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-rw-r--r--src/code/title_setup.c2
-rw-r--r--src/code/z_play.c14
2 files changed, 8 insertions, 8 deletions
diff --git a/src/code/title_setup.c b/src/code/title_setup.c
index 641160ea8..8ba6f9b56 100644
--- a/src/code/title_setup.c
+++ b/src/code/title_setup.c
@@ -27,7 +27,7 @@ void Setup_SetRegs(void) {
XREG(88) = 0x56;
XREG(89) = 0x258;
XREG(90) = 0x1C2;
- XREG(91) = 0;
+ R_STORY_FILL_SCREEN_ALPHA = 0;
R_REVERSE_FLOOR_INDEX = 0;
R_MINIMAP_DISABLED = false;
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 47bb97a60..71fbc897f 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -540,13 +540,13 @@ void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId)
}
}
-// These regs are used by Gameplay_Draw, and several actors, purpose as yet unclear.
-void func_8016A268(GameState* thisx, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5) {
- MREG(64) = arg1;
- MREG(65) = arg2;
- MREG(66) = arg3;
- MREG(67) = arg4;
- MREG(68) = arg5;
+// Set values to fill screen
+void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha) {
+ R_PLAY_FILL_SCREEN_ON = fillScreenOn;
+ R_PLAY_FILL_SCREEN_R = red;
+ R_PLAY_FILL_SCREEN_G = green;
+ R_PLAY_FILL_SCREEN_B = blue;
+ R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Init.s")