Review changes pt 1

This commit is contained in:
Eduardo Quezada 2024-12-05 07:56:49 -03:00
parent d151e00c70
commit 458bd5ad4d
18 changed files with 75 additions and 81 deletions

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@ -47,4 +47,4 @@ def export_messages(infile, outfile, n=None, indent=0, start=0):
if __name__ == '__main__':
export_messages('emotions.txt', 'emotions.h', n=4, start=42)
export_messages('emotions.txt', 'emotions.h', n=1, start=7)

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@ -242,12 +242,12 @@
#define OBJ_EVENT_GFX_HOOH 238
#define OBJ_EVENT_GFX_POKE_BALL 239
#define OBJ_EVENT_GFX_OW_MON 240
#define OBJ_EVENT_GFX_LIGHT_SPRITE OBJ_EVENT_GFX_QUINTY_PLUMP
#define OBJ_EVENT_GFX_LIGHT_SPRITE 241
// NOTE: The maximum amount of object events has been expanded from 255 to 65535.
// Since dynamic graphics ids still require at least 16 free values, the actual limit
// is 65519, but even considering follower Pokémon, this should be more than enough :)
#define NUM_OBJ_EVENT_GFX 241
#define NUM_OBJ_EVENT_GFX 242
// These are dynamic object gfx ids.

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@ -152,7 +152,6 @@ void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex
void FadeScreen(u8 mode, s8 delay);
bool8 IsWeatherNotFadingIn(void);
void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex, bool8 allowFog);
void ApplyWeatherColorMapToPal(u8 paletteIndex);
void ApplyWeatherColorMapToPals(u8 startPalIndex, u8 numPalettes);
void LoadCustomWeatherSpritePalette(const u16 *palette);
void ResetDroughtWeatherPaletteLoading(void);

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@ -40,15 +40,15 @@ struct LinkPlayerObjectEvent
u8 movementMode;
};
struct __attribute__((packed)) TimeBlendSettings {
u16 weight:9;
u16 time1:3;
u16 time0:3;
u16 unused:1;
u16 altWeight;
struct __attribute__((packed)) TimeBlendSettings
{
u16 weight:9;
u16 time1:3;
u16 time0:3;
u16 unused:1;
u16 altWeight;
};
// Exported RAM declarations
extern struct WarpData gLastUsedWarp;
extern struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[4];

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@ -26,8 +26,7 @@
#define OBJ_PLTT_ID(n) (OBJ_PLTT_OFFSET + PLTT_ID(n))
#define OBJ_PLTT_ID2(n) (PLTT_ID((n) + 16))
// Used to determine whether a sprite palette tag
// should be excluded from time (and weather) blending
// Used to determine whether a sprite palette tag should be excluded from time (and weather) blending
#define BLEND_IMMUNE_FLAG (1 << 15)
#define IS_BLEND_IMMUNE_TAG(tag) ((tag) & BLEND_IMMUNE_FLAG)
@ -39,10 +38,12 @@ enum
FAST_FADE_OUT_TO_BLACK,
};
struct BlendSettings {
u32 blendColor:24;
u32 isTint:1;
u32 coeff:5;
struct BlendSettings
{
u32 blendColor:24;
u32 isTint:1;
u32 coeff:5;
u32 unused:2;
};
struct PaletteFadeControl
@ -84,7 +85,7 @@ void TransferPlttBuffer(void);
u32 UpdatePaletteFade(void);
void ResetPaletteFade(void);
bool32 BeginNormalPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targetY, u32 blendColor);
bool32 BeginTimeOfDayPaletteFade(u32, s8, u8, u8, struct BlendSettings *, struct BlendSettings *, u32, u32);
bool32 BeginTimeOfDayPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targetY, struct BlendSettings *bld0, struct BlendSettings *bld1, u32 weight, u32 color);
void PaletteStruct_ResetById(u32 id);
void ResetPaletteFadeControl(void);
void InvertPlttBuffer(u32 selectedPalettes);

