1#include <game/bases/d_s_restart_crsin.hpp>
2#include <game/bases/d_s_stage.hpp>
3#include <game/bases/d_s_crsin_static.hpp>
8 static const u8 c_stage[][2] = {
15 {WORLD_3, STAGE_TOWER},
20 {WORLD_5, STAGE_GHOST_HOUSE},
21 {WORLD_6, STAGE_CASTLE},
32 m_startGameInfo.mWorld1 = c_stage[dScStage_c::m_titleRandomTable[dScStage_c::m_titleCount]][0];
33 m_startGameInfo.mLevel1 = c_stage[dScStage_c::m_titleRandomTable[dScStage_c::m_titleCount]][1];
43 dFader_c::setFader(dFader_c::FADER_FADE);
58 dFader_c::setFader(dFader_c::FADER_CIRCLE_MIDDLE);
60 dScStage_c::m_exitMode = dScStage_c::EXIT_2;
static bool m_isDispOff
Whether the Pre-Game screen will display or not.
static void reStartPeachCastle()
Starts the Peach's Castle stage.
static dInfo_c::StartGameInfo_s m_startGameInfo
Info used to start a level.
static void startTitle(u8 isReplay, bool forceChange)
Starts the title screen stage or a title replay.
static void setNextScene(ProfileName nextScene, unsigned long param, bool forceChange)
Attempts to prepare the transition to a new scene.