ImgList_CopyrightPalette
 
BSS s16 TitleScreen_TimeLeft
 

Data Structure Documentation

◆ TitleDataStruct

struct TitleDataStruct
Data Fields
s32 logo
s32 copyright
s32 pressStart
s32 copyrightPalette

Macro Definition Documentation

◆ TITLE_WIDTH

#define TITLE_WIDTH   200

Definition at line 19 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ TITLE_HEIGHT

#define TITLE_HEIGHT   112

Definition at line 20 of file state_title_screen.c.

◆ TITLE_TILE_HEIGHT

#define TITLE_TILE_HEIGHT   2

Definition at line 21 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ TITLE_POS_LEFT

#define TITLE_POS_LEFT   ((SCREEN_WIDTH - TITLE_WIDTH) / 2)

Definition at line 22 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ TITLE_POS_TOP

#define TITLE_POS_TOP   15

Definition at line 23 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ FILENAME_ERROR

#define FILENAME_ERROR   "ERROR\xf7\xf7\xf7"

Definition at line 24 of file state_title_screen.c.

◆ TITLE_NUM_TILES

#define TITLE_NUM_TILES   (TITLE_HEIGHT / TITLE_TILE_HEIGHT)

Definition at line 27 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ TITLE_TILE_PIXELS

#define TITLE_TILE_PIXELS   (TITLE_WIDTH * TITLE_TILE_HEIGHT)

Definition at line 28 of file state_title_screen.c.

Referenced by title_screen_draw_logo().

◆ COPYRIGHT_WIDTH

#define COPYRIGHT_WIDTH   144

Definition at line 105 of file state_title_screen.c.

Referenced by state_init_title_screen(), and title_screen_draw_copyright().

◆ VAR_1

#define VAR_1   32

Definition at line 471 of file state_title_screen.c.

Referenced by title_screen_draw_press_start().

◆ VAR_2

#define VAR_2   676

Definition at line 472 of file state_title_screen.c.

Referenced by title_screen_draw_press_start().

◆ RECT_SIZE

#define RECT_SIZE   0x40

Definition at line 521 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

◆ YL_BASE

#define YL_BASE   764

Definition at line 522 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

◆ YH_BASE

#define YH_BASE   828

Definition at line 523 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

◆ COPYRIGHT_TEX_CHUNKS

#define COPYRIGHT_TEX_CHUNKS   2

Definition at line 524 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

◆ COPYRIGHT_IMG

#define COPYRIGHT_IMG ( k,
i )   &TitleScreen_ImgList_Copyright[16 * i]

Definition at line 525 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

◆ LTT_LRT

#define LTT_LRT   15

Definition at line 526 of file state_title_screen.c.

Referenced by title_screen_draw_copyright().

Enumeration Type Documentation

◆ TitleScreenStates

Enumerator
TITLE_STATE_INIT 
TITLE_STATE_APPEAR 
TITLE_STATE_HOLD 
TITLE_STATE_UNUSED 
TITLE_STATE_BEGIN_DISMISS 
TITLE_STATE_DISMISS 
TITLE_STATE_EXIT 

Definition at line 30 of file state_title_screen.c.

30 {
33 TITLE_STATE_HOLD = 2, // show the title screen with PRESS START blinking
38};
@ TITLE_STATE_EXIT
@ TITLE_STATE_INIT
@ TITLE_STATE_HOLD
@ TITLE_STATE_UNUSED
@ TITLE_STATE_DISMISS
@ TITLE_STATE_BEGIN_DISMISS
@ TITLE_STATE_APPEAR

◆ anonymous enum

anonymous enum
Enumerator
NEXT_STATE_DEMO 
NEXT_STATE_INTRO 
NEXT_STATE_FILE_SELECT 
NEXT_STATE_NONE 

Definition at line 40 of file state_title_screen.c.

40 {
41 NEXT_STATE_DEMO = 10,
44 NEXT_STATE_NONE = 0, // used only for the initial value
45};
@ NEXT_STATE_INTRO
@ NEXT_STATE_DEMO
@ NEXT_STATE_FILE_SELECT
@ NEXT_STATE_NONE

Function Documentation

◆ appendGfx_title_screen()

void appendGfx_title_screen ( void )

Definition at line 383 of file state_title_screen.c.

