Merge branch 'romhack' into lighting
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commit
9862b0f63d
@ -137,5 +137,7 @@
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// Duplicates of event_object_movement tags
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#define FLDEFF_PAL_TAG_MAY 0x1110 // OBJ_EVENT_PAL_TAG_MAY
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#define FLDEFF_PAL_TAG_BRENDAN 0x1100 // OBJ_EVENT_PAL_TAG_BRENDAN
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#define FLDEFF_PAL_TAG_NPC_1 0x1103 // OBJ_EVENT_PAL_TAG_NPC_1
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#define FLDEFF_PAL_TAG_NPC_2 0x1104 // OBJ_EVENT_PAL_TAG_NPC_2
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#endif // GUARD_FIELD_EFFECT_CONSTANTS_H
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@ -1020,7 +1020,7 @@ static const union AnimCmd *const sAnimTable_Sparkle[] =
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const struct SpriteTemplate gFieldEffectObjectTemplate_Sparkle = {
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.tileTag = TAG_NONE,
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.paletteTag = TAG_NONE,
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.paletteTag = FLDEFF_PAL_TAG_NPC_2,
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.oam = &gObjectEventBaseOam_16x16,
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.anims = sAnimTable_Sparkle,
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.images = sPicTable_Sparkle,
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@ -517,7 +517,7 @@ static const struct SpritePalette sObjectEventSpritePalettes[] = {
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{gObjectEventPaletteLight2, OBJ_EVENT_PAL_TAG_LIGHT_2},
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{gObjectEventPaletteEmotes, OBJ_EVENT_PAL_TAG_EMOTES},
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{gObjectEventPaletteNeonLight, OBJ_EVENT_PAL_TAG_NEON_LIGHT},
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{NULL, 0x0000},
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{NULL, OBJ_EVENT_PAL_TAG_NONE},
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};
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static const u16 sReflectionPaletteTags_Brendan[] = {
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@ -1446,7 +1446,7 @@ u32 FldEff_BerryTreeGrowthSparkle(void)
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sprite = &gSprites[spriteId];
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sprite->coordOffsetEnabled = TRUE;
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sprite->oam.priority = gFieldEffectArguments[3];
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sprite->oam.paletteNum = 5; // TODO: What paletteTag does this use?
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UpdateSpritePaletteByTemplate(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_SPARKLE], sprite);
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sprite->data[0] = FLDEFF_BERRY_TREE_GROWTH_SPARKLE;
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}
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return 0;
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@ -1024,7 +1024,7 @@ void DoSecretBaseGlitterMatSparkle(void)
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{
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gSprites[spriteId].coordOffsetEnabled = TRUE;
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gSprites[spriteId].oam.priority = 1;
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gSprites[spriteId].oam.paletteNum = 5; // TODO: What palette should this use?
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UpdateSpritePaletteByTemplate(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_SPARKLE], &gSprites[spriteId]);
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gSprites[spriteId].callback = SpriteCB_GlitterMatSparkle;
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gSprites[spriteId].data[0] = 0;
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}
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@ -303,7 +303,7 @@ static const struct SpriteTemplate sSpriteTemplate_ExclamationQuestionMark =
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static const struct SpriteTemplate sSpriteTemplate_HeartIcon =
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{
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.tileTag = TAG_NONE,
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.paletteTag = FLDEFF_PAL_TAG_GENERAL_0,
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.paletteTag = FLDEFF_PAL_TAG_NPC_1,
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.oam = &sOamData_Icons,
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.anims = sSpriteAnimTable_Icons,
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.images = sSpriteImageTable_HeartIcon,
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@ -870,7 +870,7 @@ u8 FldEff_HeartIcon(void)
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struct Sprite *sprite = &gSprites[spriteId];
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SetIconSpriteData(sprite, FLDEFF_HEART_ICON, 0);
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sprite->oam.paletteNum = 2; // TODO: What palette should this use?
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UpdateSpritePaletteByTemplate(&sSpriteTemplate_HeartIcon, sprite);
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}
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return 0;
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