Sync palette macros
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@@ -625,7 +625,7 @@ static void AnimTask_SpiteTargetShadow_Step1(u8 taskId)
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task->data[2] = 0;
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task->data[3] = 16;
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task->data[13] = GetAnimBattlerSpriteId(ANIM_TARGET);
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task->data[4] = (gSprites[task->data[13]].oam.paletteNum + 16) * 16;
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task->data[4] = OBJ_PLTT_ID2(gSprites[task->data[13]].oam.paletteNum);
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if (position == 1)
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{
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u16 mask = DISPCNT_BG1_ON;
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@@ -644,8 +644,8 @@ static void AnimTask_SpiteTargetShadow_Step1(u8 taskId)
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}
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break;
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case 1:
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task->data[14] = (task->data[14] + 16) * 16;
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CpuCopy32(&gPlttBufferUnfaded[task->data[4]], &gPlttBufferFaded[task->data[14]], 0x20);
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task->data[14] = OBJ_PLTT_ID2(task->data[14]);
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CpuCopy32(&gPlttBufferUnfaded[task->data[4]], &gPlttBufferFaded[task->data[14]], PLTT_SIZE_4BPP);
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BlendPalette(task->data[4], 16, 10, RGB(13, 0, 15));
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++task->data[15];
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break;
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@@ -1290,10 +1290,10 @@ static void AnimTask_GhostGetOut_Step1(u8 taskId)
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task->data[3] = 16;
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task->data[4] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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task->data[5] = gSprites[task->data[4]].oam.priority;
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task->data[6] = (gSprites[task->data[4]].oam.paletteNum + 16) << 4;
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task->data[6] = OBJ_PLTT_ID2(gSprites[task->data[4]].oam.paletteNum);
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gSprites[task->data[4]].oam.objMode = ST_OAM_OBJ_BLEND;
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gSprites[task->data[4]].oam.priority = 3;
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task->data[7] = 128;
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task->data[7] = BG_PLTT_ID(8);
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break;
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case 1:
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++task->data[1];
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@@ -1320,7 +1320,7 @@ static void AnimTask_GhostGetOut_Step1(u8 taskId)
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SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
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GetBattleAnimBgData(&animBgData, 2);
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnim_ScaryFaceGfx, animBgData.tilesOffset);
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LoadCompressedPalette(gBattleAnim_ScaryFacePal, 16 * animBgData.paletteId, 0x20);
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LoadCompressedPalette(gBattleAnim_ScaryFacePal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case 3:
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GetBattleAnimBgData(&animBgData, 2);
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@@ -1422,7 +1422,7 @@ static void AnimTask_GhostGetOut_Step3(u8 taskId)
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break;
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case 3:
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InitBattleAnimBg(2);
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FillPalette(RGB_BLACK, 0x90, 0x20);
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FillPalette(RGB_BLACK, BG_PLTT_ID(9), PLTT_SIZE_4BPP);
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SetAnimBgAttribute(2, BG_ANIM_CHAR_BASE_BLOCK, 0);
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task->data[1] = 12;
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break;
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