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title.h
Go to the documentation of this file.
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#ifndef ALCHEMY_MENU_TITLE_H
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#define ALCHEMY_MENU_TITLE_H
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#include "
types.h
"
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/// The title overlay's sprite records, three OAM words each.
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struct
TitleSprite
{
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u32
attr
[3];
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};
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extern
s16
gTitleRevealFrame
;
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extern
struct
TitleSprite
gTitleSprites
[];
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// The Golden Sun logo the title and clear screens show: an 8-bit background
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// on BG2, its map in screen block 6 and its tiles from tile 0x1a0 of
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// character block 0.
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#define LOGO_BGCNT (BGCNT_PRIORITY(1) | BGCNT_256_COLORS | BGCNT_SCREEN_BASE(6))
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#define LOGO_MAP ((u16 *)BG_SCREEN_BLOCK(6))
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#define LOGO_FIRST_TILE 0x1a0
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#define LOGO_TILES (BG_CHAR_BLOCK(0) + LOGO_FIRST_TILE * 64)
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/// The map entry after each row's 30 visible tiles.
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#define LOGO_BLANK_TILE 0x1ff
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#endif
gTitleRevealFrame
s16 gTitleRevealFrame
gTitleSprites
struct TitleSprite gTitleSprites[]
TitleSprite
The title overlay's sprite records, three OAM words each.
Definition
title.h:7
TitleSprite::attr
u32 attr[3]
Definition
title.h:8
types.h
The integer types, TRUE, UNUSED and the fixed-address macros.
u32
unsigned int u32
Definition
types.h:15
s16
signed short s16
Definition
types.h:12
src
menu
title.h