Shorten the RGB-split glitch bands
Reduced each band's height in GLITCH_STATE_POOL by roughly a third, keeping top positions and shift/hue values unchanged.
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@@ -368,14 +368,14 @@ GLITCH_STATES_PER_CYCLE = 4
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# height) -- see the note above GLITCH_HOLD_TICKS for why that's the only
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# part grounded in anything observed rather than invented.
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GLITCH_STATE_POOL = [
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(3, 9, -2, 150.0, 19, 8, 2, -60.0),
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(2, 8, 2, 150.0, 20, 9, -3, -60.0),
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(5, 7, -3, 150.0, 17, 10, 1, -60.0),
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(1, 10, 1, 150.0, 21, 7, -2, -60.0),
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(6, 6, 1, 150.0, 14, 9, 3, -60.0),
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(0, 8, 3, 150.0, 24, 6, -1, -60.0),
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(4, 7, -1, 150.0, 12, 10, 2, -60.0),
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(2, 9, -3, 150.0, 22, 7, 1, -60.0),
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(3, 6, -2, 150.0, 19, 5, 2, -60.0),
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(2, 5, 2, 150.0, 20, 6, -3, -60.0),
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(5, 4, -3, 150.0, 17, 7, 1, -60.0),
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(1, 7, 1, 150.0, 21, 4, -2, -60.0),
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(6, 4, 1, 150.0, 14, 6, 3, -60.0),
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(0, 5, 3, 150.0, 24, 4, -1, -60.0),
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(4, 4, -1, 150.0, 12, 7, 2, -60.0),
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(2, 6, -3, 150.0, 22, 4, 1, -60.0),
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]
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# render.Sequence doesn't loop on its own (see _glitch_scanlines below), so
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