ref: 02754b2f0937d94bb90f7f742f4f7aa6dad06bd4
dir: /src/load_gfx.h/
#ifndef ZELDA3_LOAD_GFX_H_ #define ZELDA3_LOAD_GFX_H_ enum { kSrmOffs_Gloves = 0x354, kSrmOffs_Sword = 0x359, kSrmOffs_Shield = 0x35a, kSrmOffs_Armor = 0x35b, kSrmOffs_DiedCounter = 0x405, kSrmOffs_Name = 0x3d9, kSrmOffs_Health = 0x36c, }; extern uint16 kGlovesColor[2]; void ApplyPaletteFilter_bounce(void); void PaletteFilter_Range(int from, int to); void PaletteFilter_IncrCountdown(void); uint8 *LoadItemAnimationGfxOne(uint8 *dst, int num, int r12, bool from_temp); uint16 snes_divide(uint16 dividend, uint8 divisor); void EraseTileMaps_normal(void); void RecoverPegGFXFromMapping(void); void LoadOverworldMapPalette(void); void EraseTileMaps_triforce(void); void EraseTileMaps_dungeonmap(void); void EraseTileMaps(uint16 r2, uint16 r0); void EnableForceBlank(void); void LoadItemGFXIntoWRAM4BPPBuffer(void); void DecompressSwordGraphics(void); void DecompressShieldGraphics(void); void DecompressAnimatedDungeonTiles(uint8 a); void DecompressAnimatedOverworldTiles(uint8 a); void LoadItemGFX_Auxiliary(void); void LoadFollowerGraphics(void); void WriteTo4BPPBuffer_at_7F4000(uint8 a); void DecodeAnimatedSpriteTile_variable(uint8 a); void Expand3To4High(uint8 *dst, const uint8 *src, const uint8 *base, int num); void LoadTransAuxGFX(void); void LoadTransAuxGFX_sprite(void); void Gfx_LoadSpritesInner(uint8 *dst); void ReloadPreviouslyLoadedSheets(void); void Attract_DecompressStoryGFX(void); void AnimateMirrorWarp(void); void AnimateMirrorWarp_DecompressNewTileSets(void); void Graphics_IncrementalVRAMUpload(void); void PrepTransAuxGfx(void); void Do3To4High16Bit(uint8 *dst, const uint8 *src, int num); void Do3To4Low16Bit(uint8 *dst, const uint8 *src, int num); void LoadNewSpriteGFXSet(void); void InitializeTilesets(void); void LoadDefaultGraphics(void); void Attract_LoadBG3GFX(void); void Graphics_LoadChrHalfSlot(void); void TransferFontToVRAM(void); void Do3To4High(uint16 *vram_ptr, const uint8 *decomp_addr); void Do3To4Low(uint16 *vram_ptr, const uint8 *decomp_addr); void LoadSpriteGraphics(uint16 *vram_ptr, int gfx_pack, uint8 *decomp_addr); void LoadBackgroundGraphics(uint16 *vram_ptr, int gfx_pack, int slot, uint8 *decomp_addr); void LoadCommonSprites(void); int Decomp_spr(uint8 *dst, int gfx); int Decomp_bg(uint8 *dst, int gfx); int Decompress(uint8 *dst, const uint8 *src); void ResetHUDPalettes4and5(void); void PaletteFilterHistory(void); void PaletteFilter_WishPonds(void); void PaletteFilter_Crystal(void); void PaletteFilter_WishPonds_Inner(void); void PaletteFilter_RestoreSP5F(void); void PaletteFilter_SP5F(void); void KholdstareShell_PaletteFiltering(void); void AgahnimWarpShadowFilter(int k); void Palette_FadeIntroOneStep(void); void Palette_FadeIntro2(void); void PaletteFilter_RestoreAdditive(int from, int to); void PaletteFilter_RestoreSubtractive(uint16 from, uint16 to); void PaletteFilter_InitializeWhiteFilter(void); void MirrorWarp_RunAnimationSubmodules(void); void PaletteFilter_BlindingWhite(void); void PaletteFilter_StartBlindingWhite(void); void PaletteFilter_BlindingWhiteTriforce(void); void PaletteFilter_WhirlpoolBlue(void); void PaletteFilter_IsolateWhirlpoolBlue(void); void PaletteFilter_WhirlpoolRestoreBlue(void); void PaletteFilter_WhirlpoolRestoreRedGreen(void); void