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This required me to scrap some unused content from `load_font.asm`. However, this is only really a temporary fix - we need to decouple footprints.asm from it and make it load from separate banks to keep going. Look at how Pokemon sprites are loaded for reference.
43 lines
948 B
NASM
43 lines
948 B
NASM
Font:
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INCBIN "gfx/font/font.1bpp"
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FontBattleExtra:
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INCBIN "gfx/font/font_battle_extra.2bpp"
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Frames:
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table_width TEXTBOX_FRAME_TILES * LEN_1BPP_TILE, Frames
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INCBIN "gfx/frames/1.1bpp"
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INCBIN "gfx/frames/2.1bpp"
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INCBIN "gfx/frames/3.1bpp"
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INCBIN "gfx/frames/4.1bpp"
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INCBIN "gfx/frames/5.1bpp"
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INCBIN "gfx/frames/6.1bpp"
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INCBIN "gfx/frames/7.1bpp"
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INCBIN "gfx/frames/8.1bpp"
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assert_table_length NUM_FRAMES
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INCBIN "gfx/frames/9.1bpp" ; unused
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StatsScreenPageTilesGFX:
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INCBIN "gfx/stats/stats_tiles.2bpp"
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EnemyHPBarBorderGFX:
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INCBIN "gfx/battle/enemy_hp_bar_border.1bpp"
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HPExpBarBorderGFX:
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INCBIN "gfx/battle/hp_exp_bar_border.1bpp"
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ExpBarGFX:
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INCBIN "gfx/battle/expbar.2bpp"
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TownMapGFX:
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INCBIN "gfx/pokegear/town_map.2bpp.lz"
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TextboxSpaceGFX:
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; StatsScreen_LoadTextboxSpaceGFX reads 2bpp; LoadFrame reads first half as 1bpp
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INCBIN "gfx/font/space.2bpp"
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MobilePhoneTilesGFX:
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INCBIN "gfx/mobile/phone_tiles.2bpp"
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INCLUDE "gfx/footprints.asm"
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