Rename sprite sheet to sprite gfx

This commit is contained in:
DizzyEggg
2019-04-06 16:38:55 +02:00
committed by huderlem
parent b93581b519
commit 19f151417e
7 changed files with 1755 additions and 1755 deletions
+548 -548
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+578 -578
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+1 -1
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@@ -3067,7 +3067,7 @@ void sub_8105CB4(u8 taskId)
paletteNums[i] = AllocSpritePalette(ANIM_SPRITES_START - i); paletteNums[i] = AllocSpritePalette(ANIM_SPRITES_START - i);
gMonSpritesGfxPtr->field_17C = AllocZeroed(0x2000); gMonSpritesGfxPtr->field_17C = AllocZeroed(0x2000);
LZDecompressWram(gBattleAnimSpritePalette_MusicNotes2, gMonSpritesGfxPtr->field_17C); LZDecompressWram(gBattleAnimSpritePal_MusicNotes2, gMonSpritesGfxPtr->field_17C);
for (i = 0; i < 3; i++) for (i = 0; i < 3; i++)
LoadPalette(&gMonSpritesGfxPtr->field_17C[i * 32], (u16)((paletteNums[i] << 4) + 0x100), 32); LoadPalette(&gMonSpritesGfxPtr->field_17C[i * 32], (u16)((paletteNums[i] << 4) + 0x100), 32);
+24 -24
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@@ -105,34 +105,34 @@ static const struct BallCaptureSuccessStarData sBallCaptureSuccessStarData[] =
const struct CompressedSpriteSheet gBallOpenParticleSpritesheets[] = const struct CompressedSpriteSheet gBallOpenParticleSpritesheets[] =
{ {
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EC}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EC},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6ED}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6ED},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EE}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EE},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6EF}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6EF},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F0}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F0},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F1}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F1},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F2}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F2},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F3}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F3},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F4}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F4},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F5}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F5},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F6}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F6},
{gBattleAnimSpriteSheet_Particles, 0x100, 0xD6F7}, {gBattleAnimSpriteGfx_Particles, 0x100, 0xD6F7},
}; };
const struct CompressedSpritePalette gBallOpenParticlePalettes[] = const struct CompressedSpritePalette gBallOpenParticlePalettes[] =
{ {
{gBattleAnimSpritePalette_CircleImpact, 0xD6EC}, {gBattleAnimSpritePal_CircleImpact, 0xD6EC},
{gBattleAnimSpritePalette_CircleImpact, 0xD6ED}, {gBattleAnimSpritePal_CircleImpact, 0xD6ED},
{gBattleAnimSpritePalette_CircleImpact, 0xD6EE}, {gBattleAnimSpritePal_CircleImpact, 0xD6EE},
{gBattleAnimSpritePalette_CircleImpact, 0xD6EF}, {gBattleAnimSpritePal_CircleImpact, 0xD6EF},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F0}, {gBattleAnimSpritePal_CircleImpact, 0xD6F0},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F1}, {gBattleAnimSpritePal_CircleImpact, 0xD6F1},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F2}, {gBattleAnimSpritePal_CircleImpact, 0xD6F2},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F3}, {gBattleAnimSpritePal_CircleImpact, 0xD6F3},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F4}, {gBattleAnimSpritePal_CircleImpact, 0xD6F4},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F5}, {gBattleAnimSpritePal_CircleImpact, 0xD6F5},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F6}, {gBattleAnimSpritePal_CircleImpact, 0xD6F6},
{gBattleAnimSpritePalette_CircleImpact, 0xD6F7}, {gBattleAnimSpritePal_CircleImpact, 0xD6F7},
}; };
const union AnimCmd gUnknown_085E5154[] = const union AnimCmd gUnknown_085E5154[] =
+510 -510
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@@ -419,7 +419,7 @@ void AnimTask_LoadSandstormBackground(u8 taskId)
sub_80A6B30(&animBg); sub_80A6B30(&animBg);
AnimLoadCompressedBgGfx(animBg.bgId, gUnknown_08D8D58C, animBg.tilesOffset); AnimLoadCompressedBgGfx(animBg.bgId, gUnknown_08D8D58C, animBg.tilesOffset);
sub_80A6D60(&animBg, gUnknown_08D8D410, 0); sub_80A6D60(&animBg, gUnknown_08D8D410, 0);
LoadCompressedPalette(gBattleAnimSpritePalette_FlyingDirt, animBg.paletteId * 16, 32); LoadCompressedPalette(gBattleAnimSpritePal_FlyingDirt, animBg.paletteId * 16, 32);
if (gBattleAnimArgs[0] && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) if (gBattleAnimArgs[0] && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
var0 = 1; var0 = 1;