383 {
384 f32 alpha;
385
386 switch (gGameStatusPtr->startupState) {
387 case TITLE_STATE_INIT:
389 break;
393 alpha = SQ(alpha);
394 title_screen_draw_images(alpha, alpha);
395 break;
396 case TITLE_STATE_HOLD:
397 title_screen_draw_images(0.0f, 0.0f);
398 break;
400 title_screen_draw_images(0.0f, 0.0f);
401 break;
405 alpha = SQ(alpha);
406 title_screen_draw_images(alpha, alpha);
407 break;
408 }
409
410 gDPPipeSync(gMainGfxPos++);
411 gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, osVirtualToPhysical(nuGfxCfb_ptr));
412 gDPSetScissor(gMainGfxPos++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
413 gDPSetCycleType(gMainGfxPos++, G_CYC_1CYCLE);
414 gDPPipeSync(gMainGfxPos++);
415 gSPClearGeometryMode(gMainGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING |
416 G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH);
417 gSPSetGeometryMode(gMainGfxPos++, G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH);
418 gSPSetLights1(gMainGfxPos++, D_80077A38);
419
420 gSPTexture(gMainGfxPos++, -1, -1, 0, G_TX_RENDERTILE, G_ON);
421 gDPSetTextureLOD(gMainGfxPos++, G_TL_TILE);
422 gDPSetTexturePersp(gMainGfxPos++, G_TP_PERSP);
423 gDPSetTextureFilter(gMainGfxPos++, G_TF_BILERP);
424 gDPSetColorDither(gMainGfxPos++, G_CD_DISABLE);
425 gDPSetTextureDetail(gMainGfxPos++, G_TD_CLAMP);
426 gDPSetTextureConvert(gMainGfxPos++, G_TC_FILT);
427 gDPSetCombineKey(gMainGfxPos++, G_CK_NONE);
428 gDPSetAlphaCompare(gMainGfxPos++, G_AC_NONE);
429 render_frame(FALSE);
430 render_frame(TRUE);
431}
u16 * nuGfxCfb_ptr
Definition cam_main.c:14
void render_frame(s32 flag)
Definition cam_main.c:91
#define SCREEN_WIDTH
Definition macros.h:109
#define SCREEN_HEIGHT
Definition macros.h:110
#define SQ(x)
Definition macros.h:170
void title_screen_draw_images(f32, f32)
Lights1 D_80077A38
GameStatus * gGameStatusPtr
Definition main_loop.c:32
Gfx * gMainGfxPos
Definition cam_main.c:15

Referenced by state_init_title_screen().

◆ title_screen_draw_images()

void title_screen_draw_images ( f32 logoMoveAlpha,
f32 copyrightMoveAlpha )

Definition at line 433 of file state_title_screen.c.

433 {
434 title_screen_draw_logo(logoMoveAlpha);
435 title_screen_draw_copyright(copyrightMoveAlpha);
436}
void title_screen_draw_copyright(f32)
void title_screen_draw_logo(f32)

Referenced by appendGfx_title_screen().

◆ title_screen_draw_logo()

void title_screen_draw_logo ( f32 moveAlpha)

Definition at line 438 of file state_title_screen.c.

