2022-03-06 15:03:18 +00:00
|
|
|
// Runs the next dialog scene in a blocking way.
|
|
|
|
// During the TH05 Extra Stage Clear replay, this function
|
|
|
|
// • skips the dialog for the call before the fight, while replicating the
|
|
|
|
// sprite loading and BGM change side effects from the original script,
|
|
|
|
// • and directly switches back to OP.EXE for the call after the fight.
|
|
|
|
void dialog_animate(void);
|
|
|
|
|
2021-11-18 15:15:50 +00:00
|
|
|
#if (GAME == 4)
|
|
|
|
// Dialog-related image functions with optional EMS support
|
|
|
|
// --------------------------------------------------------
|
|
|
|
|
|
|
|
// Loads the remaining .CDG images for in-game dialog that haven't been in
|
|
|
|
// memory since the start of the stage (i.e., the player character
|
|
|
|
// faceset), freeing any images that aren't used during a dialog (i.e.,
|
|
|
|
// the bomb background) in exchange for the necessary conventional memory.
|
|
|
|
void near dialog_init(void);
|
2021-11-19 20:11:53 +00:00
|
|
|
|
|
|
|
// Restores the bomb background image, after freeing any dialog-only images
|
|
|
|
// (i.e., the player character faceset) in exchange for the necessary
|
|
|
|
// conventional memory.
|
|
|
|
// Apparently, this was also the most convenient place to load the boss
|
|
|
|
// faceset used for both the Mugetsu defeat / Gengetsu entrance dialog and
|
|
|
|
// the Gengetsu defeat dialogue? To differentiate between those two, the
|
|
|
|
// function tracks how often it has been called during the Extra Stage.
|
|
|
|
void near dialog_exit(void);
|
2021-11-18 15:15:50 +00:00
|
|
|
// --------------------------------------------------------
|
|
|
|
#endif
|