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Fix for Zelda DX bug (issue 95).
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@ -71,7 +71,7 @@ void gbSetBGPalette(u8 value, bool ColoursChanged=false) {
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gbBgp[1] = (value & 0x0c)>>2;
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gbBgp[1] = (value & 0x0c)>>2;
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gbBgp[2] = (value & 0x30)>>4;
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gbBgp[2] = (value & 0x30)>>4;
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gbBgp[3] = (value & 0xc0)>>6;
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gbBgp[3] = (value & 0xc0)>>6;
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if ((value==oldBgp && !ColoursChanged) || gbSgbMode || !ColorizeGameboy) return;
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if ((value==oldBgp && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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// check for duplicates
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// check for duplicates
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bool dup = false;
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bool dup = false;
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for (int i=0; i<=2; i++)
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for (int i=0; i<=2; i++)
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@ -138,7 +138,7 @@ void gbSetObj0Palette(u8 value, bool ColoursChanged = false) {
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gbObp0[1] = (value & 0x0c)>>2;
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gbObp0[1] = (value & 0x0c)>>2;
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gbObp0[2] = (value & 0x30)>>4;
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gbObp0[2] = (value & 0x30)>>4;
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gbObp0[3] = (value & 0xc0)>>6;
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gbObp0[3] = (value & 0xc0)>>6;
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if ((value==oldObp0 && !ColoursChanged) || gbSgbMode || !ColorizeGameboy) return;
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if ((value==oldObp0 && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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// check for duplicates
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// check for duplicates
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bool dup = false;
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bool dup = false;
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for (int i=1; i<=2; i++)
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for (int i=1; i<=2; i++)
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@ -198,7 +198,7 @@ void gbSetObj1Palette(u8 value, bool ColoursChanged = false) {
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gbObp1[1] = (value & 0x0c)>>2;
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gbObp1[1] = (value & 0x0c)>>2;
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gbObp1[2] = (value & 0x30)>>4;
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gbObp1[2] = (value & 0x30)>>4;
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gbObp1[3] = (value & 0xc0)>>6;
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gbObp1[3] = (value & 0xc0)>>6;
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if ((value==oldObp1 && !ColoursChanged) || gbSgbMode || !ColorizeGameboy) return;
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if ((value==oldObp1 && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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// check for duplicates
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// check for duplicates
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bool dup = false;
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bool dup = false;
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for (int i=1; i<=2; i++)
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for (int i=1; i<=2; i++)
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