438 {
439 s32 yOffset;
440 s32 i;
441
442 gSPDisplayList(gMainGfxPos++, TitleSetupGfx);
443 gDPPipeSync(gMainGfxPos++);
444 yOffset = -100 * moveAlpha;
445
446 for (i = 0; i < TITLE_NUM_TILES; i++) {
447 // Load a tile from the logo texture
448 gDPLoadTextureTile(gMainGfxPos++, &TitleScreen_ImgList_Logo[i * TITLE_TILE_PIXELS], G_IM_FMT_RGBA, G_IM_SIZ_32b,
449 TITLE_WIDTH, TITLE_TILE_HEIGHT, // width, height
450 0, 0, (TITLE_WIDTH - 1), (TITLE_TILE_HEIGHT - 1), // uls, ult, lrs, lrt
451 0, // pal
452 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, // cms, cmt
453 G_TX_NOMASK, G_TX_NOMASK, // masks, maskt
454 G_TX_NOLOD, G_TX_NOLOD); // shifts, shiftt
455 // Draw a scissored texture rectangle with the loaded tile
456 gSPScisTextureRectangle(gMainGfxPos++,
457 (TITLE_POS_LEFT) << 2, // ulx
458 (TITLE_POS_TOP + TITLE_TILE_HEIGHT * i + yOffset) << 2, // uly
459 (TITLE_POS_LEFT + TITLE_WIDTH) << 2, // lrx
460 (TITLE_POS_TOP + TITLE_TILE_HEIGHT + TITLE_TILE_HEIGHT * i + yOffset) << 2, // lry
461 G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
462 }
463
464 gDPPipeSync(gMainGfxPos++);
465}
#define TITLE_POS_TOP
Gfx TitleSetupGfx[]
#define TITLE_POS_LEFT
#define TITLE_TILE_PIXELS
#define TITLE_NUM_TILES
#define TITLE_WIDTH
BSS s32 * TitleScreen_ImgList_Logo
#define TITLE_TILE_HEIGHT

Referenced by title_screen_draw_images().

◆ title_screen_draw_press_start()

void title_screen_draw_press_start ( void )

Definition at line 475 of file state_title_screen.c.

475 {
476 switch (PressStart_IsVisible) {
477 case FALSE:
478 PressStart_Alpha -= 128;
479 if (PressStart_Alpha < 0) {
481 }
482
484 if (PressStart_BlinkCounter >= 16) {
487 }
488 break;
489 case TRUE:
490 PressStart_Alpha += 128;
491 if (PressStart_Alpha > 255) {
492 PressStart_Alpha = 255;
493 }
494
496 if (PressStart_BlinkCounter >= 16) {
498 PressStart_IsVisible = FALSE;
499 }
500 }
501
502 gSPDisplayList(gMainGfxPos++, TitleSetupGfx);
503 gDPSetCombineMode(gMainGfxPos++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
504 gDPSetPrimColor(gMainGfxPos++, 0, 0, 248, 240, 152, PressStart_Alpha);
505 gDPPipeSync(gMainGfxPos++);
506 gDPLoadTextureBlock(gMainGfxPos++, TitleScreen_ImgList_PressStart, G_IM_FMT_IA, G_IM_SIZ_8b, 128, VAR_1, 0,
507 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
508 G_TX_NOLOD);
509 gSPTextureRectangle(gMainGfxPos++, 384, 548, 896, VAR_2, G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
510 gDPPipeSync(gMainGfxPos++);
511}
b32 PressStart_IsVisible
s32 PressStart_BlinkCounter
s32 PressStart_Alpha
BSS s32 * TitleScreen_ImgList_PressStart
#define VAR_1
#define VAR_2

Referenced by state_drawUI_title_screen().

◆ title_screen_draw_copyright()

void title_screen_draw_copyright ( f32 moveAlpha)

Definition at line 529 of file state_title_screen.c.

