cleanup constants
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@@ -2,7 +2,6 @@
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#include <cstdint>
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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@@ -13,10 +12,10 @@ namespace zelda3 {
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namespace screen {
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void TitleScreen::Create() {
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tiles8Bitmap.Create(128, 512, 8, 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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tiles8Bitmap.Create(128, 512, 8, std::vector<uint8_t>(0x20000));
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tilesBG1Bitmap.Create(256, 256, 8, std::vector<uint8_t>(0x80000));
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tilesBG2Bitmap.Create(256, 256, 8, std::vector<uint8_t>(0x80000));
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oamBGBitmap.Create(256, 256, 8, std::vector<uint8_t>(0x80000));
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BuildTileset();
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LoadTitleScreen();
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}
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@@ -44,7 +43,7 @@ void TitleScreen::BuildTileset() {
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uchar* currentmapgfx8Data = tiles8Bitmap.mutable_data().data();
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// All gfx of the game pack of 2048 bytes (4bpp)
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uchar* allgfxData = nullptr; // rom_.GetMasterGraphicsBin();
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uchar* allgfxData = nullptr;
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for (int i = 0; i < 16; i++) {
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for (int j = 0; j < 2048; j++) {
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uchar mapByte = allgfxData[j + (staticgfx[i] * 2048)];
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