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Level selection menu: fix trophy palettes not being faded out when spawning to level (#12)
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@ -129,7 +129,7 @@ DEF NUM_PREDEF_PALS EQU const_value
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const_def
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const RGBFADE_TO_BLACK_6BGP
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const RGBFADE_TO_LIGHTER_6BGP
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const RGBFADE_TO_WHITE_6BGP_3OBP
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const RGBFADE_TO_WHITE_6BGP_7OBP
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const RGBFADE_TO_WHITE_8BGP_8OBP
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const RGBFADE_TO_BLACK_6BGP_1OBP2
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const RGBFADE_TO_LIGHTER_6BGP_1OBP2
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@ -277,12 +277,16 @@ RGBFadeEffectJumptable:
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table_width 2, RGBFadeEffectJumptable
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dw _RGBFadeToBlack_6BGP ; RGBFADE_TO_BLACK_6BGP
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dw _RGBFadeToLighter_6BGP ; RGBFADE_TO_LIGHTER_6BGP
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dw _RGBFadeToWhite_6BGP_3OBP ; RGBFADE_TO_WHITE_6BGP_3OBP
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dw _RGBFadeToWhite_6BGP_7OBP ; RGBFADE_TO_WHITE_6BGP_7OBP
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dw _RGBFadeToWhite_8BGP_8OBP ; RGBFADE_TO_WHITE_8BGP_8OBP
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dw _RGBFadeToBlack_6BGP_1OBP2 ; RGBFADE_TO_BLACK_6BGP_1OBP2
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dw _RGBFadeToLighter_6BGP_1OBP2 ; RGBFADE_TO_LIGHTER_6BGP_1OBP2
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assert_table_length NUM_RGB_FADE_EFFECTS
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; in RGBFadeEffectJumptable functions, use DelayFrame calls appropriately
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; inside the loop to adjust loop duration, accounting for whether a loop
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; takes up less or more than one frame.
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_RGBFadeToBlack_6BGP:
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ld c, 32 / 2
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.loop
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@ -376,7 +380,7 @@ _RGBFadeToLighter_6BGP_1OBP2:
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jr nz, .loop
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ret
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_RGBFadeToWhite_6BGP_3OBP:
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_RGBFadeToWhite_6BGP_7OBP:
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ld c, 32 / 2
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.loop
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push bc
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@ -388,13 +392,12 @@ _RGBFadeToWhite_6BGP_3OBP:
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; fade OBP to white
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ld de, wOBPals2
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ld c, 3 * NUM_PAL_COLORS
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ld c, 7 * NUM_PAL_COLORS
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call FadeStepColorsToWhite
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; commit pals
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ld a, TRUE
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ldh [hCGBPalUpdate], a
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call DelayFrame
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pop bc
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dec c
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@ -195,7 +195,7 @@ LevelSelectionMenu::
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ret
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.EnterLevelFadeOut:
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ld b, RGBFADE_TO_WHITE_6BGP_3OBP
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ld b, RGBFADE_TO_WHITE_6BGP_7OBP
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jp DoRGBFadeEffect
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.exit
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