529 {
530 s32 alpha;
531 s32 i;
532
533 gSPDisplayList(gMainGfxPos++, &TitleSetupGfx);
534#if VERSION_JP
535 gDPSetTextureLUT(gMainGfxPos++, G_TT_RGBA16);
536#endif
537 gDPPipeSync(gMainGfxPos++);
538
539 alpha = 255.0f - (moveAlpha * 255.0f);
540 if (alpha < 255) {
541 if (alpha < 0) {
542 alpha = 0;
543 }
544 gDPSetCombineMode(gMainGfxPos++, PM_CC_02, PM_CC_02);
545 gDPSetPrimColor(gMainGfxPos++, 0, 0, 0, 0, 0, alpha);
546 }
547
548#if VERSION_JP
549 gDPLoadTLUT_pal16(gMainGfxPos++, 0, TitleScreen_ImgList_CopyrightPalette);
550 gDPLoadTextureTile_4b(gMainGfxPos++, TitleScreen_ImgList_Copyright, G_IM_FMT_CI,
551 COPYRIGHT_WIDTH, 0, 0, 0, 127, 31, 0,
552 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
553 G_TX_NOLOD);
554 gSPTextureRectangle(gMainGfxPos++, 388, YL_BASE, 900, 892, G_TX_RENDERTILE,
555 0, 0, 0x0400, 0x0400);
556#else
557 for (i = 0; i < COPYRIGHT_TEX_CHUNKS; i++) {
558 s32 k = 10 * i;
559 alpha = 0; // TODO figure out why this is needed
560
561 gDPLoadTextureTile(gMainGfxPos++, COPYRIGHT_IMG(k, i), G_IM_FMT_IA, G_IM_SIZ_8b,
562 COPYRIGHT_WIDTH, 32, 0, 0, 143, LTT_LRT, 0,
563 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
564 G_TX_NOLOD);
565 gSPTextureRectangle(gMainGfxPos++, 356, YL_BASE + (RECT_SIZE * i), 932, YH_BASE + (RECT_SIZE * i),
566 G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
567 }
568#endif
569 gDPPipeSync(gMainGfxPos++);
570}
#define PM_CC_02
Definition macros.h:281
#define YL_BASE
#define COPYRIGHT_WIDTH
BSS s32 * TitleScreen_ImgList_CopyrightPalette
#define YH_BASE
#define COPYRIGHT_TEX_CHUNKS
#define LTT_LRT
BSS u8(* TitleScreen_ImgList_Copyright)[144]
#define RECT_SIZE
#define COPYRIGHT_IMG(k, i)

Referenced by title_screen_draw_images().

◆ state_init_title_screen()

void state_init_title_screen ( void )

Definition at line 122 of file state_title_screen.c.

122 {
123 s32 titleDataSize;
124 void* titleDataDst;
125 void* titleData;
126
127 gOverrideFlags = 0;
137 titleData = load_asset_by_name("title_data", &titleDataSize);
138 titleDataDst = TitleScreen_ImgList = heap_malloc(titleDataSize);
139 decode_yay0(titleData, titleDataDst);
140 general_heap_free(titleData);
141
145#if VERSION_JP
147#endif
148
154 gCameras[CAM_DEFAULT].vfov = 25.0f;
155 set_cam_viewport(CAM_DEFAULT, 12, 28, 296, 184);
156
157 gCameras[CAM_DEFAULT].params.basic.skipRecalc = FALSE;
158 gCameras[CAM_DEFAULT].params.basic.pitch = 0;
159 gCameras[CAM_DEFAULT].params.basic.dist = 40;
160 gCameras[CAM_DEFAULT].params.basic.fovScale = 100;
161
163 gCameras[CAM_DEFAULT].lookAt_eye.y = 1000.0f;
164 gCameras[CAM_DEFAULT].lookAt_eye.z = 1500.0f;
165
169
173
175
180
187 clear_npcs();
190 clear_entity_data(TRUE);
194 gOverrideFlags &= ~GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
196 load_map_bg("title_bg");
198 bgm_set_song(0, SONG_MAIN_THEME, 0, 500, 8);
200}
@ CAMERA_FLAG_DISABLED
Definition enums.h:4720
@ SONG_MAIN_THEME
Definition enums.h:388
@ CAM_UPDATE_NO_INTERP
Definition enums.h:4760
@ INTRO_PART_NONE
Definition enums.h:3555
@ TIME_FREEZE_NONE
Definition enums.h:3464
@ CONTEXT_WORLD
Definition enums.h:3528
@ PLAYER_SPRITES_MARIO_WORLD
Definition enums.h:6345
@ GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD
Definition enums.h:4320
@ CAM_TATTLE
Definition enums.h:1802
@ CAM_DEFAULT
Definition enums.h:1800
@ CAM_HUD
Definition enums.h:1803
@ CAM_BATTLE
Definition enums.h:1801
void clear_script_list(void)
void create_cameras(void)
Definition cam_main.c:255
void clear_animator_list(void)
Definition animator.c:222
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void clear_render_tasks(void)
Definition model.c:4534
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
Definition world.c:251
void set_background(BackgroundHeader *)
Definition background.c:40
void clear_entity_data(b32)
Definition entity.c:787
void startup_fade_screen_update(void)
void load_map_bg(char *optAssetName)
Definition background.c:14
void clear_printers(void)
Definition msg.c:196
void clear_effect_data(void)
Definition effects.c:41
HeapNode * general_heap_create(void)
Definition heap.c:6
void clear_worker_list(void)
Definition worker.c:10
s32 general_heap_free(void *data)
Definition heap.c:18
void clear_player_data(void)
Definition inventory.c:55
void decode_yay0(void *src, void *dst)
void clear_entity_models(void)
void reset_background_settings(void)
Definition background.c:33
void * heap_malloc(s32 size)
Definition heap.c:34
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
Definition cam_main.c:373
void set_game_mode_render_frontUI(void(*fn)(void))
Definition game_modes.c:154
void hud_element_clear_cache(void)
void clear_npcs(void)
Definition npc.c:60
void sfx_set_reverb_mode(s32 arg0)
Definition sfx.c:352
#define CAM_NEAR_CLIP
Definition macros.h:121
#define CAM_FAR_CLIP
Definition macros.h:122
void spr_init_sprites(s32 playerSpriteSet)
Definition sprite.c:764
void appendGfx_title_screen(void)
BSS TitleDataStruct * TitleScreen_ImgList
BSS s16 TitleScreen_TimeLeft
s16 bgColor[3]
Vec3f lookAt_obj_target
union Camera::@17 params
Vec3f lookAt_eye
s32 gOverrideFlags
Definition main_loop.c:11
BackgroundHeader gBackgroundImage
Camera gCameras[4]
Definition cam_main.c:17
s32 gCurrentCameraID
Definition cam_math.c:4
s32 gTimeFreezeMode
Definition main_loop.c:12

