12 switch (task->
state) {
44 switch (task->
state) {
GfxState GFX
GFX: the graphics state and its methods.
GameState GAME
The save data, the game mode and the methods.
#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 SCREEN_WIDTH
The screen the modes draw on (setDisplayMode, their layers' rects)
MovieTask * STDWTITL_startMovieTask(s32 movie)
Creates the task that plays STDWTITL_movies[movie].
SplashTask * STDWTITL_startSplashTask(void)
Creates the still screen (task)
RECT STDWTITL_screenRect
STDWTITL's data, in its order: data/stdwtitl.c's, data/title.c's and data/movie.c's.
void *(* getEntry)(u32 fileAndIndex)
void(* allocPrimBuffers)(s32 size)
struct Layer *(* createLayer)(RECT *rect, s32 otShift, s32 id)
void(* setDisplayMode)(s32 w, s32 h, s32 hires, s32 interlace)
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
void(* setBgColor)()
no prototype: callers would truncate u8 args
Any task, seen through its header.
void(* nextState)(struct Task *task)
Uploads TIM images to VRAM (initTimLoader); acts on TIM_LOADER.
void(* setImagePos)()
(x, y)
void(* loadArchive)()
(archive): each image 64 halfwords to the right
STDWTITL_tickScreen's children.
struct TitleLoaderTask * title
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
void initTimLoader(TimLoader *obj)
Clears a TIM loader, gives it its methods and binds it.
STDWTITL.PRO: the title screen, the opening movies and a notice screen.
#define STDWTITL_SPLASH_MODE
The low byte of the game mode that shows the still screen, after the movies'.
#define STDWTITL_TITLE_LAYER
#define STDWTITL_SPLASH_LAYER
Draw layers of the screens.
TitleLoaderTask * STDWTITL_startTitleLoaderTask(void)
Creates the title loader (task) and starts loading the title's sound bank.