Move more gfx symbols into gHealthboxElementsGfxTable
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+8
-12
@@ -355,7 +355,6 @@ const u16 gBattleInterface_BallStatusBarPal[] = INCBIN_U16("graphics/battle_inte
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const u16 gBattleInterface_BallDisplayPal[] = INCBIN_U16("graphics/battle_interface/ball_display.gbapal");
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//Originally an array?
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const u8 gHealthboxElementsGfxTable[] = INCBIN_U8("graphics/battle_interface/hpbar.4bpp",
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"graphics/battle_interface/expbar.4bpp",
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"graphics/battle_interface/status_psn.4bpp",
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@@ -365,17 +364,14 @@ const u8 gHealthboxElementsGfxTable[] = INCBIN_U8("graphics/battle_interface/hpb
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"graphics/battle_interface/status_brn.4bpp",
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"graphics/battle_interface/misc.4bpp",
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"graphics/battle_interface/hpbar_anim.4bpp",
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"graphics/battle_interface/misc_frameend.4bpp");
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const u8 gBattleInterface_BallDisplayGfx[] = INCBIN_U8("graphics/battle_interface/ball_display.4bpp");
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//Originally an array?
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const u8 gUnknown_08C1249C[] = INCBIN_U8("graphics/battle_interface/ball_display_unused_extra.4bpp");
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const u8 gBattleInterfaceGfx_Status2[] = INCBIN_U8("graphics/battle_interface/status2.4bpp"); // these three duplicate sets of graphics are for the opponent pokemon
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const u8 gBattleInterfaceGfx_Status3[] = INCBIN_U8("graphics/battle_interface/status3.4bpp"); // and are also for use in double battles. they use dynamic palettes so
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const u8 gBattleInterfaceGfx_Status4[] = INCBIN_U8("graphics/battle_interface/status4.4bpp"); // coloring them is an extreme headache and wont be done for now
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const u8 gBattleInterfaceGfx_FrameEnd[] = INCBIN_U8("graphics/battle_interface/healthbox_doubles_frameend.4bpp");
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const u8 gBattleInterfaceGfx_FrameEnd_Bar[] = INCBIN_U8("graphics/battle_interface/healthbox_doubles_frameend_bar.4bpp");
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"graphics/battle_interface/misc_frameend.4bpp",
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"graphics/battle_interface/ball_display.4bpp",
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"graphics/battle_interface/ball_display_unused_extra.4bpp",
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"graphics/battle_interface/status2.4bpp", // these three duplicate sets of graphics are for the opponent pokemon
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"graphics/battle_interface/status3.4bpp", // and are also for use in double battles. they use dynamic palettes so
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"graphics/battle_interface/status4.4bpp", // coloring them is an extreme headache and wont be done for now
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"graphics/battle_interface/healthbox_doubles_frameend.4bpp",
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"graphics/battle_interface/healthbox_doubles_frameend_bar.4bpp");
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const u32 gBattleInterfaceGfx_UnusedWindow3[] = INCBIN_U32("graphics/battle_interface/unused_window3.4bpp.lz");
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const u32 gBattleInterfaceGfx_UnusedWindow4[] = INCBIN_U32("graphics/battle_interface/unused_window4.4bpp.lz");
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