#ifndef GUARD_DUNGEON_VRAM_H #define GUARD_DUNGEON_VRAM_H #include "structs/str_text.h" #include "structs/sprite_oam.h" #include "structs/str_position.h" #include "structs/dungeon_entity.h" void sub_803E250(void); void DungeonRunFrameActions(u32 a0); void sub_803E668(u32 unused); void DungeonWaitFrames_Async(s32 numFrames, u32 a1); void sub_803E724(s32 r0); void sub_803E748(void); void sub_803E7C8(void); void sub_803E830(void); void sub_803E874(bool8 r10, s32 r9); void BgColorCallNullsub4(void); void sub_803EA10(void); void sub_803EAF0(u32 kind, u8 *name); void DungeonShowWindows(const WindowTemplates *winTemplates, bool8 a1); void sub_803ED30(s32 a0, Entity *mon, u8 a2, s32 a3); struct unkStruct_202ED28 { SpriteOAM sprite; DungeonPos pos; }; struct UnkStruct_202EDE8 { s16 unk0; s16 unk2; Entity *unk4; s32 unk8; s32 unkC; s32 unk10; }; extern struct unkStruct_202ED28 gUnknown_202ED28[][6]; extern SpriteOAM gUnknown_202EDC0; extern s32 gDungeonBrightness; extern s32 gDungeonFramesCounter; extern s32 gUnknown_202EDD0; extern struct UnkStruct_202EDE8 gUnknown_202EDE8; extern u8 gUnknown_203B40C; extern bool8 gUnknown_203B40D; #endif // GUARD_DUNGEON_VRAM_H