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https://github.com/knightfox75/nds_nflib.git
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library: Make some functions static inline
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@ -24,6 +24,8 @@ extern "C" {
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#include <nds.h>
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#include "nf_sprite256.h"
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/// Init 2D mode for the selected screen.
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///
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/// Modes:
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@ -95,7 +97,11 @@ void NF_ScrollBg(u8 screen, u8 layer, s16 x, s16 y);
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/// @param id Sprite ID (0 - 127).
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/// @param x X coordinate.
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/// @param y Y coordinate.
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void NF_MoveSprite(u8 screen, u8 id, s16 x, s16 y);
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static inline void NF_MoveSprite(u8 screen, u8 id, s16 x, s16 y)
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{
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NF_SPRITEOAM[screen][id].x = x;
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NF_SPRITEOAM[screen][id].y = y;
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}
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/// Selects the layer where a sprite will be drawn.
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///
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@ -110,7 +116,10 @@ void NF_MoveSprite(u8 screen, u8 id, s16 x, s16 y);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @param layer Layer (0 - 3).
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void NF_SpriteLayer(u8 screen, u8 id, u8 layer);
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static inline void NF_SpriteLayer(u8 screen, u8 id, u8 layer)
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{
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NF_SPRITEOAM[screen][id].layer = layer;
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}
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/// Shows or hides a sprite.
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///
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@ -127,7 +136,10 @@ void NF_SpriteLayer(u8 screen, u8 id, u8 layer);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @param show Set to true to show the sprite, false otherwise.
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void NF_ShowSprite(u8 screen, u8 id, bool show);
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static inline void NF_ShowSprite(u8 screen, u8 id, bool show)
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{
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NF_SPRITEOAM[screen][id].hide = !show;
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}
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/// Sets the horizontal flip state of a sprite.
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///
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@ -140,7 +152,10 @@ void NF_ShowSprite(u8 screen, u8 id, bool show);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @param hflip Set to true to flip the sprite, false otherwise.
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void NF_HflipSprite(u8 screen, u8 id, bool hflip);
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static inline void NF_HflipSprite(u8 screen, u8 id, bool hflip)
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{
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NF_SPRITEOAM[screen][id].hflip = hflip;
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}
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/// Gets the horizontal flip state of a sprite.
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///
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@ -153,7 +168,10 @@ void NF_HflipSprite(u8 screen, u8 id, bool hflip);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @return hflip Returns true if the sprite is flipped, false otherwise.
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bool NF_GetSpriteHflip(u8 screen, u8 id);
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static inline bool NF_GetSpriteHflip(u8 screen, u8 id)
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{
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return NF_SPRITEOAM[screen][id].hflip;
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}
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/// Sets the vertical flip state of a sprite.
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///
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@ -166,7 +184,10 @@ bool NF_GetSpriteHflip(u8 screen, u8 id);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @param vflip Set to true to flip the sprite, false otherwise.
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void NF_VflipSprite(u8 screen, u8 id, bool vflip);
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static inline void NF_VflipSprite(u8 screen, u8 id, bool vflip)
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{
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NF_SPRITEOAM[screen][id].vflip = vflip;
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}
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/// Gets the vertical flip state of a sprite.
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///
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@ -179,7 +200,10 @@ void NF_VflipSprite(u8 screen, u8 id, bool vflip);
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/// @param screen Screen (0 - 1).
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/// @param id Sprite ID (0 - 127).
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/// @return vflip Returns true if the sprite is flipped, false otherwise.
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bool NF_GetSpriteVflip(u8 screen, u8 id);
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static inline bool NF_GetSpriteVflip(u8 screen, u8 id)
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{
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return NF_SPRITEOAM[screen][id].vflip;
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}
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/// Selects which frame of the animation of a sprite is shown.
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///
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@ -14,6 +14,8 @@ extern "C" {
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#include <nds.h>
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#include "nf_tiledbg.h"
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/// @file nf_affinebg.h
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/// @brief Affine background support.
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@ -89,7 +91,10 @@ void NF_LoadAffineBg(const char *file, const char *name, u16 width, u16 height);
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/// ```
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///
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/// @param name Name of the background.
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void NF_UnloadAffineBg(const char *name);
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static inline void NF_UnloadAffineBg(const char *name)
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{
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NF_UnloadTiledBg(name);
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}
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/// Create an affine background in a layer using graphics preloaded in RAM.
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///
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@ -170,7 +175,11 @@ void NF_AffineBgMove(u8 screen, u8 layer, s32 x, s32 y, s32 angle);
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/// @param layer Layer (2 - 3).
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/// @param x X coordinate.
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/// @param y Y coordinate.
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void NF_AffineBgCenter(u8 screen, u8 layer, s32 x, s32 y);
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static inline void NF_AffineBgCenter(u8 screen, u8 layer, s32 x, s32 y)
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{
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NF_AFFINE_BG[screen][layer].x_center = x;
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NF_AFFINE_BG[screen][layer].y_center = y;
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}
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/// @}
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@ -102,7 +102,10 @@ void NF_DmaMemCopy(void *destination, const void *source, u32 size);
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/// 6 : Chinese
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///
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/// @return The language ID.