◆ state_step_title_screen()

void state_step_title_screen ( void )

Definition at line 202 of file state_title_screen.c.

202 {
203 s32 temp;
204 u32 pressedButtons = gGameStatusPtr->pressedButtons[0];
205
206 set_curtain_scale(1.0f);
207 set_curtain_fade(0.0f);
208
209 if (TitleScreen_TimeLeft > 0) {
211 }
212
213 switch (gGameStatusPtr->startupState) {
214 case TITLE_STATE_INIT:
220 break;
222 if (TitleScreen_AppearDelay != 0) {
224 break;
225 }
228 }
229 gOverrideFlags &= ~GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
230 if (startup_fade_screen_in(6) != 0) {
233 }
234 }
236 break;
237 case TITLE_STATE_HOLD:
238
239 #if DX_SKIP_DEMO && DX_SKIP_STORY
240 // play neither demo nor story
242 #elif DX_SKIP_DEMO
243 // only the story may play
244 if (TitleScreen_TimeLeft == 120) {
245 bgm_set_song(0, -1, 0, 3900, 8);
246 }
247 if (TitleScreen_TimeLeft == 0) {
250 return;
251 }
252 #elif DX_SKIP_STORY
253 // only the demo may play
254 if (TitleScreen_TimeLeft == 0) {
257 return;
258 }
259 #else
260 // allow either demo or story to play
261 if (PlayIntroNext && TitleScreen_TimeLeft == 120) {
262 bgm_set_song(0, -1, 0, 3900, 8);
263 }
264 if (TitleScreen_TimeLeft == 0) {
266 if (!PlayIntroNext) {
268 } else {
270 }
271 PlayIntroNext ^= 1;
272 return;
273 }
274 #endif
275 if (pressedButtons & (BUTTON_A | BUTTON_START)) {
279 bgm_set_song(0, SONG_FILE_SELECT, 0, 500, 8);
280 return;
281 }
282 break;
288 } else {
290 }
292 break;
297 }
298 if (startup_fade_screen_out(10) != 0) {
303 }
304 }
311 } else {
313 }
314 } else {
318 }
319 break;
320 case TITLE_STATE_EXIT:
323 break;
324 }
330 clear_npcs();
333 clear_entity_data(TRUE);
335 gOverrideFlags &= ~GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
336 gOverrideFlags &= ~GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD;
338
339 switch (TitleScreenNextState) {
340 case NEXT_STATE_INTRO:
343 break;
344 case NEXT_STATE_DEMO:
346 break;
349 gGameStatusPtr->mapID = 0xB; //TODO hardcoded map IDs
352 break;
353 }
354 return;
355 }
356
358 update_npcs();
360 }
361}
u32 pressedButtons[4]
@ BUTTON_A
Definition enums.h:2790
@ BUTTON_START
Definition enums.h:2787
@ SONG_FILE_SELECT
Definition enums.h:387
@ INTRO_PART_0
Definition enums.h:3551
@ AREA_KMR
Definition enums.h:2960
@ SOUND_FILE_MENU_IN
Definition enums.h:710
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
Definition enums.h:4321
void set_curtain_fade(f32 fade)
Definition curtains.c:302
b32 startup_fade_screen_in(s16 subtractAlpha)
void update_cameras(void)
Definition cam_main.c:19
void set_curtain_scale(f32 scale)
Definition curtains.c:289
void clear_windows(void)
Definition windows.c:135
void startup_set_fade_screen_color(s16 color)
b32 startup_fade_screen_out(s16 addAlpha)
void set_game_mode(s32 modeID)
Definition game_modes.c:127
@ GAME_MODE_DEMO
Definition game_modes.h:22
@ GAME_MODE_FILE_SELECT
Definition game_modes.h:19
@ GAME_MODE_INTRO
Definition game_modes.h:21
void update_npcs(void)
Updates all NPCs.
Definition npc.c:617
void sfx_play_sound(s32 soundID)
Definition sfx.c:517
s16 TitleScreenNextState
s32 PlayIntroNext
BSS s16 TitleScreen_AppearDelay