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@ -1355,7 +1355,7 @@ static void InitPatternWeaveTransition(struct Task *task)
sTransitionData->WIN0V = DISPLAY_HEIGHT;
sTransitionData->BLDCNT = BLDCNT_TGT1_BG0 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL;
sTransitionData->BLDALPHA = BLDALPHA_BLEND(task->tBlendTarget2, task->tBlendTarget1);
UpdateShadowColor(0x3DEF); // force shadows to gray
UpdateShadowColor(RGB(15, 15, 15)); // force shadows to gray
for (i = 0; i < DISPLAY_HEIGHT; i++)
gScanlineEffectRegBuffers[1][i] = DISPLAY_WIDTH;
@ -3916,10 +3916,9 @@ void Task_BattleTransition_Intro(u8 taskId)
static bool8 TransitionIntro_FadeToGray(struct Task *task)
{
u8 paletteNum = IndexOfSpritePaletteTag(TAG_WEATHER_START);
u16 index = (paletteNum+16)*16+9; // SHADOW_COLOR_INDEX
u16 index = OBJ_PLTT_ID(paletteNum) + 9; // SHADOW_COLOR_INDEX
if (task->tDelayTimer == 0 || --task->tDelayTimer == 0)
{
task->tDelayTimer = task->tFadeToGrayDelay;
task->tBlend += task->tFadeToGrayIncrement;
if (task->tBlend > 16)
@ -3958,7 +3957,7 @@ static bool8 TransitionIntro_FadeFromGray(struct Task *task)
SetGpuReg(REG_OFFSET_BLDCNT, task->tBldCntSaved);
if (paletteNum < 16)
{
u16 index = ((paletteNum + 16) * 16) + 9; // SHADOW_COLOR_INDEX
u16 index = OBJ_PLTT_ID(paletteNum) + 9; // SHADOW_COLOR_INDEX
gPlttBufferFaded[index] = task->tShadowColor;
}
}
@ -4253,7 +4252,7 @@ static bool8 FrontierLogoWave_Init(struct Task *task)
LZ77UnCompVram(sFrontierLogo_Tileset, tileset);
LoadPalette(sFrontierLogo_Palette, BG_PLTT_ID(15), sizeof(sFrontierLogo_Palette));
sTransitionData->cameraY = 0;
UpdateShadowColor(0x3DEF); // force shadows to gray
UpdateShadowColor(RGB(15, 15, 15)); // force shadows to gray
task->tState++;
return FALSE;

