Shift gameplay a tad for screen effects.
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BIN
bin/DMGTRIS.GBC
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bin/DMGTRIS.GBC
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bin/DMGTRIS.map
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bin/DMGTRIS.map
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bin/DMGTRIS.sym
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bin/DMGTRIS.sym
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@ -355,6 +355,8 @@ GBCGameplayProcess::
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ld [hl], a
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ld hl, wShadowTileAttrs+(row*32)+19
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ld [hl], a
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ld hl, wShadowTileAttrs+(row*32)+31
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ld [hl], a
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DEF row += 1
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ENDR
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@ -163,20 +163,20 @@ DEF PALETTE_LIGHTER_2 EQU %01000000
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DEF PALETTE_LIGHTER_3 EQU %00000000
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; Sprite base positions.
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DEF NEXT_BASE_X EQU 100
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DEF NEXT_BASE_X EQU 102
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DEF NEXT_BASE_Y EQU 37
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DEF HOLD_BASE_X EQU 100
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DEF HOLD_BASE_X EQU 102
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DEF HOLD_BASE_Y EQU 77
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DEF QUEUE_BASE_X EQU 131
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DEF QUEUE_BASE_X EQU 135
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DEF QUEUE_BASE_Y EQU 35
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DEF SCORE_BASE_X EQU 112
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DEF SCORE_BASE_X EQU 114
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DEF SCORE_BASE_Y EQU 112
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DEF LEVEL_BASE_X EQU 112
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DEF LEVEL_BASE_X EQU 114
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DEF CLEVEL_BASE_Y EQU 133
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DEF NLEVEL_BASE_Y EQU 145
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DEF GRADE_BASE_X EQU 145
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DEF GRADE_BASE_X EQU 147
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DEF GRADE_BASE_Y EQU 20
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DEF TELLS_BASE_X EQU 154
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DEF TELLS_BASE_X EQU 156
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DEF TELLS_BASE_Y EQU 61
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DEF TELLS_Y_DIST EQU 10
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@ -101,6 +101,10 @@ SwitchToGameplayB:
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ld bc, sGameplayTileMapEnd - sGameplayTileMap
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call UnsafeMemCopy
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; Zero out SCX.
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ld a, -2
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ldh [rSCX], a
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; Clear OAM.
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call ClearOAM
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call SetNumberSpritePositions
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@ -726,6 +730,10 @@ SwitchToGameplayBigB:
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ld bc, sBigGameplayTileMapEnd - sBigGameplayTileMap
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call UnsafeMemCopy
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; Zero out SCX.
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ld a, -2
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ldh [rSCX], a
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; Clear OAM.
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call ClearOAM
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call SetNumberSpritePositions
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@ -127,6 +127,10 @@ SwitchToTitleB:
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ld bc, sTitleScreenTileMapEnd - sTitleScreenTileMap
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call UnsafeMemCopy
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; Zero out SCX.
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xor a, a
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ldh [rSCX], a
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; Title screen easter egg.
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ld a, [wInitialC]
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cp a, $14
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