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Remove some TODOs.
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@ -331,8 +331,6 @@ void BPWritten(const BPCmd& bp)
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else
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else
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PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tmem_config.tlut_src, bpmem.tmem_config.tlut_src << 5, (bpmem.tmem_config.tlut_src & 0xFFFFF)<< 5);
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PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tmem_config.tlut_src, bpmem.tmem_config.tlut_src << 5, (bpmem.tmem_config.tlut_src & 0xFFFFF)<< 5);
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// TODO(ector) : kill all textures that use this palette
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// Not sure if it's a good idea, though. For now, we hash texture palettes
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break;
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break;
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}
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}
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case BPMEM_FOGRANGE: // Fog Settings Control
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case BPMEM_FOGRANGE: // Fog Settings Control
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@ -504,7 +502,6 @@ void BPWritten(const BPCmd& bp)
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// Check if the game has overflowed TMEM, and copy up to the limit.
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// Check if the game has overflowed TMEM, and copy up to the limit.
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// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
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// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
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// TODO: Does this wrap?
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if ((tmem_addr + size) > TMEM_SIZE)
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if ((tmem_addr + size) > TMEM_SIZE)
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size = TMEM_SIZE - tmem_addr;
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size = TMEM_SIZE - tmem_addr;
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