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@ -132,7 +132,7 @@ static void ContestEffect_UserLessEasilyStartled(void)
SetContestantEffectStringID(eContestAppealResults.contestant,CONTEST_STRING_STOPPED_CARING);
}
// Slightly startles the POK<EFBFBD>MON in front.
// Slightly startles the POKéMON in front.
static void ContestEffect_StartleFrontMon(void)
{
u8 idx = 0;
@ -180,7 +180,7 @@ static void ContestEffect_StartlePrevMons(void)
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Startles the POK<EFBFBD>MON that appealed before the user.
// Startles the POKéMON that appealed before the user.
static void ContestEffect_StartlePrevMon2(void)
{
u8 rval = Random() % 10;
@ -197,7 +197,7 @@ static void ContestEffect_StartlePrevMon2(void)
ContestEffect_StartleFrontMon();
}
// Startles all POK<EFBFBD>MON that appealed before the user.
// Startles all POKéMON that appealed before the user.
static void ContestEffect_StartlePrevMons2(void)
{
u8 numStartled = 0;
@ -273,7 +273,7 @@ static void ContestEffect_ShiftJudgeAttention(void)
}
}
// Startles the POK<EFBFBD>MON that has the JUDGE's attention.
// Startles the POKéMON that has the JUDGE's attention.
static void ContestEffect_StartleMonWithJudgesAttention(void)
{
u8 numStartled = 0;
@ -311,7 +311,7 @@ static void ContestEffect_JamsOthersButMissOneTurn(void)
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Startles POK<EFBFBD>MON that made a same-type appeal.
// Startles POKéMON that made a same-type appeal.
static void ContestEffect_StartleMonsSameTypeAppeal(void)
{
u16 move = eContestantStatus[eContestAppealResults.contestant].currMove;
@ -319,42 +319,42 @@ static void ContestEffect_StartleMonsSameTypeAppeal(void)
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made COOL appeals.
// Badly startles POKéMON that made COOL appeals.
static void ContestEffect_StartleMonsCoolAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_COOL);
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made BEAUTY appeals.
// Badly startles POKéMON that made BEAUTY appeals.
static void ContestEffect_StartleMonsBeautyAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_BEAUTY);
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made CUTE appeals.
// Badly startles POKéMON that made CUTE appeals.
static void ContestEffect_StartleMonsCuteAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_CUTE);
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made SMART appeals.
// Badly startles POKéMON that made SMART appeals.
static void ContestEffect_StartleMonsSmartAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_SMART);
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Badly startles POK<EFBFBD>MON that made TOUGH appeals.
// Badly startles POKéMON that made TOUGH appeals.
static void ContestEffect_StartleMonsToughAppeal(void)
{
JamByMoveCategory(CONTEST_CATEGORY_TOUGH);
SetContestantEffectStringID(eContestAppealResults.contestant, CONTEST_STRING_ATTEMPT_STARTLE);
}
// Makes one POK<EFBFBD>MON after the user nervous.
// Makes one POKéMON after the user nervous.
static void ContestEffect_MakeFollowingMonNervous(void)
{
bool32 hitAny = FALSE;
@ -386,7 +386,7 @@ static void ContestEffect_MakeFollowingMonNervous(void)
SetContestantEffectStringID2(eContestAppealResults.contestant, CONTEST_STRING_MESSED_UP2);
}
// Makes all POK<EFBFBD>MON after the user nervous.
// Makes all POKéMON after the user nervous.
static void ContestEffect_MakeFollowingMonsNervous(void)
{
u8 numUnnerved = 0;
@ -493,7 +493,7 @@ static void ContestEffect_WorsenConditionOfPrevMons(void)
SetContestantEffectStringID2(eContestAppealResults.contestant, CONTEST_STRING_IGNORED);
}
// Badly startles POK<EFBFBD>MON in good condition.
// Badly startles POKéMON in good condition.
static void ContestEffect_BadlyStartlesMonsInGoodCondition(void)
{
u8 numHit = 0;
@ -895,7 +895,7 @@ static void ContestEffect_ExciteAudienceInAnyContest(void)
}
}
// Badly startles all POK<EFBFBD>MON that made good appeals.
// Badly startles all POKéMON that made good appeals.
static void ContestEffect_BadlyStartleMonsWithGoodAppeals(void)
{
int i;

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@ -254,7 +254,7 @@ const struct ObjectEventGraphicsInfo *const gObjectEventGraphicsInfoPointers[NUM
[OBJ_EVENT_GFX_BRENDAN_MACH_BIKE] = &gObjectEventGraphicsInfo_BrendanMachBike,
[OBJ_EVENT_GFX_BRENDAN_SURFING] = &gObjectEventGraphicsInfo_BrendanSurfing,
[OBJ_EVENT_GFX_BRENDAN_FIELD_MOVE] = &gObjectEventGraphicsInfo_BrendanFieldMove,
// [OBJ_EVENT_GFX_QUINTY_PLUMP] = &gObjectEventGraphicsInfo_QuintyPlump,
[OBJ_EVENT_GFX_QUINTY_PLUMP] = &gObjectEventGraphicsInfo_QuintyPlump,
[OBJ_EVENT_GFX_NINJA_BOY] = &gObjectEventGraphicsInfo_NinjaBoy,
[OBJ_EVENT_GFX_TWIN] = &gObjectEventGraphicsInfo_Twin,
[OBJ_EVENT_GFX_BOY_1] = &gObjectEventGraphicsInfo_Boy1,

