Digimon World 3 decomp
The European version, SLES_039.36
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stdwtitl.c
Go to the documentation of this file.
1/* The data of STDWTITL's first object: the screen's rectangles, the logo's
2 and the glints' frames, the movies, and the menu's cursor and sprites */
3
4#include "menus/title.h"
5
6/* not used */
8
10
11/* The sprite frames of the logo's two animations; -1 ends each */
13 {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, -1},
14 {0, 1, 2, 3, 4, 5, 6, 7, -1},
15};
16
19RECT STDWTITL_vramRect = {0, 0, 1024, 512};
20
21/* Each movie's file, the frame it ends on and the game mode after it */
23#if VERSION_JP
24 /* the European version's first movie, the second opening (MOVIEOP2.STR),
25 then the USA version's movies */
26 {0x93A, 0x6F0, MODE_TITLE},
27#endif
28#if VERSION_US || VERSION_JP
29 {0x7E5, 0x6F0, MODE_TITLE}, {0x7DB, 0x1D1, 0x207}, {0x7E3, 0x166, 0x26D},
30 {0x7DC, 0x3C0, 0x216}, {0x7DD, 0x231, 0x272}, {0x7DE, 0x294, 0x288},
31 {0x7DF, 0xE0, 0x288}, {0x7E0, 0x151, 0x2DE}, {0x7E1, 0x1B2, MODE_BATTLE},
32 {0x7E4, 0x28F, MODE_ENDING + 1}, {0x894, 0x671, MODE_NEW_GAME}, {0xC0, 0x671, MODE_NEW_GAME},
33 {0xBF, 0x671, MODE_NEW_GAME},
34#elif VERSION_EU
35 {0x94C, 0x6F0, MODE_TITLE}, {0x7F4, 0x6F0, MODE_TITLE}, {0x7EA, 0x1D1, 0x207},
36 {0x7F2, 0x166, 0x26D}, {0x7EB, 0x3C0, 0x216}, {0x7EC, 0x231, 0x272},
37 {0x7ED, 0x294, 0x288}, {0x7EE, 0xE0, 0x288}, {0x7EF, 0x151, 0x2DE},
38 {0x7F0, 0x1B2, MODE_BATTLE}, {0x7F3, 0x28F, MODE_ENDING + 1}, {0x8A5, 0x671, MODE_NEW_GAME},
39 {0x817, 0x671, MODE_NEW_GAME}, {0x816, 0x671, MODE_NEW_GAME},
40#endif
41};
42
43s16 STDWTITL_glintAltFrames[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
45 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1,
46};
47
48Point STDWTITL_menuCursorPositions[] = {{79, 154}, {79, 174}, {79, 166}};
49
50#if VERSION_EU
52 {8, 9, 10}, {8, 9, 10}, {8, 9, 10}, {17, 18, 19},
53 {11, 12, 13}, {20, 21, 22}, {14, 15, 16},
54};
55#endif
signed int s32
Definition common.h:11
signed short s16
Definition common.h:9
unsigned char u8
Definition common.h:8
#define MODE_NEW_GAME
Game modes (GameState: mode >> 8 is the overlay) that more than their own overlay asks for.
Definition game_state.h:429
#define MODE_BATTLE
FIGHTSTG.
Definition game_state.h:432
#define MODE_TITLE
STDWTITL's title screen; its movies follow.
Definition game_state.h:438
#define MODE_ENDING
Definition game_state.h:447
#define SCREEN_WIDTH
The screen the modes draw on (setDisplayMode, their layers' rects)
Definition gfx.h:36
#define SCREEN_HEIGHT
Definition gfx.h:37
s16 STDWTITL_glintFrames[]
Definition stdwtitl.c:44
u8 STDWTITL_menuSprites[][4]
The menu's sprites (press start, new game, continue) for each language.
Definition stdwtitl.c:51
s16 STDWTITL_logoFrames[2][13]
The sprite frames of the logo's two animations; -1 ends each.
Definition stdwtitl.c:12
s32 STDWTITL_unused[3]
not used
Definition stdwtitl.c:7
RECT STDWTITL_screenRect
STDWTITL's data, in its order: data/stdwtitl.c's, data/title.c's and data/movie.c's.
Definition stdwtitl.c:9
RECT STDWTITL_vramRect
Definition stdwtitl.c:19
s16 STDWTITL_glintAltFrames[]
Definition stdwtitl.c:43
Point STDWTITL_menuCursorPositions[]
Definition stdwtitl.c:48
MovieInfo STDWTITL_movies[]
Each movie's file, the frame it ends on and the game mode after it.
Definition stdwtitl.c:22
s32 STDWTITL_movieHeight
Definition stdwtitl.c:18
s32 STDWTITL_movieWidth
Definition stdwtitl.c:17
Definition title.h:187
STDWTITL.PRO: the title screen, the opening movies and a notice screen.