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Relocate Board menu OAM to vTiles0 after outdoor sprites to leave room for overworld HUD tiles in vTiles1 (#11)
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ea4ab28652
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@ -181,7 +181,9 @@ pushc
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charmap "\r", $0d
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charmap "\r", $0d
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popc
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popc
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; Significant tile equivalences
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; Background tile equivalences (vTiles1)
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DEF OVERWORLD_FRAME_FIRST_TILE EQU "┌"
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DEF OVERWORLD_FRAME_FIRST_TILE EQU "┌"
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DEF BOARD_MENU_BG_FIRST_TILE EQU "A"
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DEF BOARD_MENU_BG_FIRST_TILE EQU "A"
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DEF BOARD_MENU_OAM_FIRST_TILE EQU BOARD_MENU_BG_FIRST_TILE + 18 * 3
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; Object tile locations (vTiles0)
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DEF BOARD_MENU_OAM_FIRST_TILE EQU $20
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@ -1,10 +1,10 @@
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LoadBoardMenuGFX::
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LoadBoardMenuGFX::
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ld de, .BoardMenuGFX
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ld de, .BoardMenuGFX
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ld hl, vTiles1
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ld hl, vTiles0 + BOARD_MENU_BG_FIRST_TILE * LEN_2BPP_TILE
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lb bc, BANK(.BoardMenuGFX), 18 * 3
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lb bc, BANK(.BoardMenuGFX), 18 * 3
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call Get2bppViaHDMA
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call Get2bppViaHDMA
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ld de, .BoardMenuOAMGFX
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ld de, .BoardMenuOAMGFX
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ld hl, vTiles1 + (18 * 3) * LEN_2BPP_TILE
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ld hl, vTiles0 + BOARD_MENU_OAM_FIRST_TILE * LEN_2BPP_TILE
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lb bc, BANK(.BoardMenuOAMGFX), 3 * 3 * NUM_BOARD_MENU_ITEMS
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lb bc, BANK(.BoardMenuOAMGFX), 3 * 3 * NUM_BOARD_MENU_ITEMS
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call Get2bppViaHDMA
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call Get2bppViaHDMA
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ret
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ret
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