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feat: enhance Goldenrod Game Corner graphics extraction
Added functions to write raw graphics assets for the Slot Machine and Card Flip games, ensuring that the necessary files are generated when the corresponding symbols are present in the ROM. Updated the manifest to include required symbols for these assets, preventing fallback to labelled cells when graphics are missing.
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@@ -785,6 +785,14 @@ REQUIRED_SYMBOLS = {
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"KabutoPuzzleLZ", "OmanytePuzzleLZ", "AerodactylPuzzleLZ", "HoOhPuzzleLZ",
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"UnownPuzzleStartCancelLZ", "UnownPuzzleCursorGFX",
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"PuzzlePieceBorderData.TileBordersGFX",
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# Goldenrod Game Corner (engine/games/slot_machine.asm + card_flip.asm).
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# Slots1LZ/2LZ/3LZ are the reel + actor sheets; SlotsTilemap is the 20x12
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# BG map. CardFlipLZ01..03 + On/Off button tiles and CardFlipTilemap are
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# the odds-board art. Without these in the manifest the extractor skips
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# the files and SlotMachine/CardFlip fall back to labelled cells.
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"Slots1LZ", "Slots2LZ", "Slots3LZ", "SlotsTilemap",
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"CardFlipLZ01", "CardFlipLZ02", "CardFlipLZ03",
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"CardFlipOnButtonGFX", "CardFlipOffButtonGFX", "CardFlipTilemap",
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# Emote bubbles (data/sprites/emotes.asm): showemote's ! over a trainer
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# who just spotted the player, and the other faces scripts use.
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"ShockEmote", "QuestionEmote", "HappyEmote", "SadEmote",
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