Created a define for a screen entry horizontal flip.
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@@ -67,6 +67,9 @@
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// By default TTE characters occupy a single tile
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#define TTE_CHAR_SIZE TILE_SIZE
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// Some defines for common register bits
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#define SE_HORIZONTAL_FLIP 0x0400
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// When making this, missed that it already exists in tonc_math.h
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typedef RECT Rect;
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+5
-5
@@ -2247,14 +2247,14 @@ void game_round_end()
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memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
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memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
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memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], SE_HORIZONTAL_FLIP | 0x0006, 1);
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}
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else if (timer == 2)
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{
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int y = 5;
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memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
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memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], SE_HORIZONTAL_FLIP | 0x0001, 1);
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}
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}
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else if (timer > FRAMES(20))
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@@ -2777,14 +2777,14 @@ static void game_shop_outro()
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memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
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memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
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memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], SE_HORIZONTAL_FLIP | 0x0006, 1);
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}
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else if (timer == 2)
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{
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int y = 5;
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memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
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memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], SE_HORIZONTAL_FLIP | 0x0001, 1);
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}
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if (timer >= MENU_POP_OUT_ANIM_FRAMES)
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@@ -2994,7 +2994,7 @@ void game_blind_select()
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memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
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memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
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memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
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memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], SE_HORIZONTAL_FLIP | 0x0006, 1);
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}
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for (int y = 0; y < timer; y++) // Shift the blind panel down onto screen
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