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u8 NF_GetLanguage(void);
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static inline u8 NF_GetLanguage(void)
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{
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return PersonalData->language;
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}
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/// @}
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@ -255,7 +255,11 @@ void NF_Swap3dSpritePriority(u16 id_a, u16 id_b);
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/// @param id Sprite ID (0 - 255).
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/// @param x X coordinate.
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/// @param y Y coordinate.
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void NF_Move3dSprite(u16 id, s16 x, s16 y);
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static inline void NF_Move3dSprite(u16 id, s16 x, s16 y)
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{
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NF_3DSPRITE[id].x = x;
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NF_3DSPRITE[id].y = y;
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}
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/// Show or hide a 3D sprite.
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///
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@ -271,7 +275,10 @@ void NF_Move3dSprite(u16 id, s16 x, s16 y);
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///
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/// @param id Sprite ID (0 - 255).
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/// @param show True to show the sprite, false to hide it.
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void NF_Show3dSprite(u16 id, bool show);
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static inline void NF_Show3dSprite(u16 id, bool show)
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{
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NF_3DSPRITE[id].show = show;
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}
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/// Select the frame of an animation to display in the 3D sprite.
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///
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@ -226,7 +226,10 @@ void NF_DefineTextColor(u8 screen, u8 layer, u8 color, u8 r, u8 g, u8 b);
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/// @param screen Screen (0 - 1)
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/// @param layer Background layer (0 - 3)
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/// @param color Color number (0 - 15)
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void NF_SetTextColor(u8 screen, u8 layer, u8 color);
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static inline void NF_SetTextColor(u8 screen, u8 layer, u8 color)
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{
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NF_TEXT[screen][layer].pal = color;
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}
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/// @}
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@ -279,47 +279,6 @@ void NF_ScrollBg(u8 screen, u8 layer, s16 x, s16 y) {
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}
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void NF_MoveSprite(u8 screen, u8 id, s16 x, s16 y) {
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NF_SPRITEOAM[screen][id].x = x; // Coordenada X
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NF_SPRITEOAM[screen][id].y = y; // Coordenada Y
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}
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void NF_SpriteLayer(u8 screen, u8 id, u8 layer) {
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NF_SPRITEOAM[screen][id].layer = layer; // Capa sobre la que esta el sprite
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}
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void NF_ShowSprite(u8 screen, u8 id, bool show) {
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NF_SPRITEOAM[screen][id].hide = !show; // Muestra o oculta el sprite
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}
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void NF_HflipSprite(u8 screen, u8 id, bool hflip) {
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NF_SPRITEOAM[screen][id].hflip = hflip; // Volteado horizontal;
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}
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bool NF_GetSpriteHflip(u8 screen, u8 id) {
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return NF_SPRITEOAM[screen][id].hflip;
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}
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void NF_VflipSprite(u8 screen, u8 id, bool vflip) {
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NF_SPRITEOAM[screen][id].vflip = vflip; // Volteado vertical;
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}
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bool NF_GetSpriteVflip(u8 screen, u8 id) {
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return NF_SPRITEOAM[screen][id].vflip;
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}
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void NF_SpriteFrame(u8 screen, u8 id, u16 frame) {
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// Verifica el rango de Id's de Sprites
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@ -203,10 +203,6 @@ void NF_LoadAffineBg(const char* file, const char* name, u16 width, u16 height)
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}
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void NF_UnloadAffineBg(const char* name) {
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NF_UnloadTiledBg(name);
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}
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void NF_CreateAffineBg(u8 screen, u8 layer, const char* name, u8 wrap) {
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// Variables
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@ -622,10 +618,3 @@ void NF_AffineBgMove(u8 screen, u8 layer, s32 x, s32 y, s32 angle) {
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NF_AFFINE_BG[screen][layer].y = y;
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}
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void NF_AffineBgCenter(u8 screen, u8 layer, s32 x, s32 y) {
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NF_AFFINE_BG[screen][layer].x_center = x;
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NF_AFFINE_BG[screen][layer].y_center = y;
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}
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@ -305,9 +305,3 @@ void NF_DmaMemCopy(void* destination, const void* source, u32 size) {
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}
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}
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u8 NF_GetLanguage(void) {
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return PersonalData->language;
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}
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@ -648,21 +648,6 @@ void NF_Swap3dSpritePriority(u16 id_a, u16 id_b) {
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}
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void NF_Move3dSprite(u16 id, s16 x, s16 y) {
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// Actualiza las coordenadas del Sprite
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NF_3DSPRITE[id].x = x;
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NF_3DSPRITE[id].y = y;
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}
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void NF_Show3dSprite(u16 id, bool show) {
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// Actualiza el flag de visibilidad
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NF_3DSPRITE[id].show = show;
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}
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void NF_Set3dSpriteFrame(u16 id, u16 frame) {
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// Verifica el rango de Id's de Sprites
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@ -452,9 +452,3 @@ void NF_DefineTextColor(u8 screen, u8 layer, u8 color, u8 r, u8 g, u8 b) {
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}
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}
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void NF_SetTextColor(u8 screen, u8 layer, u8 color) {
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NF_TEXT[screen][layer].pal = color;
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}
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