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Digimon World 3 decomp
The European version, SLES_039.36
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#include "engine/game.h"Go to the source code of this file.
Functions | |
| void | loadFont (void) |
| Loads the font's images into VRAM and starts loading the menu sprites. | |
| s16 | decodeChar (u8 *s, u8 mode, TextStyle *font) |
The next character as kind << 8 | value (see Font); mode set for Shift-JIS text. | |
Variables | |
| TextStyle | FONT_STYLES [4] |
| Style 0 is unused; the others have lines of 14, 11 and 9 pixels. | |
| s32 | FONT_CODE_LENGTHS [11] = { 1, 2, 3, 2, 5, 3, 3, 2, 3, 2, 0 } |
| The length of each control code, with its arguments. | |
| Font | FONT = { FONT_STYLES, FONT_CODE_LENGTHS, loadFont, (s16 (*)())decodeChar } |
| decode is declared without a prototype, as callers would truncate the u8 mode, so decodeChar is cast to it | |
| void loadFont | ( | void | ) |
| TextStyle FONT_STYLES[4] |
Style 0 is unused; the others have lines of 14, 11 and 9 pixels.
| s32 FONT_CODE_LENGTHS[11] = { 1, 2, 3, 2, 5, 3, 3, 2, 3, 2, 0 } |
| Font FONT = { FONT_STYLES, FONT_CODE_LENGTHS, loadFont, (s16 (*)())decodeChar } |
decode is declared without a prototype, as callers would truncate the u8 mode, so decodeChar is cast to it
Definition at line 78 of file font.c.
Referenced by createTextWindow(), main(), measureText(), processTextChar(), STDWTITL_tickMovie(), textCodeInsert(), textCodePageBreak(), textWindowDraw(), textWindowInsertPlayerName(), textWindowSetStyle(), and textWindowShowPage().