Improve window palette macros

This commit is contained in:
Phlosioneer
2019-02-21 23:27:12 -05:00
parent 399d646e3f
commit c96f8751cd
60 changed files with 301 additions and 306 deletions

View File

@@ -231,8 +231,8 @@ static void CB2_SaveFailedScreen(void)
LoadPalette(gUnknown_0860F074, 0xF0, 0x20);
SetWindowBorderStyle(gSaveFailedWindowIds[TEXT_WIN_ID], FALSE, 0x214, 0xE);
SetWindowBorderStyle(gSaveFailedWindowIds[CLOCK_WIN_ID], FALSE, 0x214, 0xE);
FillWindowPixelBuffer(gSaveFailedWindowIds[CLOCK_WIN_ID], PIXEL_BUFFER_WHITE); // backwards?
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[CLOCK_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1)); // backwards?
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
CopyWindowToVram(gSaveFailedWindowIds[CLOCK_WIN_ID], 2); // again?
CopyWindowToVram(gSaveFailedWindowIds[TEXT_WIN_ID], 1);
SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
@@ -265,19 +265,19 @@ static void CB2_WipeSave(void)
{
if (WipeSectors(gDamagedSaveSectors) != FALSE)
{
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
SetMainCallback2(CB2_GameplayCannotBeContinued);
return;
}
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
SaveFailedScreenTextPrint(gText_CheckCompleted, 1, 0);
HandleSavingData(gSaveFailedType);
if (gDamagedSaveSectors != 0)
{
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
}
@@ -286,12 +286,12 @@ static void CB2_WipeSave(void)
if (wipeTries == 3)
{
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
}
else
{
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
if (gGameContinueCallback == NULL)
SaveFailedScreenTextPrint(gText_SaveCompleteGameCannotContinue, 1, 0);
@@ -308,7 +308,7 @@ static void CB2_GameplayCannotBeContinued(void)
if (gMain.newKeys & A_BUTTON)
{
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
SaveFailedScreenTextPrint(gText_GamePlayCannotBeContinued, 1, 0);
SetVBlankCallback(VBlankCB);
SetMainCallback2(CB2_FadeAndReturnToTitleScreen);