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GameLib_CommonFunction
(C2DImage** pRet,unsigned char *outPalette, Cth5DatFile *pDatFile,char *piFileName)
Load Palette to (outPalette) and Image to (pRet) from FileName (piFileName) in Dat File (pDatFile)
(C2DImage** pRet,Cth5DatFile *pDatFile, char *cd2cdgFileName,int spriteIdx, unsigned char *inPalette)
Load Images which has CD2 and CDG file extensions
others are same with LoadPIFromDat
spriteIdx: sprite ID of the Image (= TexID??)
inPalette: (CD2 Images ONLY) Pointer of palette we are using.
(C2DImage** pRet,unsigned char *outPalette,Cth5DatFile *pDatFile, char *bftFileName,int patternIdx,int transparentColorIdx)
others are same with LoadPIFromDat
Render text with BFT font provided
(C2DImageArray *pOutImgArray,Cth5DatFile *pDatFile, char *cd2cdgFileName,unsigned char *inPalette)
Not Documented, Please Update. Please Help Us Out!
(C2DImageArray *pOutImgArray,unsigned char *outPalette, Cth5DatFile *pDatFile,char *bftFileName, int transparentColorIdx, unsigned char *inPalette)
Not Documented, Please Update. Please Help Us Out!
(C2DImage **pRet,unsigned char transparentColor[3], const char *fileName)
Loads Binary Image File from filename, provided color (transparentColor { R, G, B }) will be turned into transparent while loading. external bmp files only
(C2DImage **pRet,unsigned char transparentColor[3], const char *fileName)
Simillar to LoadBinaryImageFile but it can load 32-bit bmp files, Unavailable in Upstream Written by WindowsTiger
(float fadeScale)
Fades the screen, it's somehow similar to brightness.
fadeScale can be 0 (darkest) to 200 (brightest)
(float XLow,float YLow,float XHigh,float YHigh, float colorR,float colorG,float colorB,float alpha,bool bSolid)
As you expected, It draws rectangle.
()
(Cth5DatFile *pDatFile,char *musicFileName)
(Cth5DatFile *pDatFile, char *musicFileName, bool m2exist = true)
()
()
()
()
()
(float volume)
(int soundIdx)
()
(unsigned char *retMD5,const char *fileName)
Returns MD5 Checksum to retMD5, Not using anymore