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@ -9,8 +9,7 @@
// The old method *should* still work, however.
// See the README for details.
// Whether a palette has lights
// the color indices to blend are stored in the palette's color 0
// Whether a palette has lights the color indices to blend are stored in the palette's color 0
#define LIGHT_PAL(x) ((x) < NUM_PALS_IN_PRIMARY ? 1 << (x) : 1 << ((x) - NUM_PALS_IN_PRIMARY))
const struct Tileset gTileset_General =

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@ -2632,7 +2632,7 @@ void UpdateLightSprite(struct Sprite *sprite)
DestroySprite(sprite);
FieldEffectFreeTilesIfUnused(sheetTileStart);
FieldEffectFreePaletteIfUnused(paletteNum);
Weather_SetBlendCoeffs(7, 12); // TODO: Restore original blend coeffs at dawn
Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); // TODO: Restore original blend coeffs at dawn
return;
}
@ -2647,25 +2647,25 @@ void UpdateLightSprite(struct Sprite *sprite)
case 0:
if (gPaletteFade.active) // if palette fade is active, don't flicker since the timer won't be updated
{
Weather_SetBlendCoeffs(7, 12);
Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY);
sprite->invisible = FALSE;
}
else if (gPlayerAvatar.tileTransitionState)
{
Weather_SetBlendCoeffs(7, 12); // As long as the second coefficient stays 12, shadows will not change
Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); // As long as the second coefficient stays 12, shadows will not change
sprite->invisible = FALSE;
if (GetSpritePaletteTagByPaletteNum(sprite->oam.paletteNum) == OBJ_EVENT_PAL_TAG_LIGHT_2)
LoadSpritePaletteInSlot(&sObjectEventSpritePalettes[FindObjectEventPaletteIndexByTag(OBJ_EVENT_PAL_TAG_LIGHT)], sprite->oam.paletteNum);
}
else if ((sprite->invisible = gTimeUpdateCounter & 1))
{
Weather_SetBlendCoeffs(12, 12);
Weather_SetBlendCoeffs(12, BASE_SHADOW_INTENSITY);
if (GetSpritePaletteTagByPaletteNum(sprite->oam.paletteNum) == OBJ_EVENT_PAL_TAG_LIGHT)
LoadSpritePaletteInSlot(&sObjectEventSpritePalettes[FindObjectEventPaletteIndexByTag(OBJ_EVENT_PAL_TAG_LIGHT_2)], sprite->oam.paletteNum);
}
break;
case 1 ... 2:
Weather_SetBlendCoeffs(12, 12);
Weather_SetBlendCoeffs(12, BASE_SHADOW_INTENSITY);
sprite->invisible = FALSE;
break;
}

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@ -918,7 +918,6 @@ u8 AddNewGameBirchObject(s16 x, s16 y, u8 subpriority)
return CreateSprite(&sSpriteTemplate_NewGameBirch, x, y, subpriority);
}
u8 CreateMonSprite_PicBox(u16 species, s16 x, s16 y, u8 subpriority)
{
s32 spriteId = CreateMonPicSprite(species, FALSE, 0x8000, TRUE, x, y, 0, species);

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@ -1156,7 +1156,7 @@ static void Task_OrbEffect(u8 taskId)
ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_WIN1_ON);
SetGpuRegBits(REG_OFFSET_BLDCNT, gOrbEffectBackgroundLayerFlags[0]);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(12, 7));
UpdateShadowColor(0x2109); // force shadows to gray
UpdateShadowColor(RGB(9, 8, 8)); // force shadows to gray
SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR);
SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG1 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ);
SetBgTilemapPalette(0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT, 0xF);