◆ state_drawUI_title_screen()

void state_drawUI_title_screen ( void )

Definition at line 363 of file state_title_screen.c.

363 {
364 switch (gGameStatusPtr->startupState) {
365 case TITLE_STATE_INIT:
367 PressStart_IsVisible = FALSE;
369 break;
370 case TITLE_STATE_HOLD:
373 }
375 break;
379 break;
380 }
381}
void title_screen_draw_press_start(void)

Variable Documentation

◆ TitleScreenNextState

s16 TitleScreenNextState = NEXT_STATE_NONE

Definition at line 47 of file state_title_screen.c.

Referenced by state_step_title_screen().

◆ gSaveSlotSummary

SaveFileSummary gSaveSlotSummary[4]
Initial value:
= {
{ .filename = { "ERROR\xf7\xf7\xf7" } },
{ .filename = { "ERROR\xf7\xf7\xf7" } },
{ .filename = { "ERROR\xf7\xf7\xf7" } },
{ .filename = { "ERROR\xf7\xf7\xf7" } },
}

Definition at line 49 of file state_title_screen.c.

49 {
50 { .filename = { FILENAME_ERROR } },
51 { .filename = { FILENAME_ERROR } },
52 { .filename = { FILENAME_ERROR } },
53 { .filename = { FILENAME_ERROR } },
54};
#define FILENAME_ERROR

Referenced by filemenu_draw_contents_file_info(), filemenu_draw_contents_file_title(), filemenu_init(), filemenu_main_handle_input(), filemenu_yesno_handle_input(), fio_load_game(), and fio_save_game().

◆ gSaveSlotMetadata

SaveSlotMetadata gSaveSlotMetadata[4]
Initial value:
= {
{ .hasData = TRUE },
{ .hasData = TRUE },
{ .hasData = TRUE },
{ .hasData = TRUE },
}

Definition at line 56 of file state_title_screen.c.

56 {
57 { .hasData = TRUE },
58 { .hasData = TRUE },
59 { .hasData = TRUE },
60 { .hasData = TRUE },
61};

Referenced by filemenu_draw_contents_file_info(), filemenu_draw_contents_file_title(), filemenu_init(), filemenu_main_handle_input(), filemenu_yesno_draw_prompt_contents(), and filemenu_yesno_handle_input().

