GBC fixes: skip logo fade + set logo vram map
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@@ -38,6 +38,11 @@ GraphicB:
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ret
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Intro:
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; skip fade-out on gameboy color
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ldh a, [GameboyType]
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cp a, $11
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jr z, .setBGPalette
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; fade bg palette
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ld b, 8
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.fadeDelay0
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@@ -64,6 +69,7 @@ Intro:
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jr nz, .fadeDelay2
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; load bg and obj palette [0=black, 1=dark gray, 2=light gray, 3=white]
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.setBGPalette
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ld a, %11100100
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ldh [rBGP], a
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@@ -80,21 +86,43 @@ Intro:
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cp $34
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jr nz, .logoloop
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; move all map indices to block 1
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; display logo in map 0 from block 1
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ld hl, _SCRN0
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ld bc, 18 * 32
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.copy
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ld d, $80
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ld bc, 8 * 32 + 4
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call VideoMemorySet
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ld b, 12
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.logoLine1
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ldh a, [rSTAT]
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and a, STATF_BUSY
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jr nz, .copy
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ld a, [hl]
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add a, $80
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ld [hl+], a
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dec bc
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ld a, b
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or c
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jr nz, .copy
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jr nz, .logoLine1
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inc d
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ld [hl], d
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inc hl
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dec b
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jr nz, .logoLine1
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ld d, $80
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ld bc, 20
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call VideoMemorySet
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ld b, 12
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ld d, $8C
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.logoLine2
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ldh a, [rSTAT]
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and a, STATF_BUSY
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jr nz, .logoLine2
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inc d
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ld [hl], d
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inc hl
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dec b
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jr nz, .logoLine2
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ld d, $80
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ld bc, 8 * 32 + 28
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call VideoMemorySet
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; display nintendo logo from new map
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
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ldh [rLCDC], a
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