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92 lines
2.9 KiB
C
92 lines
2.9 KiB
C
#ifndef GUARD_SPRITE_H
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#define GUARD_SPRITE_H
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#include "axdata.h"
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#include "ground_sprite.h"
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#include "structs/str_position.h"
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#include "sprite_oam.h"
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// size: 0x8
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typedef struct UnkSpriteLink
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{
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struct UnkSpriteLink *unk0;
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SpriteOAM *unk4;
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} UnkSpriteLink;
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// size: 0x808
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typedef struct SpriteList
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{
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UnkSpriteLink sprites[256];
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u32 unk800;
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u32 unk804;
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} SpriteList;
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// size: 0xC
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typedef struct unkStruct_20266B0
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{
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/* 0x0 */ s32 byteCount;
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/* 0x4 */ void *src;
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/* 0x8 */ void *dest;
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} unkStruct_20266B0;
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// size: ? 0x3C for now
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typedef struct EntitySpriteInfo
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{
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u16 unk0;
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// 0x2 and 0x6 seem to be related to the sprite animation, though not sure how they're related.
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/* 0x2 */ u16 spriteAnimationCounter;
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// Each animation has a few different sprites that it transitions between.
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// This is the index of the currently displayed sprite within the animation.
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// Differs from 0xC as this index is only between the sprites used by the animation,
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// while 0xC is a shared index among all sprites.
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/* 0x4 */ u16 spriteAnimationIndex;
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/* 0x6 */ u16 spriteAnimationCounter2;
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// The position of the sprite within the tile. The animation may change the position slightly.
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/* 0x8 */ Position spritePos;
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// Offset of the sprite from its position at the start of the animation. Changes alongside spritePos.
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/* 0xC */ Position spritePosOffset;
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u8 fill10[0x14 - 0x10];
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u32 unk14;
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u32 unk18;
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u16 unk1C;
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u8 fill1E[0x20 - 0x1E];
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// The sprite index to display, among the Pokémon's possible sprites.
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/* 0x20 */ u16 spriteIndexForEntity;
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/* 0x22 */ u16 spriteIndexForEntity2;
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u8 unk24[0x28 - 0x24];
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// Some kind of base sprite index depending on which way the Pokémon is facing.
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// and which animation is playing (e.g., idle, moving).
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// Compared to 0x20, 0x28 and 0x2C are much larger and could be global indexes among all sprites in the game.
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/* 0x28 */ u32 spriteBaseForDirection;
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/* 0x2C */ u32 spriteGlobalIndex;
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u32 unk30;
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u32 unk34;
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u32 unk38;
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} EntitySpriteInfo;
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// size: ?
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typedef struct Dungeon_ax
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{
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u32 unk0;
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u32 **unk4;
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u8 fill8[0xC - 0x8];
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u32 unkC;
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u32 unk10;
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} Dungeon_ax;
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void AddSprite(SpriteOAM *, s32, UnkSpriteMem *, unkStruct_2039DB0 *);
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void BlinkSavingIcon(void);
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void CopySpritesToOam(void);
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void InitSprites(void);
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void ResetSprites(bool8);
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void SetSavingIconCoords(Position *);
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void sub_8004E8C(unkStruct_2039DB0 *);
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void sub_8005180(void);
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void sub_8005304(void);
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void sub_800533C(ax_pose **, UnkSpriteMem **, axdata1 *, u16 *, bool8);
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void sub_80053AC(EntitySpriteInfo *, OpenedFile *, u32, u32, u32, u32, bool8);
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void sub_80053D0(EntitySpriteInfo *, Dungeon_ax *, u32, u32, u32, u32, bool8);
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void sub_800543C(EntitySpriteInfo *, OpenedFile *, u32, u32, u32, bool8);
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void sub_80054BC(struct axPokemon *);
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#endif // GUARD_SPRITE_H
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