Fix DMG intro and big mode bug.
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14
src/gbc.asm
14
src/gbc.asm
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@ -799,6 +799,9 @@ GBCBigGameplayProcess::
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ret
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.black
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ld a, [wBGMode]
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cp a, BG_MODE_DARK
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jr z, .white
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ld a, OCPSF_AUTOINC | (7*8)+(3*2)
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ldh [rOCPS], a
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ld bc, BLACK_F_C
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@ -809,6 +812,17 @@ GBCBigGameplayProcess::
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ldh [rOCPD], a
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ret
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.white
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ld a, OCPSF_AUTOINC | (7*8)+(3*2)
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ldh [rOCPS], a
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ld bc, WHITE_F_C
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wait_vram
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ld a, c
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ldh [rOCPD], a
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ld a, b
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ldh [rOCPD], a
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ret
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; Copies the shadow tile maps to VRAM using HDMA. The attributes are copied using instant mode
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; The tile data is done using hblank mode.
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@ -71,7 +71,9 @@ DoDMGEffect:
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; Yeet the logo
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ld c, 10
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.loop0
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push bc
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call GetInput
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pop bc
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ldh a, [hStartState]
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ld hl, hAState
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or a, [hl]
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@ -88,7 +90,9 @@ DoDMGEffect:
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ld c, 45
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.loop1
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push bc
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call GetInput
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pop bc
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ldh a, [hStartState]
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ld hl, hAState
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or a, [hl]
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@ -111,7 +115,9 @@ DoDMGEffect:
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ld c, 20
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.loop2
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push bc
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call GetInput
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pop bc
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ldh a, [hStartState]
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ld hl, hAState
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or a, [hl]
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@ -129,7 +135,9 @@ DoDMGEffect:
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ld c, 20
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.loop3
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push bc
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call GetInput
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pop bc
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ldh a, [hStartState]
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ld hl, hAState
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or a, [hl]
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@ -147,7 +155,9 @@ DoDMGEffect:
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ld c, 20
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.loop4
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push bc
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call GetInput
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pop bc
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ldh a, [hStartState]
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ld hl, hAState
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or a, [hl]
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@ -909,8 +909,6 @@ SwitchToGameplayBigB:
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jr z, .ungraded
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cp a, SCURVE_MYCO
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jr z, .ungraded
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cp a, SCURVE_TGM3 ; TODO: Remove when this one has grades.
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jr z, .ungraded
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.graded
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ld de, sBigGameplayTileMap
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