Refactor sprite editor to use Zelda3 namespace for default sprite names
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@@ -1,8 +1,9 @@
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#include "snes_tile.h"
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#include <cassert>
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#include <cstdint>
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#include <vector>
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#include <stdexcept>
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#include <vector>
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#include "app/core/constants.h"
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@@ -148,7 +149,8 @@ std::vector<uint8_t> Convert4bppTo3bpp(const std::vector<uint8_t>& tiles) {
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return ConvertBpp(tiles, 4, 3);
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}
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std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet, int bpp) {
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std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet,
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int bpp) {
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int xx = 0; // positions where we are at on the sheet
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int yy = 0;
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int pos = 0;
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@@ -200,7 +202,8 @@ std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet, int bpp)
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return sheet_buffer_out;
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}
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std::vector<uint8_t> Bpp8SnesToIndexed(std::vector<uint8_t> data, uint64_t bpp) {
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std::vector<uint8_t> Bpp8SnesToIndexed(std::vector<uint8_t> data,
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uint64_t bpp) {
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// 3BPP
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// [r0,bp1],[r0,bp2],[r1,bp1],[r1,bp2],[r2,bp1],[r2,bp2],[r3,bp1],[r3,bp2]
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// [r4,bp1],[r4,bp2],[r5,bp1],[r5,bp2],[r6,bp1],[r6,bp2],[r7,bp1],[r7,bp2]
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