Alchemy
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title.h File Reference

Go to the source code of this file.

Data Structures

struct  TitleSprite
 The title overlay's sprite records, three OAM words each. More...

Macros

#define LOGO_BGCNT   (BGCNT_PRIORITY(1) | BGCNT_256_COLORS | BGCNT_SCREEN_BASE(6))
#define LOGO_MAP   ((u16 *)BG_SCREEN_BLOCK(6))
#define LOGO_FIRST_TILE   0x1a0
#define LOGO_TILES   (BG_CHAR_BLOCK(0) + LOGO_FIRST_TILE * 64)
#define LOGO_BLANK_TILE   0x1ff
 The map entry after each row's 30 visible tiles.

Variables

s16 gTitleRevealFrame
struct TitleSprite gTitleSprites []

Macro Definition Documentation

◆ LOGO_BGCNT

#define LOGO_BGCNT   (BGCNT_PRIORITY(1) | BGCNT_256_COLORS | BGCNT_SCREEN_BASE(6))

Definition at line 17 of file title.h.

Referenced by Clear_LoadBackground(), and Title_LoadBackground().

◆ LOGO_MAP

#define LOGO_MAP   ((u16 *)BG_SCREEN_BLOCK(6))

Definition at line 18 of file title.h.

Referenced by Clear_LoadBackground(), and Title_LoadBackground().

◆ LOGO_FIRST_TILE

#define LOGO_FIRST_TILE   0x1a0

Definition at line 19 of file title.h.

Referenced by Clear_LoadBackground(), and Title_LoadBackground().

◆ LOGO_TILES

#define LOGO_TILES   (BG_CHAR_BLOCK(0) + LOGO_FIRST_TILE * 64)

Definition at line 20 of file title.h.

Referenced by Clear_LoadBackground(), and Title_LoadBackground().

◆ LOGO_BLANK_TILE

#define LOGO_BLANK_TILE   0x1ff

The map entry after each row's 30 visible tiles.

Definition at line 22 of file title.h.

Referenced by Clear_LoadBackground(), and Title_LoadBackground().

Variable Documentation

◆ gTitleRevealFrame

s16 gTitleRevealFrame
extern

◆ gTitleSprites

struct TitleSprite gTitleSprites[]
extern