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https://github.com/pret/pokepinballrs.git
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Pal IX consts for main boards
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@@ -18,4 +18,68 @@
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#define PAL_IX_14 14
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#define PAL_IX_15 15
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// Named OBJ Pals
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#define PAL_IX_DIMMING_BASE_0 0 // single pal
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#define PAL_IX_FLIPPERS 0
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#define PAL_IX_HATCH_MACHINE_SPARKLE 0
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#define PAL_IX_BALL 1
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#define PAL_IX_CAPTURE_CUTSCENE_FX 1
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#define PAL_IX_CENTER_GRAVITY_FX 1
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#define PAL_IX_PORTRAIT_BORDER 1
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#define PAL_IX_DIMMING_BASE_2 2 // of 7 pal on ruby, 6 pal on sapphire; (avoids shop sign)
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#define PAL_IX_WAILMER 2
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#define PAL_IX_RUBY_SHOP_SIGN 2
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#define PAL_IX_CHIKORITA 3
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#define PAL_IX_CHIKORITA_BLADE_FX 3
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#define PAL_IX_CYNDAQUIL 3
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#define PAL_IX_CHARGE_SPINNER 3
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#define PAL_IX_PIKA_KICKBACK 3
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#define PAL_IX_MAKUHITA_PUNCH_FX 3
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#define PAL_IX_LINOONE 4
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#define PAL_IX_NUZLEAF 4
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#define PAL_IX_PELIPPER 4
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#define PAL_IX_RUBY_MART_DOOR 5
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#define PAL_IX_SHROOMISH 6
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#define PAL_IX_SHARPEDO 6
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#define PAL_IX_ZIGZAGOON 6
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#define PAL_IX_GULPIN 7
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#define PAL_IX_SEEDOT 7
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#define PAL_IX_MAKUHITA 8
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#define PAL_IX_SAPPHIRE_MART_SIGN 8
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#define PAL_IX_CHARGE_INDICATOR 9
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#define PAL_IX_PAUSE_TEXT 9
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#define PAL_IX_RUBY_BUMPERS 9 // Chinchou, Lotad, Whiscash
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#define PAL_IX_RAMP_PRIZE 10
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#define PAL_IX_DIMMING_BASE_10 10 // of 3
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#define PAL_IX_SAPPHIRE_SHOP_GUARD 10 // Plusle, Minun, Electric gate
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#define PAL_IX_HATCH_EGG 11 // Also includes cave, and machine segment
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#define PAL_IX_SPOINK 11
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#define PAL_IX_TREECKO_1_UP 12
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#define PAL_IX_ROULETTE_SLOT_A 12
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#define PAL_IX_ROULETTE_SLOT_B 13
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#define PAL_IX_CATCH_MON 13 // Also hatch mon
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#define PAL_IX_LOCATION_PORTRAIT 13
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#define PAL_IX_MON_PORTRAIT 13
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#define PAL_IX_BANNER 14
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#define PAL_IX_TRAVEL_PAINTER 14
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#define PAL_IX_RUBY_EGG_DELIVERER 14 // Aerodactyl, Totodile
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#define PAL_IX_LATI_BALL_SAVER 14
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#define PAL_IX_CATCH_TILE_FX 14 // Includes tiles, particles, and the lightning
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#define PAL_IX_SHOP_UI 14 // Arrows, Coin banner, Coin, Cost, tile change sheen
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#define PAL_IX_MON_SHADOW_PORTRAIT 15
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#define PAL_IX_EVO_ITEM 15
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// Named BG Pals
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#define PAL_IX_HUD 12 // timer, score, lives, coins, mons, charge indicator
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#define PAL_IX_SHOP_BG 12 // top banner, scrolling dots, backing behind displayed item
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// Used with objPaletteSets
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#define LIGHTING_PAL_IX_NORMAL 0
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#define LIGHTING_PAL_IX_DIMMING 1
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#define LIGHTING_PAL_IX_DIM 2
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#define LIGHTING_BASE_2_SAPPHIRE_COUNT 6
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#define LIGHTING_BASE_2_RUBY_COUNT 7
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#define LIGHTING_BASE_10_COUNT 3
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#endif //GUARD_CONSTANTS_PALETTE_MAPPINGS_H
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@@ -208,7 +208,7 @@ struct PinballGame
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/*0x06A*/ s16 hudSpriteBaseY;
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/*0x06C*/ u16 timerBonus; //Additional time to be added to next timed event (Only for bonus fields or all timers?)
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/*0x06E*/ s8 ballUpgradeFxTileIndex;
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/*0x06F*/ s8 activePaletteIndex;
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/*0x06F*/ s8 paletteDimmingIx; // 0= normal, 1=dimming, 2=dim. Used with banner/focus moments.
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/*0x070*/ s8 paletteSwapActive;
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/*0x071*/ s8 ballTrailEnabled;
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/*0x072*/ s8 jirachiActivationFlags;
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@@ -936,7 +936,19 @@ struct FieldBoardLayout
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/*0x26*/ s16 ballSpawnX;
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/*0x28*/ s16 ballSpawnY;
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/*0x2A*/ s16 ballDrainY;
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/*0x2C*/ Palette *objPaletteSets[3];
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/* 3 full sets of 16 palettes, referenced in smaller banks
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Set 0 : Normal light
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Set 1 : Dimming light
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Set 2 : Dim Light
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Bank 0 : single slot.
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Bank 2 : 6 (Sapphire) or 7(Ruby) slots.
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Bank 10 : 3 slots.
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This avoids slot 1 (ball) and the sapphire shop sign (constantly changing palette)
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*/
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/*0x2C*/ Palette *objPaletteSets[3];
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/*0x38*/ struct BoardCollisionDataSet collision;
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};
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