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Adds some define macro for specifying an address in the Board/Object VRAM space, indexed by the Block, Row, Col Documents the usage of the block 2 + 6 lines of block 3, with a 'modulused crosssection of the board', and a tilemap that draws those in the correct color, for the section where the camera is. (this also explains the 'wrapping, with wrong colors' if viewing the BG layer 3.) Adds a define macro for addressing with the 'board wrapped' memory content, so that the tile reads as its board relative position, rather than its vram memory position. Applies macro in place of memory address, when working with the VRAM data. Resolves #224
Pokémon Pinball: Ruby & Sapphire
This is a disassembly of Pokémon Pinball: Ruby & Sapphire.
It builds the following rom:
- pokepinballrs.gba
sha1: 9fec81ce2c5df589e0371a0bf2f92a5fe8db730b
To set up the repository, see INSTALL.md.
For contacts and other pret projects, see pret.github.io.
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