mirror of https://github.com/nmlgc/ReC98.git
38 lines
1.8 KiB
C++
38 lines
1.8 KiB
C++
#include "platform.h"
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// ZUN bloat: This really shouldn't have been a distinct function that had to
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// be named. The dialog subsystem has no business being responsible for
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// incrementing .STD frames. Oh, and the return value is useless too.
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bool near std_update_frames_then_animate_dialog_and_activate_boss_if_done(void);
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// Set to the above function while running the pre-boss part of a stage.
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extern bool (near* std_update)(void);
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// Runs the next dialog scene in a blocking way.
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// During the TH05 Extra Stage Clear replay, this function
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// • skips the dialog for the call before the fight, while replicating the
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// sprite loading and BGM change side effects from the original script,
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// • and directly switches back to OP.EXE for the call after the fight.
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void dialog_animate(void);
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#if (GAME == 4)
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// Dialog-related image functions with optional EMS support
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// --------------------------------------------------------
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// Loads the remaining .CDG images for in-game dialog that haven't been in
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// memory since the start of the stage (i.e., the player character
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// faceset), freeing any images that aren't used during a dialog (i.e.,
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// the bomb background) in exchange for the necessary conventional memory.
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void near dialog_init(void);
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// Restores the bomb background image, after freeing any dialog-only images
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// (i.e., the player character faceset) in exchange for the necessary
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// conventional memory.
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// Apparently, this was also the most convenient place to load the boss
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// faceset used for both the Mugetsu defeat / Gengetsu entrance dialog and
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// the Gengetsu defeat dialogue? To differentiate between those two, the
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// function tracks how often it has been called during the Extra Stage.
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void near dialog_exit(void);
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// --------------------------------------------------------
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#endif
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