Spyro 1 Reverse Engineering
Decompilation of functions from Spyro 1 into human readable C
 
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menus.c
Go to the documentation of this file.
1#include <common.h>
2
18{
19 RECT screen_rect;
20
21 screen_rect.x = 0x200;
22 screen_rect.w = 0x100;
23 screen_rect.y = 0;
24 screen_rect.h = 0xe1;
25 LoadImageOrTexture(&screen_rect, (int*)((byte*)_maybe_ptr_levelTextureRelated + -0x1c200));
26 DrawSync(0);
32 _hudEggsState = 0;
35 return;
36} // end of reveresed_functions
@ GAMESTATE_GAMEPLAY
Definition common.h:53
void PlayMusicTrack(int track_number, int flags)
Plays/Continues a music track Address: 0x800567f4.
int LoadImageOrTexture(RECT *rect, int *p)
int DrawSync(int mode)
void Maybe_ResetHudTimers(void)
char _hudAnimationState
int * _maybe_ptr_levelTextureRelated
char _hudDragonState
int _gameState
Main gamestate. Gamestate values are stored in the GameState enums. Address: 0x800757D8.
char _hudLivesState
char _hudEggsState
int _musicLevelTrack
The music track that is associated with the level you're currently in. Address: 0x80075828.
char _hudChestState
void ExitInventoryMenu(void)
Handles the required steps for exiting the inventory menu.
Definition menus.c:17
Definition common.h:181
short w
Definition common.h:182
short x
Definition common.h:182
short h
Definition common.h:182
short y
Definition common.h:182