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			convert remaining RGB5a1 to RGBA16 (#879)
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			@ -29,6 +29,6 @@ typedef union {
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        u16 a : 1;
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    };
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    u16 rgba;
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} Color_RGB5A1;
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} Color_RGBA16;
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#endif
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			@ -365,8 +365,8 @@ void func_800C2500(PreRender* this, s32 x, s32 y) {
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    s32 pxR2;
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    s32 pxG2;
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    s32 pxB2;
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    Color_RGB5A1 pxIn;
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    Color_RGB5A1 pxOut;
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    Color_RGBA16 pxIn;
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    Color_RGBA16 pxOut;
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    u32 pxR3;
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    u32 pxG3;
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    u32 pxB3;
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			@ -483,7 +483,7 @@ void func_800C2FE4(PreRender* this) {
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    for (y = 0; y < this->height; y++) {
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        for (x = 0; x < this->width; x++) {
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            Color_RGB5A1 pxIn;
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            Color_RGBA16 pxIn;
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            pxIn.rgba = this->fbufSave[x + y * this->width];
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            buffR[x] = pxIn.r;
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			@ -492,7 +492,7 @@ void func_800C2FE4(PreRender* this) {
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        }
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        for (x = 1; x < this->width - 1; x++) {
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            Color_RGB5A1 pxOut;
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            Color_RGBA16 pxOut;
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            s32 a = this->cvgSave[x + y * this->width];
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            a >>= 5;
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			@ -182,20 +182,20 @@ static u8 sDecayMaskTotal[16 * 16] = {
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// clang-format on
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// These are Phantom Ganon's body textures, but I don't know which is which.
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static u64* sLimbTex_rgb5a1_8x8[] = {
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static u64* sLimbTex_rgba16_8x8[] = {
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    gPhantomGanonLimbTex_00A800, gPhantomGanonLimbTex_00AE80, gPhantomGanonLimbTex_00AF00,
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    gPhantomGanonLimbTex_00C180, gPhantomGanonLimbTex_00C400,
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};
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static u64* sLimbTex_rgb5a1_16x8[] = {
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static u64* sLimbTex_rgba16_16x8[] = {
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    gPhantomGanonLimbTex_00B980, gPhantomGanonLimbTex_00C480, gPhantomGanonLimbTex_00BC80,
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    gPhantomGanonLimbTex_00BD80, gPhantomGanonLimbTex_00C080,
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};
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static u64* sLimbTex_rgb5a1_16x16[] = {
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static u64* sLimbTex_rgba16_16x16[] = {
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    gPhantomGanonLimbTex_00C200, gPhantomGanonLimbTex_00A000, gPhantomGanonLimbTex_00A200,
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    gPhantomGanonLimbTex_00A400, gPhantomGanonLimbTex_00A600, gPhantomGanonLimbTex_00A880,
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    gPhantomGanonLimbTex_00B780, gPhantomGanonLimbTex_00BA80, gPhantomGanonLimbTex_00BE80,
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};
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static u64* sLimbTex_rgb5a1_16x32[] = { gPhantomGanonLimbTex_00AA80, gPhantomGanonLimbTex_00AF80 };
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static u64* sLimbTex_rgba16_16x32[] = { gPhantomGanonLimbTex_00AA80, gPhantomGanonLimbTex_00AF80 };
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static u64* sMouthTex_ci8_16x16[] = { gPhantomGanonMouthTex, gPhantomGanonSmileTex };
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			@ -249,16 +249,16 @@ void BossGanondrof_ClearPixels(u8* mask, s16 index) {
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    for (i = 0; i < 5; i++) {
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        // ARRAY_COUNT can't be used here because the arrays aren't guaranteed to be the same size.
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        BossGanondrof_ClearPixels8x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgb5a1_8x8[i]), mask, index);
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        BossGanondrof_ClearPixels16x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgb5a1_16x8[i]), mask, index);
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        BossGanondrof_ClearPixels8x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_8x8[i]), mask, index);
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        BossGanondrof_ClearPixels16x8(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x8[i]), mask, index);
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    }
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    for (i = 0; i < ARRAY_COUNT(sLimbTex_rgb5a1_16x16); i++) {
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        BossGanondrof_ClearPixels16x16(SEGMENTED_TO_VIRTUAL(sLimbTex_rgb5a1_16x16[i]), mask, index);
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    for (i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x16); i++) {
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        BossGanondrof_ClearPixels16x16(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x16[i]), mask, index);
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    }
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    for (i = 0; i < ARRAY_COUNT(sLimbTex_rgb5a1_16x32); i++) {
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        BossGanondrof_ClearPixels16x32(SEGMENTED_TO_VIRTUAL(sLimbTex_rgb5a1_16x32[i]), mask, index);
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    for (i = 0; i < ARRAY_COUNT(sLimbTex_rgba16_16x32); i++) {
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        BossGanondrof_ClearPixels16x32(SEGMENTED_TO_VIRTUAL(sLimbTex_rgba16_16x32[i]), mask, index);
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    }
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    BossGanondrof_ClearPixels32x16(SEGMENTED_TO_VIRTUAL(gPhantomGanonLimbTex_00B380), mask, index);
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