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mini update
- Tiles now animate correctly while still being sped up (credit to jojobear13!) - Fixed issues with certain cave maps being glitched after importing the new tileset for Seafoam - Gave Celeste Hill Cave the same palette as the exterior areas - Fixed an inconsistency in Koga's pre-fight script
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18 changed files with 108 additions and 47 deletions
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@ -343,7 +343,7 @@ hUnlockedSilphCoDoors::
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; the first tile ID in a sequence of tile IDs that increase by 1 each step
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hStartTileID:: db
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ds 2
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hstemp:: dw
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hNewPartyLength:: db
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