A bit more of addressing
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@ -15,6 +15,7 @@
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#define RGB_BLACK RGB(0, 0, 0)
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#define RGB_WHITE RGB(31, 31, 31)
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#define RGB_GRAY RGB(15, 15, 15)
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#define RGB_RED RGB(31, 0, 0)
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#define RGB_GREEN RGB(0, 31, 0)
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#define RGB_BLUE RGB(0, 0, 31)
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@ -1355,7 +1355,7 @@ static void InitPatternWeaveTransition(struct Task *task)
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sTransitionData->WIN0V = DISPLAY_HEIGHT;
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sTransitionData->BLDCNT = BLDCNT_TGT1_BG0 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL;
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sTransitionData->BLDALPHA = BLDALPHA_BLEND(task->tBlendTarget2, task->tBlendTarget1);
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UpdateShadowColor(RGB(15, 15, 15)); // force shadows to gray
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UpdateShadowColor(RGB_GRAY);
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for (i = 0; i < DISPLAY_HEIGHT; i++)
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gScanlineEffectRegBuffers[1][i] = DISPLAY_WIDTH;
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@ -4252,7 +4252,7 @@ static bool8 FrontierLogoWave_Init(struct Task *task)
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LZ77UnCompVram(sFrontierLogo_Tileset, tileset);
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LoadPalette(sFrontierLogo_Palette, BG_PLTT_ID(15), sizeof(sFrontierLogo_Palette));
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sTransitionData->cameraY = 0;
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UpdateShadowColor(RGB(15, 15, 15)); // force shadows to gray
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UpdateShadowColor(RGB_GRAY);
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task->tState++;
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return FALSE;
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@ -2614,6 +2614,8 @@ void GetFollowerAction(struct ScriptContext *ctx) // Essentially a big switch fo
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}
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#define sLightType data[5]
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#define sLightXPos data[6]
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#define sLightYPos data[7]
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// Sprite callback for light sprites
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void UpdateLightSprite(struct Sprite *sprite)
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@ -2622,8 +2624,8 @@ void UpdateLightSprite(struct Sprite *sprite)
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s16 right = gSaveBlock1Ptr->pos.x + 17;
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s16 top = gSaveBlock1Ptr->pos.y;
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s16 bottom = gSaveBlock1Ptr->pos.y + 15;
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s16 x = sprite->data[6];
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s16 y = sprite->data[7];
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s16 x = sprite->sLightXPos;
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s16 y = sprite->sLightYPos;
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u16 sheetTileStart;
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u32 paletteNum;
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if (!(x >= left && x <= right && y >= top && y <= bottom))
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@ -2683,7 +2685,7 @@ static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
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for (i = 0; i < MAX_SPRITES; i++)
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{
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sprite = &gSprites[i];
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if (sprite->inUse && sprite->callback == UpdateLightSprite && sprite->data[6] == x && sprite->data[7] == y)
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if (sprite->inUse && sprite->callback == UpdateLightSprite && sprite->sLightXPos == x && sprite->sLightYPos == y)
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return;
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}
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lightType = min(lightType, ARRAY_COUNT(gFieldEffectLightTemplates) - 1); // bounds checking
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@ -2696,8 +2698,8 @@ static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
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UpdateSpritePaletteByTemplate(template, sprite);
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GetMapCoordsFromSpritePos(x + camX, y + camY, &sprite->x, &sprite->y);
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sprite->sLightType = lightType;
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sprite->data[6] = x;
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sprite->data[7] = y;
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sprite->sLightXPos = x;
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sprite->sLightYPos = y;
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sprite->affineAnims = gDummySpriteAffineAnimTable;
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sprite->affineAnimBeginning = TRUE;
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sprite->coordOffsetEnabled = TRUE;
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@ -2725,6 +2727,8 @@ static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
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}
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#undef sLightType
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#undef sLightXPos
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#undef sLightYPos
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void TrySpawnLightSprites(s16 camX, s16 camY)
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{
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@ -10205,7 +10209,7 @@ static void GroundEffect_Shadow(struct ObjectEvent *objEvent, struct Sprite *spr
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static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags)
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{
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u8 i;
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u32 i;
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if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent))
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return;
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@ -1156,7 +1156,7 @@ static void Task_OrbEffect(u8 taskId)
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ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_WIN1_ON);
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SetGpuRegBits(REG_OFFSET_BLDCNT, gOrbEffectBackgroundLayerFlags[0]);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(12, 7));
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UpdateShadowColor(RGB(9, 8, 8)); // force shadows to gray
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UpdateShadowColor(RGB_GRAY);
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR);
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SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG1 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ);
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SetBgTilemapPalette(0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT, 0xF);
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@ -1224,7 +1224,7 @@ static void Task_OrbEffect(u8 taskId)
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SetGpuReg(REG_OFFSET_DISPCNT, tDispCnt);
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SetGpuReg(REG_OFFSET_BLDCNT, tBldCnt);
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SetGpuReg(REG_OFFSET_BLDALPHA, tBldAlpha);
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UpdateShadowColor(RGB_BLACK); // force shadows to gray
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UpdateShadowColor(RGB_GRAY);
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SetGpuReg(REG_OFFSET_WININ, tWinIn);
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SetGpuReg(REG_OFFSET_WINOUT, tWinOut);
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ScriptContext_Enable();
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@ -1413,7 +1413,7 @@ void FogHorizontal_Main(void)
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if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
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{
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Weather_SetTargetBlendCoeffs(12, 8, 3);
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UpdateShadowColor(RGB(15, 15, 15)); // Gray
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UpdateShadowColor(RGB_GRAY);
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}
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else
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{
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@ -2005,7 +2005,7 @@ void Sandstorm_Main(void)
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break;
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case 1:
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Weather_SetTargetBlendCoeffs(16, 2, 0);
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UpdateShadowColor(RGB(15, 15, 15));
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UpdateShadowColor(RGB_GRAY);
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gWeatherPtr->initStep++;
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break;
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case 2:
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@ -230,8 +230,8 @@ static u8 UpdateTimeOfDayPaletteFade(void)
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u16 selectedPalettes;
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u16 timePalettes = 0; // palettes passed to the time-blender
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u16 copyPalettes;
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u16 * src;
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u16 * dst;
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u16 *src;
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u16 *dst;
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if (!gPaletteFade.active)
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return PALETTE_FADE_STATUS_DONE;
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