Add tilemap rendering capability to gbagfx
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@@ -546,11 +546,14 @@ void CB2_InitTitleScreen(void)
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gMain.state = 1;
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break;
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case 1:
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LZ77UnCompVram(gTitleScreenPokemonLogoGfx, (void *)VRAM);
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// bg2
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LZ77UnCompVram(gTitleScreenPokemonLogoGfx, (void *)(BG_CHAR_ADDR(0)));
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LZ77UnCompVram(gUnknown_08DE0644, (void *)(BG_SCREEN_ADDR(9)));
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LoadPalette(gTitleScreenBgPalettes, 0, 0x1E0);
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// bg3
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LZ77UnCompVram(sTitleScreenRayquazaGfx, (void *)(BG_CHAR_ADDR(2)));
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LZ77UnCompVram(sTitleScreenRayquazaTilemap, (void *)(BG_SCREEN_ADDR(26)));
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// bg1
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LZ77UnCompVram(sTitleScreenCloudsGfx, (void *)(BG_CHAR_ADDR(3)));
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LZ77UnCompVram(gUnknown_08DDE458, (void *)(BG_SCREEN_ADDR(27)));
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ScanlineEffect_Stop();
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