◆ PressStart_Alpha

s32 PressStart_Alpha = 0

◆ PressStart_IsVisible

b32 PressStart_IsVisible = FALSE

◆ PressStart_BlinkCounter

s32 PressStart_BlinkCounter = 0

◆ PlayIntroNext

s32 PlayIntroNext = FALSE

Definition at line 70 of file state_title_screen.c.

Referenced by state_step_title_screen().

◆ D_80077A38

Lights1 D_80077A38 = gdSPDefLights1(255, 255, 255, 0, 0, 0, 0, 0, 0)

Definition at line 72 of file state_title_screen.c.

Referenced by appendGfx_title_screen().

◆ TitleSetupGfx

Gfx TitleSetupGfx[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_CLD_SURF, G_RM_CLD_SURF2),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsDPSetTextureFilter(G_TF_POINT),
gsSPTexture(-1, -1, 0, G_TX_RENDERTILE, G_ON),
gsDPSetTexturePersp(G_TP_NONE),
gsDPSetColorDither(G_CD_DISABLE),
gsDPSetAlphaDither(G_AD_DISABLE),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetCombineKey(G_CK_NONE),
gsDPSetAlphaCompare(G_AC_NONE),
gsDPNoOp(),
gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
gsSPEndDisplayList(),
}

Definition at line 74 of file state_title_screen.c.

74 {
75 gsDPPipeSync(),
76 gsDPSetCycleType(G_CYC_1CYCLE),
77 gsDPSetRenderMode(G_RM_CLD_SURF, G_RM_CLD_SURF2),
78 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
79 gsDPSetTextureFilter(G_TF_POINT),
80 gsSPTexture(-1, -1, 0, G_TX_RENDERTILE, G_ON),
81 gsDPSetTexturePersp(G_TP_NONE),
82 gsDPSetColorDither(G_CD_DISABLE),
83 gsDPSetAlphaDither(G_AD_DISABLE),
84 gsDPSetTextureLOD(G_TL_TILE),
85 gsDPSetTextureLUT(G_TT_NONE),
86 gsDPSetTextureDetail(G_TD_CLAMP),
87 gsDPSetTextureConvert(G_TC_FILT),
88 gsDPSetCombineKey(G_CK_NONE),
89 gsDPSetAlphaCompare(G_AC_NONE),
90 gsDPNoOp(),
91 gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
92 gsSPEndDisplayList(),
93};

Referenced by title_screen_draw_copyright(), title_screen_draw_logo(), and title_screen_draw_press_start().

◆ TitleScreen_AppearDelay

BSS s16 TitleScreen_AppearDelay

Definition at line 108 of file state_title_screen.c.

Referenced by state_step_title_screen().

◆ TitleScreen_ImgList

BSS TitleDataStruct* TitleScreen_ImgList

Definition at line 109 of file state_title_screen.c.

Referenced by state_init_title_screen().

◆ TitleScreen_ImgList_Logo

BSS s32* TitleScreen_ImgList_Logo

Definition at line 110 of file state_title_screen.c.

Referenced by state_init_title_screen(), and title_screen_draw_logo().

◆ TitleScreen_ImgList_Copyright

BSS u8(* TitleScreen_ImgList_Copyright)[144]

Definition at line 111 of file state_title_screen.c.

Referenced by state_init_title_screen(), and title_screen_draw_copyright().

◆ TitleScreen_ImgList_PressStart

BSS s32* TitleScreen_ImgList_PressStart

Definition at line 112 of file state_title_screen.c.

Referenced by state_init_title_screen(), and title_screen_draw_press_start().

◆ TitleScreen_ImgList_CopyrightPalette

BSS s32* TitleScreen_ImgList_CopyrightPalette

Definition at line 113 of file state_title_screen.c.

Referenced by state_init_title_screen(), and title_screen_draw_copyright().

◆ TitleScreen_TimeLeft

BSS s16 TitleScreen_TimeLeft

Definition at line 114 of file state_title_screen.c.

Referenced by state_init_title_screen(), and state_step_title_screen().