6#if VERSION_US || VERSION_JP
7#define MENU_SPRITE(i) (8 + (i))
9#define MENU_SPRITE(i) (STDWTITL_menuSprites[LANGUAGE][i])
52 if (task->
timer++ >= 6) {
66 if (++task->
timer >= 600) {
71 if ((++task->
timer & 3) == 0) {
73 if (++task->
blink >= 3) {
89 if (++task->
timer >= 15) {
95 if (++task->
timer >= 6) {
137 if ((++task->
timer & 3) == 0) {
139 if (++task->
blink >= 3) {
159 switch (task->
state) {
162 if (task->
skip == 0) {
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
FileCache FILE_CACHE
The file cache.
#define PAD_PRESSED(button)
One button of pad 1: newly pressed, auto-repeated while held, or held.
#define PAD_REPEATED(button)
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_SELECT
Sounds the overlays share, with SOUNDTST's names.
#define SOUND_CURSOR
SYSTEM02: a cursor moves.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
Point STDWTITL_menuCursorPositions[]
void *(* getEntry)(u32 fileAndIndex)
short(* playSound)(s32 id)
returns the voice of a key-on
Draws sprites from a sprite sheet (such as file 0x277, the menu graphics): a sheet has a table of fra...
void(* setLayerId)()
(id, depth)
void(* setClutRow)()
(row)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
STDWTITL.PRO: the title screen, the opening movies and a notice screen.
#define STDWTITL_TEXTURE_Y
The VRAM row of the title's sprites (SpriteDrawer.setTexture)
#define STDWTITL_TITLE_LAYER