big cleanup, replace Bytes alias with std::vector<uint8_t> to reduce ambiguity
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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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