include/functions.h file

Functions

auto CheckRegionOnScreen(u32 x0, u32 y0, u32 x1, u32 y1) -> u32
void CopyOAM(void)
void CreateLavaDrownFX(Entity*)
auto CreateGroundItem(Entity* parent, u32 form, u32 subtype) -> Entity*
auto CreateGroundItemWithFlags(Entity* parent, u32 form, u32 subtype, u32 flags) -> Entity*
void CreatePitFallFX(Entity*)
void CreateMagicSparkles(u32 baseX, u32 baseY, u32 layer)
void CreateMinishEntrance(u32 tile)
auto CreateRandomItemDrop(Entity* arg0, u32 arg1) -> u32
void DrawDirect(u32 spriteIndex, u32 frameIndex)
void DrawEntities(void)
void FlushSprites(void)
auto GetTileIndex(u32 tilePos, u32 layer) -> u32
auto GiveItem(u32, u32) -> u32
auto LoadFixedGFX(Entity* entity, u32 gfxIndex) -> bool32
void LoadResources(void)
auto LoadSwapGFX(Entity*, u16, u32) -> bool32
void MenuFadeIn(u32 param_1, u32 param_2)
void SetDirtTile(u32 tilePos)
void SetMultipleTiles(const TileData* tileData, u32 basePosition, u32 layer)
Sets multiple tiles at once.
void TryLoadPrologueHyruleTown(void)
void UnloadGFXSlots(Entity* param_1)
void UnloadOBJPalette(Entity* entity)
void UpdateDisplayControls(void)
void ClearBgAnimations(void)
void SetBGDefaults(void)
auto sub_080012DC(Entity*) -> s32
void sub_08001318(Entity*)
void LinearMoveDirectionOLD(Entity*, u32, u32)
void sub_080028E0(Entity*)
auto sub_080040A2(Entity*) -> u32
auto sub_080040D8(Entity*, u8*, s32, s32) -> u32
void SnapToTile(Entity*)
auto sub_0800419C(Entity*, Entity*, u32, u32) -> u32
auto sub_080041DC(Entity*, u32, u32) -> u32
void sub_080042BA(Entity*, u32)
void sub_080042D0(Entity*, u32, u16)
void CreateDrownFX(Entity*)
auto sub_0800445C(Entity*) -> u32
void sub_080044AE(Entity*, u32, u32)
auto BounceUpdate(Entity*, u32) -> u32
void sub_0800451C(Entity*)
void sub_08004542(Entity*)
void sub_080085B0(Entity*)
auto DoTileInteraction(Entity*, u32, u32, u32) -> u16*
void UpdateCollisionLayer(Entity*)
auto sub_0801766C(Entity* this) -> u32
void sub_0801AFE4(void)
void UpdateUIElements(void)
void sub_0801E104(void)
void sub_08030118(u32 armosId)
void sub_0803C0AC(Entity* this)
void EnemyDisableRespawn(Entity*)
auto sub_0804A024(Entity* ent, u32 arg1, u32 arg2) -> u32
auto IsMinishItem(u32 param_1) -> u32
void DisableRandomDrops()
void EnableRandomDrops(void)
auto sub_08056338(void) -> s32
void sub_080575C8(u32 param)
void sub_08057688(void)
void sub_080580B0(u32 unk1)
void sub_08058324(u32 unk)
void sub_08059278(void)
void LoadStaticBackground(u32 param_1)
void sub_0805BC4C(void)
void sub_0805EC60(Entity* this)
void InitPlayerMacro(PlayerMacroEntry* playerMacro)
auto sub_0805F25C(u32 param_1) -> u32*
void sub_0805F8E4(u32 r0, WStruct* r1)
void sub_0806D0B0(Entity* this)
auto sub_080806BC(u32 x, u32 y, u32 param_3, u32 param_4) -> bool32
void sub_0808091C(const ScreenTransitionData* screenTransition, u32 transitionType)
void sub_080809D4(void)
void sub_08080CB4(Entity* this)
auto sub_0808288C(Entity* this, u32 form, u32 arg2, u32 arg3) -> u32
auto sub_08083734(Entity* this, u32 unk0) -> bool32
void sub_08095C48(Entity* this)
void sub_080A57F4(void)
void sub_080A71C4(u32 param_1, u32 param_2, u32 fadeType, u32 param_4)
void sub_080ADD70(void)
void sub_080AF284(void)

Function documentation

void SetMultipleTiles(const TileData* tileData, u32 basePosition, u32 layer)

Sets multiple tiles at once.

Parameters
tileData [u16 tileIndex, s16 positionOffset], ends with 0xffff
basePosition the position the offsets in tileData are based on
layer the tile layer