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…for positioning BGs
freshollie
reviewed
Feb 15, 2026
| #define HEAP_END ewram_end | ||
| #endif | ||
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| /* --- HOW THIS WORKS --- |
freshollie
reviewed
Feb 16, 2026
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| #if !PLATFORM_GBA && !PLATFORM_SDL | ||
| extern void Platform_DisplaySprite(Sprite *sprite, u8 oamPaletteNum); | ||
| extern void Platform_TransformSprite(Sprite *sprite, SpriteTransform *transform); |
Collaborator
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Do we wanna move these to platform.h or something?
freshollie
reviewed
Feb 16, 2026
src/core.c
Outdated
| u8 gBgSprites_Unknown1[] = {}; | ||
| OamData gOamBuffer[] ALIGNED(16) = {}; | ||
| u16 gVramHeapState[] = {}; | ||
| u16 gVramHeapState[OBJ_VRAM_TOTAL_SIZE / VRAM_HEAP_SEGMENT_SIZE] = {}; |
Collaborator
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Does this need to be sized here?
Collaborator
Author
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Doesn't have to be, but doesn't hurt, either. :D
Though hmm... with it defined in headers, having size auto-allocated might actually be better...
freshollie
reviewed
Feb 16, 2026
src/game/stage/intro.c
Outdated
| b = ((gUnknown_080D6FF5[gSelectedCharacter][i][2] * frameCounter) / 16u); | ||
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| gObjPalette[i] = RGB16_REV(r, g, b); | ||
| gObjPalette[0 * 16 + i] = RGB16_REV(r, g, b); |
Collaborator
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Do we wanna make 16 a const?
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