Files
mm/src/code/title_setup.c
T
2020-08-31 19:02:37 -04:00

67 lines
1.4 KiB
C

#include <ultra64.h>
#include <global_overlay.h>
void TitleSetup_GameStateResetContext(void) {
XREG(2) = 0;
XREG(10) = 0x1A;
XREG(11) = 0x14;
XREG(12) = 0xE;
XREG(13) = 0;
XREG(31) = 0;
XREG(41) = 0x50;
XREG(43) = 0xFFFFFC54;
XREG(44) = 0xD7;
XREG(45) = 0xDA;
XREG(68) = 0x61;
XREG(69) = 0x93;
XREG(70) = 0x28;
XREG(73) = 0x1E;
XREG(74) = 0x42;
XREG(75) = 0x1E;
XREG(76) = 0x1C;
XREG(77) = 0x3C;
XREG(78) = 0x2F;
XREG(79) = 0x62;
XREG(87) = 0;
XREG(88) = 0x56;
XREG(89) = 0x258;
XREG(90) = 0x1C2;
XREG(91) = 0;
XREG(94) = 0;
XREG(95) = 0;
YREG(32) = 0x50;
YREG(33) = 0x3C;
YREG(34) = 0xDC;
YREG(35) = 0x3C;
YREG(36) = 0x50;
YREG(37) = 0xA0;
YREG(38) = 0xDC;
YREG(39) = 0xA0;
YREG(40) = 0x8E;
YREG(41) = 0x6C;
YREG(42) = 0xCC;
YREG(43) = 0xB1;
}
void TitleSetup_InitImpl(GameState *gameState) {
func_80185908();
func_800E9360();
TitleSetup_GameStateResetContext();
gameState->running = 0;
setNextGamestate:; // This label is probably a leftover of a debug ifdef, it's essential to not have gameState->running reordered!
SET_NEXT_GAMESTATE(gameState, &Title_Init, TitleContext);
}
void TitleSetup_Destroy(GameState *gameState) {
;
}
void TitleSetup_Init(GameState *gameState) {
gameState->destroy = &TitleSetup_Destroy;
TitleSetup_InitImpl(gameState);
}