PaletteFilter_RestoreBGSubstractiveStrict(void); void PaletteFilter_RestoreBGAdditiveStrict(void); void Trinexx_FlashShellPalette_Red(void); void Trinexx_UnflashShellPalette_Red(void); void Trinexx_FlashShellPalette_Blue(void); void Trinexx_UnflashShellPalette_Blue(void); void IrisSpotlight_close(void); void Spotlight_open(void); void SpotlightInternal(uint8 x, uint8 y); void IrisSpotlight_ConfigureTable(void); void IrisSpotlight_ResetTable(void); uint16 IrisSpotlight_CalculateCircleValue(uint8 a); void AdjustWaterHDMAWindow(void); void AdjustWaterHDMAWindow_X(uint16 r10); void FloodDam_PrepFloodHDMA(void); void ResetStarTileGraphics(void); void Dungeon_RestoreStarTileChr(void); void LinkZap_HandleMosaic(void); void Player_SetCustomMosaicLevel(uint8 a); void Module07_16_UpdatePegs_Step1(void); void Module07_16_UpdatePegs_Step2(void); void Dungeon_UpdatePegGFXBuffer(int x, int y); void Dungeon_HandleTranslucencyAndPalette(void); void Overworld_LoadAllPalettes(void); void Dungeon_LoadPalettes(void); void Overworld_LoadPalettesInner(void); void OverworldLoadScreensPaletteSet(void); void Overworld_LoadAreaPalettesEx(uint8 x); void SpecialOverworld_CopyPalettesToCache(void); void Overworld_CopyPalettesToCache(void); void Overworld_LoadPalettes(uint8 bg, uint8 spr); void Palette_BgAndFixedColor_Black(void); void Palette_SetBgAndFixedColor(uint16 color); void SetBackdropcolorBlack(void); void Palette_SetOwBgColor(void); void Palette_SpecialOw(void); uint16 Palette_GetOwBgColor(void); void Palette_AssertTranslucencySwap(void); void Palette_SetTranslucencySwap(bool v); void Palette_RevertTranslucencySwap(void); void LoadActualGearPalettes(void); void Palette_ElectroThemedGear(void); void LoadGearPalettes_bunny(void); void LoadGearPalettes(uint8 sword, uint8 shield, uint8 armor); void LoadGearPalette(int dst, const uint16 *src, int n); void Filter_Majorly_Whiten_Bg(void); uint16 Filter_Majorly_Whiten_Color(uint16 c); void Palette_Restore_BG_From_Flash(void); void Palette_Restore_Coldata(void); void Palette_Restore_BG_And_HUD(void); void Palette_Load_Sp0L(void); void Palette_Load_SpriteMain(void); void Palette_Load_Sp5L(void); void Palette_Load_Sp6L(void); void Palette_Load_Sword(void); void Palette_Load_Shield(void); void Palette_Load_SpriteEnvironment(void); void Palette_Load_SpriteEnvironment_Dungeon(void); void Palette_MiscSprite_Outdoors(void); void Palette_Load_DungeonMapSprite(void); void Palette_Load_LinkArmorAndGloves(void); void Palette_UpdateGlovesColor(void); void Palette_Load_DungeonMapBG(void); void Palette_Load_HUD(void); void Palette_Load_DungeonSet(void); void Palette_Load_OWBG3(void); void Palette_Load_OWBGMain(void); void Palette_Load_OWBG1(void); void Palette_Load_OWBG2(void); void Palette_LoadSingle(const uint16 *src, int dst, int x_ents); void Palette_LoadMultiple(const uint16 *src, int dst, int x_ents, int y_pals); void Palette_LoadMultiple_Arbitrary(const uint16 *src, int dst, int x_ents); void Palette_LoadForFileSelect(void); void Palette_LoadForFileSelect_Armor(int k, uint8 armor, uint8 gloves); void Palette_LoadForFileSelect_Sword(int k, uint8 sword); void Palette_LoadForFileSelect_Shield(int k, uint8 shield); void Palette_LoadAgahnim(void); void HandleScreenFlash(void); #endif // ZELDA3_LOAD_GFX_H_