Fix mirage tower ceiling crumble color (#8081)

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FosterProgramming 2025-11-15 12:03:16 +01:00 committed by GitHub
parent 3f74d30a54
commit d9d3e51a9c
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@ -202,7 +202,7 @@ static const struct OamData sOamData_CeilingCrumbleSmall =
static const struct SpriteTemplate sSpriteTemplate_CeilingCrumbleSmall =
{
.tileTag = TAG_CEILING_CRUMBLE,
.paletteTag = TAG_NONE,
.paletteTag = TAG_CEILING_CRUMBLE,
.oam = &sOamData_CeilingCrumbleSmall,
.anims = sAnims_CeilingCrumbleSmall,
.images = NULL,
@ -241,7 +241,7 @@ static const struct OamData sOamData_CeilingCrumbleLarge =
static const struct SpriteTemplate sSpriteTemplate_CeilingCrumbleLarge =
{
.tileTag = TAG_CEILING_CRUMBLE,
.paletteTag = TAG_NONE,
.paletteTag = TAG_CEILING_CRUMBLE,
.oam = &sOamData_CeilingCrumbleLarge,
.anims = sAnims_CeilingCrumbleLarge,
.images = NULL,
@ -420,6 +420,7 @@ static void IncrementCeilingCrumbleFinishedCount(void)
void DoMirageTowerCeilingCrumble(void)
{
LoadSpritePaletteWithTag(sMirageTowerCrumbles_Palette, TAG_CEILING_CRUMBLE);
LoadSpriteSheets(sCeilingCrumbleSpriteSheets);
CreateCeilingCrumbleSprites();
CreateTask(WaitCeilingCrumble, 8);
@ -454,17 +455,12 @@ static void CreateCeilingCrumbleSprites(void)
{
spriteId = CreateSprite(&sSpriteTemplate_CeilingCrumbleLarge, sCeilingCrumblePositions[i][0] + 120, sCeilingCrumblePositions[i][1], 8);
gSprites[spriteId].oam.priority = 0;
// These sprites use color index 11 from the player's sprite palette. This probably wasn't intentional.
// The palettes for Brendan and May have different shades of green at this index, so the color of these sprites changes
// depending on the player's gender (and neither shade of green particularly fits a crumbling yellow/brown ceiling).
gSprites[spriteId].oam.paletteNum = PALSLOT_PLAYER;
gSprites[spriteId].sIndex = i;
}
for (i = 0; i < ARRAY_COUNT(sCeilingCrumblePositions); i++)
{
spriteId = CreateSprite(&sSpriteTemplate_CeilingCrumbleSmall, sCeilingCrumblePositions[i][0] + 115, sCeilingCrumblePositions[i][1] - 3, 8);
gSprites[spriteId].oam.priority = 0;
gSprites[spriteId].oam.paletteNum = PALSLOT_PLAYER;
gSprites[spriteId].sIndex = i;
}
}