Cyclic Redundancy Check

Discovered and implemented sprite color cycling effects in Armed F driver. That’s a RAM-based clut table that look-ups via a byte in the sprite defs. As you can see from the YT vids, it’s used for doing neat effects such as explosions / bonus colors etc. in Terra Force …

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… it’s even more useful in Kozure Ookami, since it’s used to differentiate the explosive red ninjas from the normal ones …

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… and in Armed F, that is used to make the sprites to be a lot less static.

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