#pragma once #define DSGM_SOUND_STREAM_COUNT 0 #define DSGM_SOUND_EFFECT_COUNT 0 #define DSGM_SOUND_COUNT (DSGM_SOUND_STREAM_COUNT + DSGM_SOUND_EFFECT_COUNT) #define DSGM_BACKGROUND_COUNT 0 #define DSGM_PALETTE_COUNT 1 #define DSGM_SPRITE_COUNT 2 #define DSGM_OBJECT_COUNT 1 #define DSGM_ROOM_COUNT 1 // Include backgrounds, palettes and sprites to be loaded from RAM // No sounds, no enum //typedef enum { //} DSGM_SoundNames; // No backgrounds, no enum //typedef enum { //} DSGM_BackgroundNames; typedef enum { DSGMPal0, } DSGM_PaletteNames; typedef enum { taptapman, ballSprite, } DSGM_SpriteNames; typedef enum { player, ball, } DSGM_ObjectNames; typedef enum { Room_1, } DSGM_RoomNames; extern DSGM_Sound DSGM_Sounds[DSGM_SOUND_COUNT]; extern DSGM_Background DSGM_Backgrounds[DSGM_BACKGROUND_COUNT]; extern DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT]; extern DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT]; extern DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT]; extern DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT]; extern int DSGM_currentRoom; void DSGM_SetupRooms(int room); void ball_create(DSGM_ObjectInstance *me); void ball_loop(DSGM_ObjectInstance *me); void ball_touch(DSGM_ObjectInstance *me);