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@ -450,9 +450,6 @@ uint8_t* Gen1GameReader::decodePokemonIcon(PokemonIconType iconType, SpriteRende
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// this boolean indicates that the sprite only stores the left half, but it's symmetric
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bool isSymmetric;
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// TODO: for some of these icons, only the left half is stored.
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// they are supposed to be mirrored
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switch(iconType)
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{
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case GEN1_ICONTYPE_MON:
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@ -543,6 +540,10 @@ uint8_t* Gen1GameReader::decodePokemonIcon(PokemonIconType iconType, SpriteRende
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romReader_.readByte(bankIndex);
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romReader_.readUint16(vSpritesTileOffset);
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// HACK: so, in the case that only the left half of the icon is stored, every tile (top left + bottom left)
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// gets a separate entry in the table. But that's a bit annoying to work with. Since both tiles are stored
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// contiguously on the cartridge, let's just manipulate the numTiles field because we're going to render the tiles
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// separately anyway because we're aware that we're in this scenario.
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if(numTiles == 1 && isSymmetric)
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{
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numTiles = 2;
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@ -554,6 +555,7 @@ uint8_t* Gen1GameReader::decodePokemonIcon(PokemonIconType iconType, SpriteRende
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if(isSymmetric)
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{
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// only the left half is stored. We're supposed to mirror it to get the right half.
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const uint8_t* srcTop = iconSrcBuffer;
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const uint8_t* srcBottom = iconSrcBuffer + BYTES_PER_TILE;
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// top left corner
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@ -567,6 +569,7 @@ uint8_t* Gen1GameReader::decodePokemonIcon(PokemonIconType iconType, SpriteRende
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}
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else
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{
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// full sprite is stored in a horizontal tile order. So we can decode them this way.
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return renderer.draw(iconSrcBuffer, outputFormat, monochromeGBColorPalette, 2, 2, SpriteRenderer::TileOrder::HORIZONTAL);
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}
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}
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