u32 in FadeScreenHardware

This commit is contained in:
Eduardo Quezada 2025-01-26 17:17:37 -03:00
parent 3fc9b0195d
commit be74612b9e
2 changed files with 3 additions and 3 deletions

View File

@ -148,7 +148,7 @@ void SetCurrentAndNextWeatherNoDelay(u8 weather);
void ApplyWeatherColorMapIfIdle(s8 colorMapIndex);
void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay);
void FadeScreen(u8 mode, s8 delay);
u16 FadeScreenHardware(u8 mode, s8 delay);
u32 FadeScreenHardware(u32 mode, s32 delay);
bool8 IsWeatherNotFadingIn(void);
void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex, bool8 allowFog);
void ApplyWeatherColorMapToPals(u8 startPalIndex, u8 numPalettes);

View File

@ -811,9 +811,9 @@ void FadeScreen(u8 mode, s8 delay)
// Note: This enables blending in all windows;
// These bits may need to be disabled later
// (i.e if blending lighting effects using WINOBJ)
u16 FadeScreenHardware(u8 mode, s8 delay)
u32 FadeScreenHardware(u32 mode, s32 delay)
{
u16 bldCnt = GetGpuReg(REG_OFFSET_BLDCNT) & BLDCNT_TGT2_ALL;
u32 bldCnt = GetGpuReg(REG_OFFSET_BLDCNT) & BLDCNT_TGT2_ALL;
bldCnt |= BLDCNT_TGT1_ALL;
// enable blend in all windows
SetGpuRegBits(REG_OFFSET_WININ, WININ_WIN0_CLR | WININ_WIN1_CLR);