diff --git a/src/mirage_tower.c b/src/mirage_tower.c index e2ed74a21a..bf73692a36 100644 --- a/src/mirage_tower.c +++ b/src/mirage_tower.c @@ -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; } }