Rename sprite sheet to sprite gfx
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+548
-548
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+578
-578
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@@ -3067,7 +3067,7 @@ void sub_8105CB4(u8 taskId)
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paletteNums[i] = AllocSpritePalette(ANIM_SPRITES_START - i);
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paletteNums[i] = AllocSpritePalette(ANIM_SPRITES_START - i);
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gMonSpritesGfxPtr->field_17C = AllocZeroed(0x2000);
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gMonSpritesGfxPtr->field_17C = AllocZeroed(0x2000);
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LZDecompressWram(gBattleAnimSpritePalette_MusicNotes2, gMonSpritesGfxPtr->field_17C);
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LZDecompressWram(gBattleAnimSpritePal_MusicNotes2, gMonSpritesGfxPtr->field_17C);
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for (i = 0; i < 3; i++)
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for (i = 0; i < 3; i++)
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LoadPalette(&gMonSpritesGfxPtr->field_17C[i * 32], (u16)((paletteNums[i] << 4) + 0x100), 32);
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LoadPalette(&gMonSpritesGfxPtr->field_17C[i * 32], (u16)((paletteNums[i] << 4) + 0x100), 32);
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+24
-24
@@ -105,34 +105,34 @@ static const struct BallCaptureSuccessStarData sBallCaptureSuccessStarData[] =
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const struct CompressedSpriteSheet gBallOpenParticleSpritesheets[] =
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const struct CompressedSpriteSheet gBallOpenParticleSpritesheets[] =
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{
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{
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EC},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EC},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6ED},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6ED},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EE},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EE},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EF},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EF},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F0},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F0},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F1},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F1},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F2},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F2},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F3},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F3},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F4},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F4},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F5},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F5},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F6},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F6},
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{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F7},
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{gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F7},
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};
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};
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const struct CompressedSpritePalette gBallOpenParticlePalettes[] =
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const struct CompressedSpritePalette gBallOpenParticlePalettes[] =
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{
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{
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{gBattleAnimSpritePalette_CircleImpact, 0xD6EC},
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{gBattleAnimSpritePal_CircleImpact, 0xD6EC},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6ED},
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{gBattleAnimSpritePal_CircleImpact, 0xD6ED},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6EE},
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{gBattleAnimSpritePal_CircleImpact, 0xD6EE},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6EF},
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{gBattleAnimSpritePal_CircleImpact, 0xD6EF},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F0},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F0},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F1},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F1},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F2},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F2},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F3},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F3},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F4},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F4},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F5},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F5},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F6},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F6},
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{gBattleAnimSpritePalette_CircleImpact, 0xD6F7},
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{gBattleAnimSpritePal_CircleImpact, 0xD6F7},
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};
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};
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const union AnimCmd gUnknown_085E5154[] =
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const union AnimCmd gUnknown_085E5154[] =
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+510
-510
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+1
-1
@@ -419,7 +419,7 @@ void AnimTask_LoadSandstormBackground(u8 taskId)
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sub_80A6B30(&animBg);
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sub_80A6B30(&animBg);
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AnimLoadCompressedBgGfx(animBg.bgId, gUnknown_08D8D58C, animBg.tilesOffset);
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AnimLoadCompressedBgGfx(animBg.bgId, gUnknown_08D8D58C, animBg.tilesOffset);
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sub_80A6D60(&animBg, gUnknown_08D8D410, 0);
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sub_80A6D60(&animBg, gUnknown_08D8D410, 0);
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LoadCompressedPalette(gBattleAnimSpritePalette_FlyingDirt, animBg.paletteId * 16, 32);
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LoadCompressedPalette(gBattleAnimSpritePal_FlyingDirt, animBg.paletteId * 16, 32);
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if (gBattleAnimArgs[0] && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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if (gBattleAnimArgs[0] && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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var0 = 1;
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var0 = 1;
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