1#ifndef ALCHEMY_UNIT_FIELD_LUCKY_DICE_H
2#define ALCHEMY_UNIT_FIELD_LUCKY_DICE_H
UNUSED s32 FixedPoint_Multiply8_8(s32 leftValue, s32 rightValue)
Multiplies two 8.8 fixed-point values, rounding toward zero.
UNUSED s16 Math_ScaleByRatio(s16 numerator, s16 denominator)
Divides two 8.8 fixed-point values.
void LuckyDice_Run(void)
Runs the Lucky Dice minigame until the player quits or cannot afford a throw.
s32 Runtime_BlankDisplayAndRun(void)
Starts the Lucky Dice minigame: leaves only the backdrop on screen, starts song MUS_009 and plays unt...
UNUSED s16 FixedPoint_Reciprocal(s16 value)
The reciprocal of an 8.8 fixed-point value.
void Camera_ResetSceneDefaults(void)
Puts the 3D camera back at its scene defaults: at the origin, unturned, pitched to 152 and 510 units ...
s32 Graphics_ScaleRgb555Buffer(u16 *source, u16 *destination, s32 scale, s32 count)
Copies count RGB555 colours from source to destination with each channel multiplied by scale (16....
const s32 gLuckyDice_UnusedSigns[]
const u8 gLuckyDice_LabelTiles[]
The first tile of each kind of result's lettering.
const s16 gLuckyDice_FaceHeights[]
The heights that decide the face (z > value << 16).
const u8 gLuckyDice_LabelCounts[]
How many sprites each kind of result's lettering takes.
const u8 gLuckyDice_FaceTiles[]
The die face tile at each step of its roll.
The integer types, TRUE, UNUSED and the fixed-address macros.