Go to the source code of this file.
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| void | load_kart_texture (Player *, s8, s8, s8, s8) |
| | Place DMA mio0 compressed character textures in a buffer. Later, this data becomes decompressed.
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| void | load_kart_texture_non_blocking (Player *, s8, s8, s8, s8) |
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| void | load_kart_palette (Player *, s8, s8, s8) |
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| void | load_player_data (Player *, s32, void *, u16) |
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| void | load_wheel_palette_non_blocking (Player *, const char *, void *, u16) |
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◆ load_kart_palette()
| void load_kart_palette |
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Player * | player, |
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s8 | playerId, |
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s8 | screenId, |
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s8 | buffer ) |
◆ load_kart_texture()
| void load_kart_texture |
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Player * | player, |
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s8 | playerId, |
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s8 | screenId, |
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s8 | screenId2, |
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s8 | index ) |
Place DMA mio0 compressed character textures in a buffer. Later, this data becomes decompressed.
The player struct tracks the texture indices to load.
- Parameters
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| player | |
| playerId | Player ID. |
| screenId | Rom buffer index appears to always be 0-3. Sometimes subtracted by 2. |
| screenId2 | Second buffer index appears to always be 0-3. |
| index | First buffer index always zero. |
◆ load_kart_texture_non_blocking()
| void load_kart_texture_non_blocking |
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Player * | player, |
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s8 | arg1, |
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s8 | arg2, |
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s8 | arg3, |
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s8 | arg4 ) |
◆ load_player_data()
| void load_player_data |
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Player * | , |
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s32 | , |
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void * | , |
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u16 | ) |
◆ load_wheel_palette_non_blocking()
| void load_wheel_palette_non_blocking |
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Player * | , |
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const char * | , |
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void * | , |
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u16 | ) |
◆ D_800DDEB0