Revert "Sprite vram optimizations"
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+3
-4
@@ -18,10 +18,9 @@ static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 200
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define BLIND_SPRITE_OFFSET 16
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#define SMALL_BLIND_TID 960
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#define BIG_BLIND_TID (BLIND_SPRITE_OFFSET * BIG_BLIND)
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#define BOSS_BLIND_TID (BLIND_SPRITE_OFFSET * BOSS_BLIND)
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#define SMALL_BLIND_TID 832
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#define BIG_BLIND_TID (SMALL_BLIND_TID + 16)
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#define BOSS_BLIND_TID (BIG_BLIND_TID + 16)
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#define BLIND_TEXT_COLOR_INDEX 1
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#define BLIND_SHADOW_COLOR_INDEX 2
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@@ -6,11 +6,6 @@
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#include "sprite.h"
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#define CARD_TID 0
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#define CARD_SPRITE_OFFSET 16
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#define CARD_PB 0
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#define CARD_STARTING_LAYER 0
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// Card suits
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#define HEARTS 0
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#define CLUBS 1
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+5
-6
@@ -1,16 +1,15 @@
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#ifndef JOKER_H
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#define JOKER_H
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#define JOKER_TID 880 // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_PB 4 // Palette bank for the default jokers
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#define JOKER_STARTING_LAYER 27
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#include <maxmod.h>
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#include "sprite.h"
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#include "card.h"
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#include "game.h"
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#define JOKER_TID (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_PB 4 // Palette bank for the default jokers
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#define JOKER_STARTING_LAYER 27
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#define BASE_EDITION 0
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#define FOIL_EDITION 1
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