SpaghettiKart
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kart_dma.h
Go to the documentation of this file.
1#ifndef KART_DMA_H
2#define KART_DMA_H
3
4#include "macros.h"
5#include <common_structs.h>
6
7/* Function Prototypes */
8
9void load_kart_texture(Player*, s8, s8, s8, s8);
10void load_kart_texture_non_blocking(Player*, s8, s8, s8, s8);
11void load_kart_palette(Player*, s8, s8, s8);
12void load_player_data(Player*, s32, void*, u16);
13void load_wheel_palette_non_blocking(Player*, const char*, void*, u16);
14
15/* This is where I'd put my static data, if I had any */
16
17extern u16 D_800DDEB0[];
18
19// end of kart_dma.h variables
20
21// extern u8 _kart_texturesSegmentRomStart[];
22
23#endif
u16 D_800DDEB0[]
Definition kart_dma.c:20
void load_player_data(Player *, s32, void *, u16)
void load_wheel_palette_non_blocking(Player *, const char *, void *, u16)
void load_kart_texture(Player *, s8, s8, s8, s8)
Place DMA mio0 compressed character textures in a buffer. Later, this data becomes decompressed.
Definition kart_dma.c:603
void load_kart_palette(Player *, s8, s8, s8)
Definition kart_dma.c:665
void load_kart_texture_non_blocking(Player *, s8, s8, s8, s8)
Definition kart_dma.c:635
Definition common_structs.h:264