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@ -446,16 +446,16 @@ static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex)
u32 palettes = PALETTES_ALL;
numPalettes += startPalIndex;
palettes = (palettes >> startPalIndex) << startPalIndex;
palettes = (palettes << (32-numPalettes)) >> (32-numPalettes);
palettes = (palettes << (32 - numPalettes)) >> (32 - numPalettes);
numPalettes -= startPalIndex;
colorMapIndex--;
palOffset = PLTT_ID(startPalIndex);
UpdateAltBgPalettes(palettes & PALETTES_BG);
// Thunder gamma-shift looks bad on night-blended palettes, so ignore time blending in some situations
if (!(colorMapIndex > 3) && MapHasNaturalLight(gMapHeader.mapType))
UpdatePalettesWithTime(palettes);
if (colorMapIndex <= 3 && MapHasNaturalLight(gMapHeader.mapType))
UpdatePalettesWithTime(palettes);
else
CpuFastCopy(gPlttBufferUnfaded + palOffset, gPlttBufferFaded + palOffset, PLTT_SIZE_4BPP * numPalettes);
CpuFastCopy(gPlttBufferUnfaded + palOffset, gPlttBufferFaded + palOffset, PLTT_SIZE_4BPP * numPalettes);
numPalettes += startPalIndex;
curPalIndex = startPalIndex;
@ -808,6 +808,7 @@ void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex, bool8 allowFog)
{
u16 paletteIndex = 16 + spritePaletteIndex;
u16 i;
switch (gWeatherPtr->palProcessingState)
{
case WEATHER_PAL_STATE_SCREEN_FADING_IN:
@ -862,16 +863,11 @@ void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex, bool8 allowFog)
if (gPaletteFade.y == 16)
CpuFastCopy(
gPlttBufferUnfaded + OBJ_PLTT_ID(spritePaletteIndex),
gDecompressionBuffer + 2*OBJ_PLTT_ID(spritePaletteIndex),
gDecompressionBuffer + 2 * OBJ_PLTT_ID(spritePaletteIndex),
PLTT_SIZE_4BPP
);
}
void ApplyWeatherColorMapToPal(u8 paletteIndex) // now unused / obselete
{
ApplyColorMap(paletteIndex, 1, gWeatherPtr->colorMapIndex);
}
void ApplyWeatherColorMapToPals(u8 startPalIndex, u8 numPalettes)
{
ApplyColorMap(startPalIndex, numPalettes, gWeatherPtr->colorMapIndex);

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@ -1366,13 +1366,13 @@ u8 UpdateShadowColor(u16 color)
u16 blendedColor;
if (paletteNum < 16)
{
u16 index = OBJ_PLTT_ID(paletteNum)+SHADOW_COLOR_INDEX;
u16 index = OBJ_PLTT_ID(paletteNum) + SHADOW_COLOR_INDEX;
gPlttBufferUnfaded[index] = gPlttBufferFaded[index] = color;
// Copy to temporary buffer, blend, and keep just the shadow color index
CpuFastCopy(&gPlttBufferFaded[index-SHADOW_COLOR_INDEX], tempBuffer, PLTT_SIZE_4BPP);
CpuFastCopy(&gPlttBufferFaded[index - SHADOW_COLOR_INDEX], tempBuffer, PLTT_SIZE_4BPP);
UpdateSpritePaletteWithTime(paletteNum);
blendedColor = gPlttBufferFaded[index];
CpuFastCopy(tempBuffer, &gPlttBufferFaded[index-SHADOW_COLOR_INDEX], PLTT_SIZE_4BPP);
CpuFastCopy(tempBuffer, &gPlttBufferFaded[index - SHADOW_COLOR_INDEX], PLTT_SIZE_4BPP);
gPlttBufferFaded[index] = blendedColor;
}
return paletteNum;
@ -1416,7 +1416,7 @@ void FogHorizontal_Main(void)
if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
{
Weather_SetTargetBlendCoeffs(12, 8, 3);
UpdateShadowColor(0x3DEF); // Gray
UpdateShadowColor(RGB(15, 15, 15)); // Gray
}
else
{
@ -1549,8 +1549,7 @@ void Ash_InitVars(void)
gWeatherPtr->ashUnused = 20; // Never read
if (!gWeatherPtr->ashSpritesCreated)
{
Weather_SetBlendCoeffs(0, 12);
// SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(64, 63)); // These aren't valid blend coefficients!
Weather_SetBlendCoeffs(0, BASE_SHADOW_INTENSITY);
}
gWeatherPtr->noShadows = FALSE;
}
@ -2009,7 +2008,7 @@ void Sandstorm_Main(void)
break;
case 1:
Weather_SetTargetBlendCoeffs(16, 2, 0);
UpdateShadowColor(0x3DEF);
UpdateShadowColor(RGB(15, 15, 15));
gWeatherPtr->initStep++;
break;
case 2:

