#include "common.h" void set_curtain_scale_goal(f32 arg0); void set_curtain_fade_goal(f32 arg0); void intro_logos_set_fade_alpha(s16 new_alpha); void intro_logos_set_fade_color(s16 arg0); #ifdef NON_MATCHING void begin_state_intro(void) { s8 unk_A8; GAME_STATUS->loadMenuState = 0; set_curtain_scale_goal(1.0f); set_curtain_fade_goal(0.3f); unk_A8 = GAME_STATUS->unk_A8; switch (unk_A8) { case 0: intro_logos_set_fade_alpha(0); D_800A0954 = 0xFF; D_800A0956 = 0x10; D_800A0958 = 4; D_800A0960 = 0; D_800A095A = 0xD0; D_800A095C = 0xD0; D_800A095E = 0xD0; D_800A0964 = 0; do { GameStatus* gameStatus = GAME_STATUS; // hos_05 (Star Sanctuary) gameStatus->areaID = 5; gameStatus->mapID = 5; gameStatus->entryID = 3; } while (0); break; case 1: intro_logos_set_fade_alpha(0); D_800A0954 = 0; D_800A0956 = 0xC; D_800A0958 = 4; D_800A0960 = unk_A8; D_800A095A = 0; D_800A095C = 0; D_800A095E = 0; D_800A0964 = 0; // FIXME: regalloc issues do { GameStatus* gameStatus = GAME_STATUS; // hos_04 (Outside the Sanctuary) gameStatus->areaID = 5; gameStatus->mapID = 4; gameStatus->entryID = 4; } while (0); break; default: intro_logos_set_fade_alpha(0); intro_logos_set_fade_color(0xD0); { GameStatus* gameStatus = GAME_STATUS; u8* mystery = &D_800779B0; gameStatus->unk_A8 = -1; D_800A0956 = 6; D_800A0958 = 6; ++*mystery; if (*mystery >= 4) { *mystery = 0; } D_800A0964 = 3; } } func_80137DA4(D_800A0963, (f32)D_800A0954); func_80137E10(1, D_800A095B, D_800A095D, D_800A095F); intro_logos_update_fade(); } #else INCLUDE_ASM(s32, "code_11a50_len_7a0", begin_state_intro); #endif INCLUDE_ASM(s32, "code_11a50_len_7a0", step_intro); INCLUDE_ASM(s32, "code_11a50_len_7a0", func_80036DE0);