Implement boss blind graphics (#352)
* Created sprite bank for all blinds * progress city, it's a beatiful city that progress city! * Sprite appears in blind selection screen * Added all blind colors * fix magic numbers + disable boss reroll * Fix boss blind token not moving after a reroll * fix always rolling the Needle due to choosing too early for the rng seed to be set * No need for affine sprite for blind tokens, regular is enough * address Copilot's review 1/2 * address Copilot's review 2/2 * correct Blind Tokens/Types * Index palette colors into the files instead of code * Fix blind sprites (flip bug not solved) * Fix magic number, tile index and Mark colors * load boss blind palette only when changing spritesheet * Adressing clang format and ease of modification of the blinds' list * Removed some magic numbers --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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// clang-format off
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#ifndef BLIND_GFX_H
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#define BLIND_GFX_H
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#include "blind_gfx0.h"
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#include "blind_gfx1.h"
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#include "blind_gfx2.h"
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#include "blind_gfx3.h"
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#include "blind_gfx4.h"
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#include "blind_gfx5.h"
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#include "blind_gfx6.h"
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#include "blind_gfx7.h"
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#include "blind_gfx8.h"
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#include "blind_gfx9.h"
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#include "blind_gfx10.h"
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#include "blind_gfx11.h"
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#include "blind_gfx12.h"
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#include "blind_gfx13.h"
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#include "blind_gfx14.h"
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#include "blind_gfx15.h"
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#include "blind_gfx16.h"
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#include "blind_gfx17.h"
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#endif
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// clang-format on
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