11#define TITLE_WIDTH 272
12#define TITLE_TILE_HEIGHT 2
13#define TITLE_HEIGHT 88
14#define TITLE_POS_LEFT 25
15#define TITLE_POS_TOP 34
16#define FILENAME_ERROR "\x54\x77\xA2\xF7\xF7\xf7\xf7\xf7"
19#define TITLE_WIDTH 200
20#define TITLE_HEIGHT 112
21#define TITLE_TILE_HEIGHT 2
22#define TITLE_POS_LEFT ((SCREEN_WIDTH - TITLE_WIDTH) / 2)
23#define TITLE_POS_TOP 15
24#define FILENAME_ERROR "ERROR\xf7\xf7\xf7"
27#define TITLE_NUM_TILES (TITLE_HEIGHT / TITLE_TILE_HEIGHT)
28#define TITLE_TILE_PIXELS (TITLE_WIDTH * TITLE_TILE_HEIGHT)
73Lights1
D_80077A38 = gdSPDefLights1(255, 255, 255, 0, 0, 0, 0, 0, 0);
77 gsDPSetCycleType(G_CYC_1CYCLE),
78 gsDPSetRenderMode(G_RM_CLD_SURF, G_RM_CLD_SURF2),
79 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
80 gsDPSetTextureFilter(G_TF_POINT),
81 gsSPTexture(-1, -1, 0, G_TX_RENDERTILE, G_ON),
82 gsDPSetTexturePersp(G_TP_NONE),
83 gsDPSetColorDither(G_CD_DISABLE),
84 gsDPSetAlphaDither(G_AD_DISABLE),
85 gsDPSetTextureLOD(G_TL_TILE),
86 gsDPSetTextureLUT(G_TT_NONE),
87 gsDPSetTextureDetail(G_TD_CLAMP),
88 gsDPSetTextureConvert(G_TC_FILT),
89 gsDPSetCombineKey(G_CK_NONE),
90 gsDPSetAlphaCompare(G_AC_NONE),
104#define COPYRIGHT_WIDTH 128
106#define COPYRIGHT_WIDTH 144
240 #if DX_SKIP_DEMO && DX_SKIP_STORY
416 gSPClearGeometryMode(
gMainGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING |
417 G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH);
418 gSPSetGeometryMode(
gMainGfxPos++, G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH);
421 gSPTexture(
gMainGfxPos++, -1, -1, 0, G_TX_RENDERTILE, G_ON);
445 yOffset = -100 * moveAlpha;
453 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
454 G_TX_NOMASK, G_TX_NOMASK,
455 G_TX_NOLOD, G_TX_NOLOD);
462 G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
504 gDPSetCombineMode(
gMainGfxPos++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
508 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
510 gSPTextureRectangle(
gMainGfxPos++, 384, 548, 896,
VAR_2, G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
515#define RECT_SIZE 0x28
518#define COPYRIGHT_TEX_CHUNKS 4
519#define COPYRIGHT_IMG(k, i) &TitleScreen_ImgList_Copyright[k]
522#define RECT_SIZE 0x40
525#define COPYRIGHT_TEX_CHUNKS 2
526#define COPYRIGHT_IMG(k, i) &TitleScreen_ImgList_Copyright[16 * i]
540 alpha = 255.0f - (moveAlpha * 255.0f);
546 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 0, 0, 0, alpha);
553 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
556 0, 0, 0x0400, 0x0400);
564 G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
567 G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
s8 titleScreenDismissTime
@ PLAYER_SPRITES_MARIO_WORLD
@ GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD
@ GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME
void clear_script_list(void)
void create_cameras(void)
void clear_animator_list(void)
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void clear_render_tasks(void)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
void set_curtain_fade(f32 fade)
void set_background(BackgroundHeader *)
b32 startup_fade_screen_in(s16 subtractAlpha)
void clear_entity_data(b32)
void startup_fade_screen_update(void)
void load_map_bg(char *optAssetName)
void clear_printers(void)
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)
s32 general_heap_free(void *data)
void startup_set_fade_screen_color(s16 color)
void clear_player_data(void)
void decode_yay0(void *src, void *dst)
void render_frame(s32 flag)
b32 startup_fade_screen_out(s16 addAlpha)
void clear_entity_models(void)
void reset_background_settings(void)
void * heap_malloc(s32 size)
void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height)
void set_game_mode_render_frontUI(void(*fn)(void))
void set_game_mode(s32 modeID)
void hud_element_clear_cache(void)
void update_npcs(void)
Updates all NPCs.
void sfx_set_reverb_mode(s32 arg0)
void sfx_play_sound(s32 soundID)
void spr_init_sprites(s32 playerSpriteSet)
void appendGfx_title_screen(void)
BSS s32 * TitleScreen_ImgList_CopyrightPalette
s32 PressStart_BlinkCounter
void state_drawUI_title_screen(void)
void state_step_title_screen(void)
void title_screen_draw_images(f32, f32)
SaveFileSummary gSaveSlotSummary[4]
BSS s32 * TitleScreen_ImgList_PressStart
void title_screen_draw_copyright(f32)
#define COPYRIGHT_TEX_CHUNKS
SaveSlotMetadata gSaveSlotMetadata[4]
#define TITLE_TILE_PIXELS
BSS TitleDataStruct * TitleScreen_ImgList
BSS u8(* TitleScreen_ImgList_Copyright)[144]
BSS s16 TitleScreen_TimeLeft
void title_screen_draw_logo(f32)
#define COPYRIGHT_IMG(k, i)
void state_init_title_screen(void)
BSS s32 * TitleScreen_ImgList_Logo
void title_screen_draw_press_start(void)
BSS s16 TitleScreen_AppearDelay
@ TITLE_STATE_BEGIN_DISMISS
#define TITLE_TILE_HEIGHT
BackgroundHeader gBackgroundImage
GameStatus * gGameStatusPtr