different metrics for banner and mask
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@@ -466,6 +466,10 @@ BannerOnCommand=bounceend,0.5;addx,SCREEN_WIDTH*0.6
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BannerOffCommand=bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
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BannerOffCommand=bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
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BannerWidth=256
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BannerWidth=256
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BannerHeight=80
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BannerHeight=80
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BannerMaskX=SCREEN_CENTER_X-180-SCREEN_WIDTH*0.6
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BannerMaskY=SCREEN_CENTER_Y-84
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BannerMaskOnCommand=bounceend,0.5;addx,SCREEN_WIDTH*0.6
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BannerMaskOffCommand=bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
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BannerFrameX=SCREEN_CENTER_X-180-SCREEN_WIDTH*0.6
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BannerFrameX=SCREEN_CENTER_X-180-SCREEN_WIDTH*0.6
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BannerFrameY=SCREEN_CENTER_Y-97
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BannerFrameY=SCREEN_CENTER_Y-97
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BannerFrameOnCommand=bounceend,0.5;addx,SCREEN_WIDTH*0.6
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BannerFrameOnCommand=bounceend,0.5;addx,SCREEN_WIDTH*0.6
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@@ -128,7 +128,7 @@ void ScreenSelectMusic::Init()
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SET_XY( m_MusicWheel );
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SET_XY( m_MusicWheel );
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this->AddChild( &m_MusicWheel );
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this->AddChild( &m_MusicWheel );
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m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
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m_sprBannerMask.SetName( "BannerMask" );
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m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
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m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
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m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
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m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
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m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer
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m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer
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