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@ -360,17 +360,23 @@ const struct FollowerMsgInfoExtended gFollowerConditionalMessages[COND_MSG_COUNT
},
[COND_MSG_DAY] =
{
.text = (u8*)sDayTexts,
.textSpread = 1,
.emotion = FOLLOWER_EMOTION_MUSIC,
.conditions = {MATCH_TIME_OF_DAY(TIME_DAY)},
.text = (u8*)sDayTexts,
.textSpread = 1,
.emotion = FOLLOWER_EMOTION_MUSIC,
.conditions =
{
MATCH_TIME_OF_DAY(TIME_DAY),
},
},
[COND_MSG_NIGHT] =
{
.text = (u8*)sNightTexts,
.textSpread = 1,
.emotion = FOLLOWER_EMOTION_MUSIC,
.conditions = {MATCH_TIME_OF_DAY(TIME_NIGHT)},
.text = (u8*)sNightTexts,
.textSpread = 1,
.emotion = FOLLOWER_EMOTION_MUSIC,
.conditions =
{
MATCH_TIME_OF_DAY(TIME_NIGHT),
},
},
};

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@ -1539,9 +1539,9 @@ void CB1_Overworld(void)
const struct BlendSettings gTimeOfDayBlend[] =
{
[TIME_MORNING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE}, // Originally TIME_OF_DAY_TWILIGHT
[TIME_MORNING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE},
[TIME_DAY] = {.coeff = 0, .blendColor = 0, .isTint = FALSE},
[TIME_EVENING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE}, // Originally TIME_OF_DAY_TWILIGHT
[TIME_EVENING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE},
[TIME_NIGHT] = {.coeff = 10, .blendColor = TINT_NIGHT, .isTint = TRUE},
};
@ -1707,8 +1707,8 @@ static void OverworldBasic(void)
UpdateTimeOfDay();
FormChangeTimeUpdate();
if (cachedBlend.time0 != currentTimeBlend.time0
|| cachedBlend.time1 != currentTimeBlend.time1
|| cachedBlend.weight != currentTimeBlend.weight)
|| cachedBlend.time1 != currentTimeBlend.time1
|| cachedBlend.weight != currentTimeBlend.weight)
{
UpdateAltBgPalettes(PALETTES_BG);
UpdatePalettesWithTime(PALETTES_ALL);

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@ -3959,7 +3959,7 @@ static void SetSpriteInvisibility(u8 spriteArrayId, bool8 invisible)
static void HidePageSpecificSprites(void)
{
// Keeps Pok<EFBFBD>mon, caught ball and status sprites visible.
// Keeps POKéMON, caught ball and status sprites visible.
u8 i;
for (i = SPRITE_ARR_ID_TYPE; i < ARRAY_COUNT(sMonSummaryScreen->spriteIds); i++)

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@ -321,10 +321,6 @@ static const union AnimCmd *const sSpriteAnimTable_Emotes[] =
sSpriteAnim_Emotes10,
};
// TODO: Move these declarations into even_object_movement.h
#define OBJ_EVENT_PAL_TAG_MAY 0x1110
#define OBJ_EVENT_PAL_TAG_EMOTES 0x8003
static const struct SpriteTemplate sSpriteTemplate_ExclamationQuestionMark =
{
.tileTag = TAG_NONE,