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CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470
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@@ -49,6 +49,9 @@ local MAP_GROUP_COUNT = 26 -- constants/map_constants.asm NUM_MAP_GROUPS
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-- EnvironmentColorsPointers, and the Tilesets row only stores a 16-bit
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-- pointer, so the bank has to come from here.
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local PAL_MAP_BANK = 0x02
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-- LoadBallIconGFX.gfx (engine/battle/trainer_huds.asm:225-232); bank $0b
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-- carries no manifest symbol to resolve it through.
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local BALL_ICON_GFX = { 0x0b, 0x41a4 }
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-- A tileset sheet is 96 tiles (128x48 at 8x8), and its PalMap packs two
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-- tiles per byte: low nibble first tile, high nibble second (`dn` in the
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-- tilepal macro). The high bit of each nibble is the VRAM bank, not colour.
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@@ -4912,6 +4915,14 @@ function RomExtractorGen2:extractMenuGfx()
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hud.expBarFirstTile = 0x55
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hud.expBarCells = 9
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-- Four OAM tiles at $31 -- normal, statused, fainted, empty -- and OBJ
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-- colour 0 is transparent (engine/battle/trainer_huds.asm:47-99, :225-232).
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local balls = self.symbols["LoadBallIconGFX.gfx"] or BALL_ICON_GFX
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self:write2bpp(self.rom:bytes(balls[1], balls[2], 4 * 16), 32, 8,
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"battle/hud/balls.png", true)
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hud.balls = "assets/generated/battle/hud/balls.png"
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hud.ballsFirstTile = 0x31
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-- "HP:" and the bar cells, as a plain 2bpp sheet rather than the ink-on-
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-- transparent font page: the bar's rule is shade 3 (black) while its fill is
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-- shade 1/2 (the HP colour), so flattening it to one ink loses the very
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