void task_exec_test() { //Create the task task_t *task = task_create(work_noArgument, NO_ARGUMENT, HIGH); //Execute task task_exec(task); //Asserts assert(task->status == EXECUTED); assert(task_exec(task) == 0); assert(noArgument_int == 1); noArgument_int = 0; //Free memory free(task); }
void cb_execute() { task_exec(); objc_exec(); obj_sync_something(); fade_and_return_progress_probably(); return; }
void battle_ground_make() { task_exec(); objc_exec(); obj_sync_something(); //tilemaps_sync(); switch (superstate.multipurpose_state_tracker) { case 0: { temp_vars.var_8001 = 0; /*// REG_DISPCNT setup REG_DISPCNT.mode = 2; REG_DISPCNT.GBC_mode = 0; REG_DISPCNT.frame_select = 0; REG_DISPCNT.hblank_oam_process = 0; REG_DISPCNT.sprite_tile_mapping = 0; //2d or 3d mapping REG_DISPCNT.screen_blank = 0; REG_DISPCNT.BG0_enable = 1; REG_DISPCNT.BG1_enable = 1; REG_DISPCNT.BG2_enable = 1; REG_DISPCNT.BG3_enable = 0; REG_DISPCNT.sprite_enable = 1; REG_DISPCNT.win0_enable = 0; REG_DISPCNT.win1_enable = 0; REG_DISPCNT.oam_win_enable = 0; temp_vars.var_8000 = *DISPCNT; // REG_BGCNT u8 i; for (i = 0; i < 4; i ++) { BG_CNT[i].priority = i; BG_CNT[i].char_index = i; BG_CNT[i].padding = 0; BG_CNT[i].mosiac = 0; BG_CNT[i].color = 0; BG_CNT[i].map_index = (0x1F - i); BG_CNT[i].screen_over = 0; BG_CNT[i].size = 0; } BG_CNT[1].color = 1; lcd_io_set(0x50, 0x2F00); lcd_io_set(0x52, 0x0F);*/ test(); superstate.multipurpose_state_tracker++; break; } case 1: { // load VRAM BG background u8 bg_config_data[16] = {0xF0, 0x11, 0x0, 0x0, 0xE5, 0x09, 0x0, 0x0, 0xDA, 0x21, 0x0, 0x0, 0xCF, 0x31, 0x0, 0x0}; void bg_vram_setup(u8, u8 *, u8); // mode, setup, amount of bgs to config bg_vram_setup(0, (u8 *)&bg_config_data, 4); set_bg(0, (u8 *)sky_tiles, (u8 *)sky_map, (u8 *)sky_pal, 6, 32); set_bg(1, (u8 *)tree_tiles, (u8 *)tree_map, (u8 *)tree_pal, 0, 160); superstate.multipurpose_state_tracker++; break; } case 2: { // wtb better clouds task_add(sky_scroll, 0x1); superstate.multipurpose_state_tracker++; break; } case 3: { void gpu_bg_config_set_field(u8, u8, u8); gpu_bg_config_set_field(0, 5, 1); superstate.multipurpose_state_tracker++; break; } case 4: { make_player(0); make_opponent(0); superstate.multipurpose_state_tracker++; break; } case 5: { player_char_movement(); break; } case 99: { // waitstate + next command buffer player_movement_buffer(); break; } default: break; }; }