big cleanup, replace Bytes alias with std::vector<uint8_t> to reduce ambiguity
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@@ -76,7 +76,7 @@ absl::Status Inventory::BuildTileset() {
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tilesheets_.reserve(6 * 0x2000);
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for (int i = 0; i < 6 * 0x2000; i++) tilesheets_.push_back(0xFF);
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ASSIGN_OR_RETURN(tilesheets_, rom()->Load2BppGraphics())
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Bytes test;
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std::vector<uint8_t> test;
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for (int i = 0; i < 0x4000; i++) {
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test_.push_back(tilesheets_[i]);
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}
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@@ -26,11 +26,11 @@ class Inventory : public SharedRom {
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private:
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absl::Status BuildTileset();
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Bytes data_;
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std::vector<uint8_t> data_;
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gfx::Bitmap bitmap_;
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Bytes tilesheets_;
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Bytes test_;
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std::vector<uint8_t> tilesheets_;
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std::vector<uint8_t> test_;
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gfx::Bitmap tilesheets_bmp_;
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gfx::SnesPalette palette_;
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@@ -13,10 +13,10 @@ namespace zelda3 {
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namespace screen {
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void TitleScreen::Create() {
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tiles8Bitmap.Create(128, 512, 8, Bytes(0, 0x20000));
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tilesBG1Bitmap.Create(256, 256, 8, Bytes(0, 0x80000));
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tilesBG2Bitmap.Create(256, 256, 8, Bytes(0, 0x80000));
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oamBGBitmap.Create(256, 256, 8, Bytes(0, 0x80000));
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tiles8Bitmap.Create(128, 512, 8, std::vector<uint8_t>(0, 0x20000));
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tilesBG1Bitmap.Create(256, 256, 8, std::vector<uint8_t>(0, 0x80000));
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tilesBG2Bitmap.Create(256, 256, 8, std::vector<uint8_t>(0, 0x80000));
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oamBGBitmap.Create(256, 256, 8, std::vector<uint8_t>(0, 0x80000));
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BuildTileset();
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LoadTitleScreen();
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}
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