#include "platform.h" // ZUN bloat: This really shouldn't have been a distinct function that had to // be named. The dialog subsystem has no business being responsible for // incrementing .STD frames. Oh, and the return value is useless too. bool near std_update_frames_then_animate_dialog_and_activate_boss_if_done(void); // Set to the above function while running the pre-boss part of a stage. extern bool (near* std_update)(void); // 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); #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); // 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); // -------------------------------------------------------- #endif