169 {
177 s32 i;
178
188
189 data++;
190 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, data++) {
191 s32 temp_t2 = (s32)data->
unk_04.
x + sp94;
192 s32 temp_t3 = (s32)data->
unk_04.
y + temp_fp;
193
194 if (temp_t2 < 0) {
195 temp_t2 = -(temp_t2 & 0x7F);
196 } else {
197 temp_t2 = temp_t2 & 0x7F;
198 }
199
200 if (temp_t3 > 0) {
201 temp_t3 = -(temp_t3 & 0x3F);
202 } else {
203 temp_t3 = temp_t3 & 0x3F;
204 }
205
206 gDPLoadMultiTile(
gMainGfxPos++, OS_K0_TO_PHYSICAL(
nuGfxCfb_ptr), 0x100, 1, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, 0,
207 temp_t2 + 0xA0, temp_t3 + 0x78, temp_t2 + 0xBF, temp_t3 + 0x97, 0,
208 G_TX_WRAP, G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
209
215 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 200, 255, 255, (sp90 * data->
unk_30) / 255);
219 }
221}
GameStatus * gGameStatusPtr
DisplayContext * gDisplayContext