Using RGB color constants where appropiate
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@@ -384,7 +384,7 @@ const u16 gBallOpenFadeColors[] =
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[BALL_PREMIER] = RGB(31, 9, 10),
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// Garbage data
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RGB(0, 0, 0),
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RGB_BLACK,
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RGB(1, 16, 0),
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RGB(3, 0, 1),
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RGB(1, 8, 0),
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@@ -1309,12 +1309,12 @@ static void SpriteCB_Ball_Capture_Step(struct Sprite *sprite)
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if (sprite->sTimer == 40)
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{
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PlaySE(SE_RG_BALL_CLICK);
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BlendPalettes(0x10000 << sprite->oam.paletteNum, 6, RGB(0, 0, 0));
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BlendPalettes(0x10000 << sprite->oam.paletteNum, 6, RGB_BLACK);
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MakeCaptureStars(sprite);
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}
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else if (sprite->sTimer == 60)
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{
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BeginNormalPaletteFade(0x10000 << sprite->oam.paletteNum, 2, 6, 0, RGB(0, 0, 0));
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BeginNormalPaletteFade(0x10000 << sprite->oam.paletteNum, 2, 6, 0, RGB_BLACK);
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}
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else if (sprite->sTimer == 95)
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{
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@@ -1352,7 +1352,7 @@ static void SpriteCB_Ball_FadeOut(struct Sprite *sprite)
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16, 0));
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paletteIndex = IndexOfSpritePaletteTag(sprite->template->paletteTag);
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BeginNormalPaletteFade(1 << (paletteIndex + 0x10), 0, 0, 16, RGB(31, 31, 31));
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BeginNormalPaletteFade(1 << (paletteIndex + 0x10), 0, 0, 16, RGB_WHITE);
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sprite->sState++;
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break;
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case 1:
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@@ -2041,7 +2041,7 @@ u8 LaunchBallFadeMonTask(bool8 unfadeLater, u8 spritePalNum, u32 selectedPalette
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gTasks[taskId].func = Task_FadeMon_ToNormal;
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}
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BeginNormalPaletteFade(selectedPalettes, 0, 0, 16, RGB(31, 31, 31));
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BeginNormalPaletteFade(selectedPalettes, 0, 0, 16, RGB_WHITE);
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return taskId;
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}
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