QuickNES: Fix loading 64 color palettes
Since ee0992158d
, we were using the default palette for deemphasis modes, instead of computing it based off of the input palette.
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@ -123,7 +123,7 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.QuickNES
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else
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{
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// use quickNES's deemph calculator
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for (int c = 0; c < 64; c++)
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for (int c = 0; c < 64 * 8; c++)
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{
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int a = c & 63;
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byte[] inp = { (byte)pal[a, 0], (byte)pal[a, 1], (byte)pal[a, 2] };
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