Improve error handling in LoadBinaryGfx by checking palette application status before rendering
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@@ -560,8 +560,10 @@ void ScreenEditor::LoadBinaryGfx() {
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gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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converted_bin.begin() + ((i + 1) * 0x1000));
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converted_bin.begin() + ((i + 1) * 0x1000));
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sheets_.emplace(i, gfx::Bitmap(128, 32, 8, gfx_sheets[i]));
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sheets_.emplace(i, gfx::Bitmap(128, 32, 8, gfx_sheets[i]));
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sheets_[i].ApplyPalette(*rom()->mutable_dungeon_palette(3));
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status_ = sheets_[i].ApplyPalette(*rom()->mutable_dungeon_palette(3));
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Renderer::GetInstance().RenderBitmap(&sheets_[i]);
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if (status_.ok()) {
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Renderer::GetInstance().RenderBitmap(&sheets_[i]);
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}
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}
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}
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binary_gfx_loaded_ = true;
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binary_gfx_loaded_ = true;
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} else {
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} else {
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