Label remaining symbols in graphics.c
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@@ -1124,13 +1124,13 @@ void DrawBattleEntryBackground(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_LINK)
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{
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LZDecompressVram(gUnknown_08D778F0, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleVSFrame_Gfx, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gVsLettersGfx, (void*)OBJ_VRAM0);
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LoadCompressedPalette(gUnknown_08D77AE4, 0x60, 0x20);
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LoadCompressedPalette(gBattleVSFrame_Pal, 0x60, 0x20);
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SetBgAttribute(1, BG_ATTR_SCREENSIZE, 1);
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SetGpuReg(REG_OFFSET_BG1CNT, 0x5C04);
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CopyToBgTilemapBuffer(1, gUnknown_08D779D8, 0, 0);
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CopyToBgTilemapBuffer(2, gUnknown_08D779D8, 0, 0);
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CopyToBgTilemapBuffer(1, gBattleVSFrame_Tilemap, 0, 0);
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CopyToBgTilemapBuffer(2, gBattleVSFrame_Tilemap, 0, 0);
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CopyBgTilemapBufferToVram(1);
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CopyBgTilemapBufferToVram(2);
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG1 | WININ_WIN0_BG2 | WININ_WIN0_OBJ | WININ_WIN0_CLR);
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@@ -1148,10 +1148,12 @@ void DrawBattleEntryBackground(void)
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}
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else
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{
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// Set up bg for the multi battle intro where both teams slide in facing the screen.
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// Note Steven's multi battle (which has a dedicated back pic) is excluded above.
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SetBgAttribute(1, BG_ATTR_CHARBASEINDEX, 2);
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SetBgAttribute(2, BG_ATTR_CHARBASEINDEX, 2);
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CopyToBgTilemapBuffer(1, gUnknown_08D857A8, 0, 0);
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CopyToBgTilemapBuffer(2, gUnknown_08D85A1C, 0, 0);
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CopyToBgTilemapBuffer(1, gMultiBattleIntroBg_Opponent_Tilemap, 0, 0);
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CopyToBgTilemapBuffer(2, gMultiBattleIntroBg_Player_Tilemap, 0, 0);
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CopyBgTilemapBufferToVram(1);
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CopyBgTilemapBufferToVram(2);
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}
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