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Level selection menu: don't make unique palette numbers and sprite anims for male and female; instead, load either red or blue into pal0 (#12)
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@@ -85,7 +85,7 @@ LevelSelectionMenu::
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farcall ClearSpriteAnims
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; fade to the next unlocked level, or to the regular level selection menu
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ld b, RGBFADE_TO_BLACK_6BGP_1OBP2
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ld b, RGBFADE_TO_BLACK_6BGP_1OBP1
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call DoRGBFadeEffect
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ld c, 30 ;
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call DelayFrames ; black screen --> next landmark shown
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@@ -213,7 +213,7 @@ LevelSelectionMenu::
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ret
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.EnterLevelFadeOut:
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ld b, RGBFADE_TO_WHITE_6BGP_7OBP
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ld b, RGBFADE_TO_WHITE_6BGP_6OBP
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jp DoRGBFadeEffect
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.exit
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@@ -321,9 +321,7 @@ LevelSelectionMenu_InitPlayerSprite:
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; because ClearSpriteAnims was called before, it's always loaded to wSpriteAnim1
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depixel 0, 0
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; all the SPRITE_ANIM_* related to the level selection menu are sorted by direction, then by gender
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ld b, SPRITE_ANIM_OBJ_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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ld a, [wPlayerGender]
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add b
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ld a, SPRITE_ANIM_OBJ_LEVEL_SELECTION_MENU_WALK_DOWN
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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@@ -514,10 +512,10 @@ LevelSelectionMenu_DrawTimeOfDaySymbol:
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ret
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.OAM:
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db 3 * TILE_WIDTH, 2 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 0, 2
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db 3 * TILE_WIDTH, 3 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 1, 2
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db 4 * TILE_WIDTH, 2 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 8, 2
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db 4 * TILE_WIDTH, 3 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 9, 2
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db 3 * TILE_WIDTH, 2 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 0, PAL_LSM_TOD
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db 3 * TILE_WIDTH, 3 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 1, PAL_LSM_TOD
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db 4 * TILE_WIDTH, 2 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 8, PAL_LSM_TOD
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db 4 * TILE_WIDTH, 3 * TILE_WIDTH, 24 + NUM_DIRECTIONS + NUM_LEVEL_STAGES * 2 + 9, PAL_LSM_TOD
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LevelSelectionMenu_DrawDirectionalArrows:
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; Draw directional arrows OAM around player sprite for the valid directions.
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@@ -559,8 +557,8 @@ LevelSelectionMenu_DrawDirectionalArrows:
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ld a, [hli]
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ld [de], a ; tile id
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inc de
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gender_to_pal
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ld [de], a ; attr (use the same pal as player sprite)
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xor a ; PAL_LSM_PLAYER
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ld [de], a ; attr (uses the same pal as player sprite)
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inc de
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ret
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@@ -684,14 +682,14 @@ LevelSelectionMenu_DrawStageTrophies:
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db 18 * TILE_WIDTH, 19 * TILE_WIDTH
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.BaseOAMTilesAttrs:
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db 24 + NUM_DIRECTIONS + 0, 3
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db 24 + NUM_DIRECTIONS + 4, 3
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db 24 + NUM_DIRECTIONS + 1, 4
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db 24 + NUM_DIRECTIONS + 5, 4
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db 24 + NUM_DIRECTIONS + 2, 5
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db 24 + NUM_DIRECTIONS + 6, 5
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db 24 + NUM_DIRECTIONS + 3, 6
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db 24 + NUM_DIRECTIONS + 7, 6
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db 24 + NUM_DIRECTIONS + 0, PAL_LSM_TROPHY_1
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db 24 + NUM_DIRECTIONS + 4, PAL_LSM_TROPHY_1
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db 24 + NUM_DIRECTIONS + 1, PAL_LSM_TROPHY_2
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db 24 + NUM_DIRECTIONS + 5, PAL_LSM_TROPHY_2
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db 24 + NUM_DIRECTIONS + 2, PAL_LSM_TROPHY_3
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db 24 + NUM_DIRECTIONS + 6, PAL_LSM_TROPHY_3
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db 24 + NUM_DIRECTIONS + 3, PAL_LSM_TROPHY_4
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db 24 + NUM_DIRECTIONS + 7, PAL_LSM_TROPHY_4
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LevelSelectionMenu_ClearTextboxOAM:
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ld hl, wShadowOAM + $8 * SPRITEOAMSTRUCT_LENGTH
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@@ -710,12 +708,8 @@ LevelSelectionMenu_SetAnimSeqAndFrameset:
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [wPlayerGender]
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ld d, a
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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add e
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_WALK_DOWN
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add e ; add direction
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add d ; add gender
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ld [hl], a
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ret
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@@ -840,11 +834,11 @@ ENDM
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ret
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.PageChangeFadeOut:
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ld b, RGBFADE_TO_BLACK_6BGP_1OBP2
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ld b, RGBFADE_TO_BLACK_6BGP_1OBP1
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jp DoRGBFadeEffect
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.PageChangeFadeIn:
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ld b, RGBFADE_TO_LIGHTER_6BGP_1OBP2
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ld b, RGBFADE_TO_LIGHTER_6BGP_1OBP1
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jp DoRGBFadeEffect
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LevelSelectionMenu_GetLandmarkPage:
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@@ -1127,10 +1121,7 @@ _LevelSelectionMenuHandleTransition:
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [wPlayerGender]
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ld d, a
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_MALE_WALK_DOWN
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add d
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ld a, SPRITE_ANIM_FRAMESET_LEVEL_SELECTION_MENU_WALK_DOWN
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ld [hl], a
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; return nc to signal back not to apply a displacement during this frame
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xor a
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