Add palette selection constants
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+8
-8
@@ -1089,7 +1089,7 @@ s32 InitBerryCrushDisplay(void)
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break;
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case 9:
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gPaletteFade.bufferTransferDisabled = FALSE;
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BlendPalettes(0xFFFFFFFF, 16, RGB_BLACK);
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BlendPalettes(PALETTES_ALL, 16, RGB_BLACK);
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ShowBg(0);
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ShowBg(1);
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ShowBg(2);
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@@ -1121,7 +1121,7 @@ int sub_802130C(void)
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// fall through. The original author forgot to use "break" here
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// because this will call BeginNormalPaletteFade() twice.
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case 2:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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UpdatePaletteFade();
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break;
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case 3:
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@@ -2635,13 +2635,13 @@ static u32 sub_8023A30(struct BerryCrushGame *r4, __attribute__((unused)) u8 *r1
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case 0:
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r4->unk12 = 8;
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PlaySE(SE_M_STRENGTH);
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BlendPalettes(0xFFFFFFFF, 8, RGB(31, 31, 0));
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BlendPalettes(PALETTES_ALL, 8, RGB(31, 31, 0));
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r4->unk138.unk0 = 2;
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break;
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case 1:
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if (--r4->unk138.unk0 != 255)
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return 0;
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BlendPalettes(0xFFFFFFFF, 0, RGB(31, 31, 0));
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BlendPalettes(PALETTES_ALL, 0, RGB(31, 31, 0));
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r4->unk138.unk1 = 4;
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r4->unk138.unk0 = 0;
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r4->unk138.unk2 = gUnknown_082F326C[r4->unk138.unk1][0];
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@@ -2692,13 +2692,13 @@ static u32 sub_8023BC0(struct BerryCrushGame *r5, u8 *r6)
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case 0:
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r5->unk12 = 9;
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PlaySE(SE_FAILURE);
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BlendPalettes(0xFFFFFFFF, 8, RGB(31, 0, 0));
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BlendPalettes(PALETTES_ALL, 8, RGB(31, 0, 0));
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r5->unk138.unk0 = 4;
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break;
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case 1:
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if (--r5->unk138.unk0 != 255)
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return 0;
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BlendPalettes(0xFFFFFFFF, 0, RGB(31, 0, 0));
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BlendPalettes(PALETTES_ALL, 0, RGB(31, 0, 0));
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r5->unk138.unk0 = 0;
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break;
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case 2:
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@@ -3057,7 +3057,7 @@ static u32 sub_80243BC(struct BerryCrushGame *r5, __attribute__((unused)) u8 *r1
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switch (r5->unkC)
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{
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case 0:
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BeginNormalPaletteFade(0xFFFFFFFF, 1, 0, 0x10, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 1, 0, 0x10, RGB_BLACK);
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UpdatePaletteFade();
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break;
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case 1:
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@@ -3067,7 +3067,7 @@ static u32 sub_80243BC(struct BerryCrushGame *r5, __attribute__((unused)) u8 *r1
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case 2:
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ClearDialogWindowAndFrame(0, 1);
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sub_8021488(r5);
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0x10, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0x10, 0, RGB_BLACK);
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UpdatePaletteFade();
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break;
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case 3:
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