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Enforce capacity limit of sprite list in VRAM (#2); actually fix LoadSpriteGFX (#8) [bugfix to 59bda0b36b
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@ -42,7 +42,10 @@ DEF SPRITEOAMSTRUCT_ATTRIBUTES rb ; 3
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DEF SPRITEOAMSTRUCT_LENGTH EQU _RS
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DEF SPRITEOAMSTRUCT_LENGTH EQU _RS
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DEF NUM_SPRITE_OAM_STRUCTS EQU 40 ; see wShadowOAM
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DEF NUM_SPRITE_OAM_STRUCTS EQU 40 ; see wShadowOAM
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DEF SPRITE_GFX_LIST_CAPACITY EQU 32 ; see wUsedSprites
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; see wUsedSprites
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DEF WALKING_SPRITE_GFX_LIST_CAPACITY EQU 9
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DEF STILL_SPRITE_GFX_LIST_CAPACITY EQU 10
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DEF SPRITE_GFX_LIST_CAPACITY EQU 1 + WALKING_SPRITE_GFX_LIST_CAPACITY + STILL_SPRITE_GFX_LIST_CAPACITY
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; PokeAnims indexes (see engine/gfx/pic_animation.asm)
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; PokeAnims indexes (see engine/gfx/pic_animation.asm)
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const_def
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const_def
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@ -23,4 +23,5 @@ Level1GroupSprites:
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db SPRITE_POKE_BALL
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db SPRITE_POKE_BALL
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db SPRITE_FRUIT_TREE
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db SPRITE_FRUIT_TREE
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db SPRITE_ROCK
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db SPRITE_ROCK
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; max 3 of 10 still sprites
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db 0 ; end
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db 0 ; end
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@ -333,9 +333,9 @@ LoadSpriteGFX:
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ret
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ret
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.LoadSprite:
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.LoadSprite:
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push de
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push bc
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call GetSprite
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call GetSprite
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pop de
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pop bc
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ld a, l
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ld a, l
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ret
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ret
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@ -383,9 +383,10 @@ ArrangeUsedSprites:
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ld a, [hl]
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ld a, [hl]
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call GetSpriteLength
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call GetSpriteLength
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; There are only two tables, so don't go any further than that.
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; Don't go any further than the second row in the second table.
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add b
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add b
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jr c, .quit
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cp $a0 + 1
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jr nc, .quit
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ld [hl], b
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ld [hl], b
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ld b, a
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ld b, a
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