1#ifndef ALCHEMY_UNIT_GRAPHICS_TITLE_INTRO_H
2#define ALCHEMY_UNIT_GRAPHICS_TITLE_INTRO_H
16 s16 *componentSteps,
s32 frames);
UNUSED void Graphics_NoOpColor(void)
Unused color entry retained in the far-call table.
void Palette_Transform(u32 mode, u16 *source, u16 *destination, s32 paletteHalf)
Transforms 512 source colours into destination components (three per colour, each in the high bits of...
s32 Title_ShowIntro(s32 prompt)
Plays the title intro: the backgrounds scroll down and the sprites rise until frame 278 (A or Start s...
UNUSED void PaletteFade_SetBackdrop(s32 color)
Replaces the first saved colour, the backdrop. Nothing in ☀️ calls it.
void PaletteFade_Update(void)
A task scheduled by PaletteFade_Init: steps the palette fade each frame, adding the step to every col...
const u8 gTitle_IntroSpriteColumns[]
The x of each of the six columns of intro sprites.
void PaletteFade_SetCurrent(s32 mode, s32 paletteHalf)
Sets the colours shown now by transforming the saved palettes.
void PaletteFade_Init(void)
Allocates the palette fade, saves both hardware palettes in it as the starting colours and schedules ...
UNUSED void PaletteFade_SetTarget(s32 mode, s32 paletteHalf)
Sets the fade target by transforming the saved background and/or sprite palettes through the requeste...
void PaletteFade_Start(s32 frames)
Starts fading the shown colours to the target over the requested frames.
UNUSED void Title_NoOpPalette(void)
Unused palette entry retained in the far-call table.
s32 Title_ShowAnimatedSplash(void)
Shows the Camelot logo for two seconds, cycling its four frames of tiles.
s32 Graphics_ClampRgb555Channel(s32 value)
Clamps a five-bit colour channel to 0..31. Called by Palette_Transform.
s32 Graphics_ClampRgb555Component(s32 value)
Caps a colour component at 0x7c00, the largest a five-bit channel shifted into the high bits reaches.
const u8 gTitle_PromptBlendLevels[60]
The prompt's blend level over its 60-frame pulse.
UNUSED void PaletteFade_Release(void)
Unschedules the palette fade and frees its buffers.
void Title_LoadIntroBackgrounds(void)
Loads the title intro's two scrolling backgrounds and its sprite tiles, builds their maps and sets th...
void PaletteFade_ComputeSteps(s16 *sourceComponents, s16 *targetComponents, s16 *componentSteps, s32 frames)
Computes each of the 1536 colour components' change per frame from the current components to the targ...
s32 Title_ShowSplashScreen(s32 mode)
Shows the Nintendo logo with its jingle.
void Title_UpdateIntroSprites(void)
A VBlank task of the title intro, scheduled by Title_ShowIntro: places the rising sprites along the s...
The integer types, TRUE, UNUSED and the fixed-address macros.