[Decompilation] [th02] Dialog: Extra Stage scripts

And that's all in-game dialog code decompiled! 🎉

Part of P0261, funded by [Anonymous] and Yanga.
This commit is contained in:
nmlgc 2023-10-27 16:30:47 +02:00
parent 70d87fe900
commit dc5882782d
2 changed files with 9 additions and 18 deletions

View File

@ -593,4 +593,11 @@ void near dialog_script_stage5_post_animate(void)
dialog_script_stage5_flash_animate();
palette_white_out(3);
}
void near dialog_script_extra_pre_intro_animate(void)
{
dialog_box_animate_and_advance(FACE_COL_0);
dialog_box_animate_and_advance(FACE_REIMU_NEUTRAL);
dialog_box_animate_and_advance(FACE_COL_0);
}
// ----------------------------------

View File

@ -12393,8 +12393,6 @@ DS_POSTBOSS = 1
extern @dialog_load_and_init$qv:proc
@dialog_pre$qv procdesc near
@dialog_post$qv procdesc near
@DIALOG_BOX_ANIMATE_AND_ADVANCE$QI procdesc pascal near \
face_topleft_id:word
@DIALOG_SCRIPT_GENERIC_PART_ANIMA$Q17DIALOG_SEQUENCE_T procdesc pascal near \
sequence:word
@dialog_script_stage2_pre_intro_a$qv procdesc near
@ -12406,25 +12404,11 @@ DS_POSTBOSS = 1
@dialog_script_stage5_pre_winged_$qv procdesc near
@dialog_script_stage5_form1defeat$qv procdesc near
@dialog_script_stage5_post_animat$qv procdesc near
@dialog_script_extra_pre_intro_an$qv procdesc near
DIALOG_TEXT ends
main_03__TEXT segment byte public 'CODE' use16
; =============== S U B R O U T I N E =======================================
; Attributes: bp-based frame
sub_134A0 proc near
push bp
mov bp, sp
call @dialog_box_animate_and_advance$qi pascal, FACE_COL_0
call @dialog_box_animate_and_advance$qi pascal, FACE_REIMU_NEUTRAL
call @dialog_box_animate_and_advance$qi pascal, FACE_COL_0
pop bp
retn
sub_134A0 endp
; =============== S U B R O U T I N E =======================================
; Attributes: bp-based frame
@ -18415,7 +18399,7 @@ evileye_init proc far
call super_entry_bfnt pascal, ds, offset aStage5b1_bft ; "stage5b1.bft"
call super_entry_bfnt pascal, ds, offset aStage5b2_bft ; "stage5b2.bft"
call grc_setclip pascal, (PLAYFIELD_LEFT shl 16) or 0, (PLAYFIELD_RIGHT shl 16) or (RES_Y - 1)
call sub_134A0
call @dialog_script_extra_pre_intro_an$qv
mov word_20652, 0A0h
mov word_20654, 0A0h
mov point_254E6.x, 160