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Use rgbasm's GameBoy graphics literal for initializing wCreditsFaux2bpp
In the 2BPP format, two bytes %ABCDEFGH %abcdefgh define eight pixels %Aa %Bb %Cc %Dd %Ee %Ff %Gg %Hh. Four valid colors: %00 = 0 = white, %01 = 1 = dark, %10 = 2 = light, %11 = 3 = black. Thus `22222222 = pixels %10 %10 %10 %10 %10 %10 %10 %10 = bytes %11111111 %00000000 = $ff00.
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@ -21,8 +21,8 @@ Credits::
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call ClearSprites
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ld hl, wCreditsFaux2bpp
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ld c, $80
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ld de, $ff00
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ld c, wCreditsFaux2bppEnd - wCreditsFaux2bpp
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ld de, `22222222 ; eight pixels, each with color #2
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.load_loop
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ld a, e
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@ -795,7 +795,7 @@ IntroScene9:
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call DelayFrame
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call DelayFrame
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call DelayFrame
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ld a, $c ; $980c
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ld a, LOW(vBGMap0 + $c) ; $c
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ldh [hBGMapAddress], a
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call DelayFrame
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call DelayFrame
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9
wram.asm
9
wram.asm
@ -45,7 +45,7 @@ wCurNoteDuration:: db ; used in MusicE0 and LoadNote
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wCurMusicByte:: db ; c298
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wCurChannel:: db ; c299
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wVolume:: ; c29a
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; corresponds to $ff24
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; corresponds to rNR50
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; Channel control / ON-OFF / Volume (R/W)
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; bit 7 - Vin->SO2 ON/OFF
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; bit 6-4 - SO2 output level (volume) (# 0-7)
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@ -53,12 +53,12 @@ wVolume:: ; c29a
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; bit 2-0 - SO1 output level (volume) (# 0-7)
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db
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wSoundOutput:: ; c29b
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; corresponds to $ff25
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; corresponds to rNR51
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; bit 4-7: ch1-4 so2 on/off
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; bit 0-3: ch1-4 so1 on/off
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db
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wSoundInput:: ; c29c
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; corresponds to $ff26
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; corresponds to rNR52
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; bit 7: global on/off
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; bit 0: ch1 on/off
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; bit 1: ch2 on/off
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@ -1069,7 +1069,8 @@ wc9f9:: ds 7
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UNION ; ca00
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; blank credits tile buffer
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wCreditsFaux2bpp:: ds 128
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wCreditsFaux2bpp:: ds 8 * LEN_2BPP_TILE
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wCreditsFaux2bppEnd::
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NEXTU ; ca00
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; mystery gift data
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