// Resets the hardware palette to the [stage_palette], grants the end-of-stage // bonus calculated from the current gameplay metrics and [stage_num], animates // the box, shows the numbers, and waits until a Shot/OK key press before // returning. void stagebonus_animate(int stage_num); // Resets any active shots and pellets, transitions both VRAM and the hardware // palette to the end-of-scene bonus screen with the infamous typo, calculates // and animates the bonus points from the current gameplay metrics and // [stage_num], and waits until a Shot/OK key press before returning. void totle_animate(int stage_num);