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* Invalidate texture cache when loading dungeon maps (fixes #21) * Adjust point of dungeon map invalidation to account for constant updates each frame
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@ -595,7 +595,6 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
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gSPInvalidateTexCache(POLY_KAL_DISP++, pauseCtx->iconItemSegment);
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//gSPInvalidateTexCache(POLY_KAL_DISP++, pauseCtx->iconItem24Segment);
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gSPInvalidateTexCache(POLY_KAL_DISP++, pauseCtx->nameSegment);
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gSPInvalidateTexCache(POLY_KAL_DISP++, globalCtx->interfaceCtx.mapSegment);
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//gSPSegment(POLY_KAL_DISP++, 0x07, pauseCtx->playerSegment);
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gSPSegment(POLY_KAL_DISP++, 0x08, pauseCtx->iconItemSegment);
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@ -332,6 +332,10 @@ void KaleidoScope_DrawDungeonMap(GlobalContext* globalCtx, GraphicsContext* gfxC
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gSPVertex(POLY_KAL_DISP++, &pauseCtx->mapPageVtx[60], 8, 0);
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// The dungeon map textures are recreated each frame, so always invalidate them
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gSPInvalidateTexCache(POLY_KAL_DISP++, interfaceCtx->mapSegment);
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gSPInvalidateTexCache(POLY_KAL_DISP++, interfaceCtx->mapSegment + 0x800);
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gDPLoadTextureBlock_4b(POLY_KAL_DISP++, interfaceCtx->mapSegment, G_IM_FMT_CI, 48, 85, 0, G_TX_WRAP | G_TX_NOMIRROR,
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G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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