Sync palette macros
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+20
-17
@@ -648,7 +648,7 @@ static void LoadBattleTerrainGfx(u16 terrain)
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// Copy to bg3
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LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2));
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LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26));
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LoadCompressedPalette(sBattleTerrainTable[terrain].palette, 0x20, 0x60);
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LoadCompressedPalette(sBattleTerrainTable[terrain].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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}
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static void LoadBattleTerrainEntryGfx(u16 terrain)
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@@ -690,19 +690,22 @@ void InitBattleBgsVideo(void)
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void LoadBattleMenuWindowGfx(void)
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{
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LoadUserWindowGfx(2, 0x012, 0x10);
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LoadUserWindowGfx(2, 0x022, 0x10);
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gPlttBufferUnfaded[0x5C] = RGB( 9, 9, 9);
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gPlttBufferUnfaded[0x5D] = RGB( 9, 9, 9);
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gPlttBufferUnfaded[0x5E] = RGB(31, 31, 31);
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gPlttBufferUnfaded[0x5F] = RGB( 26, 26, 25);
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CpuCopy16(&gPlttBufferUnfaded[0x5C], &gPlttBufferFaded[0x5C], 8);
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LoadUserWindowGfx(2, 0x012, BG_PLTT_ID(1));
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LoadUserWindowGfx(2, 0x022, BG_PLTT_ID(1));
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gPlttBufferUnfaded[BG_PLTT_ID(5) + 12] = RGB( 9, 9, 9);
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gPlttBufferUnfaded[BG_PLTT_ID(5) + 13] = RGB( 9, 9, 9);
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gPlttBufferUnfaded[BG_PLTT_ID(5) + 14] = RGB(31, 31, 31);
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gPlttBufferUnfaded[BG_PLTT_ID(5) + 15] = RGB( 26, 26, 25);
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CpuCopy16(&gPlttBufferUnfaded[BG_PLTT_ID(5) + 12], &gPlttBufferFaded[BG_PLTT_ID(5) + 12], PLTT_SIZEOF(4));
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if (gBattleTypeFlags & (BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_POKEDUDE))
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{
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Menu_LoadStdPalAt(0x70);
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LoadMenuMessageWindowGfx(0, 0x030, 0x70);
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gPlttBufferUnfaded[0x76] = RGB( 0, 0, 0);
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CpuCopy16(&gPlttBufferUnfaded[0x76], &gPlttBufferFaded[0x76], 2);
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Menu_LoadStdPalAt(BG_PLTT_ID(7));
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LoadMenuMessageWindowGfx(0, 0x030, BG_PLTT_ID(7));
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gPlttBufferUnfaded[BG_PLTT_ID(7) + 6] = RGB( 0, 0, 0);
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CpuCopy16(&gPlttBufferUnfaded[BG_PLTT_ID(7) + 6], &gPlttBufferFaded[BG_PLTT_ID(7) + 6], PLTT_SIZEOF(1));
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}
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}
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@@ -716,7 +719,7 @@ void LoadBattleTextboxAndBackground(void)
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LZDecompressVram(gBattleInterface_Textbox_Gfx, (void *)BG_CHAR_ADDR(0));
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CopyToBgTilemapBuffer(0, gBattleInterface_Textbox_Tilemap, 0, 0x000);
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CopyBgTilemapBufferToVram(0);
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LoadCompressedPalette(gBattleInterface_Textbox_Pal, 0x00, 0x40);
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LoadCompressedPalette(gBattleInterface_Textbox_Pal, BG_PLTT_ID(0), 2 * PLTT_SIZE_4BPP);
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LoadBattleMenuWindowGfx();
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DrawMainBattleBackground();
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}
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@@ -927,7 +930,7 @@ void InitLinkBattleVsScreen(u8 taskId)
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break;
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case 1:
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palId = AllocSpritePalette(TAG_VS_LETTERS);
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gPlttBufferUnfaded[palId * 16 + 0x10F] = gPlttBufferFaded[palId * 16 + 0x10F] = RGB(31, 31, 31);
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gPlttBufferUnfaded[OBJ_PLTT_ID(palId) + 15] = gPlttBufferFaded[OBJ_PLTT_ID(palId) + 15] = RGB_WHITE;
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gBattleStruct->linkBattleVsSpriteId_V = CreateSprite(&sVsLetter_V_SpriteTemplate, 108, 80, 0);
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gBattleStruct->linkBattleVsSpriteId_S = CreateSprite(&sVsLetter_S_SpriteTemplate, 132, 80, 0);
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gSprites[gBattleStruct->linkBattleVsSpriteId_V].invisible = TRUE;
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@@ -982,7 +985,7 @@ void DrawBattleEntryBackground(void)
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{
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LZDecompressVram(gFile_graphics_battle_transitions_vs_frame_sheet, (void *)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gVsLettersGfx, (void *)(VRAM + 0x10000));
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LoadCompressedPalette(gFile_graphics_battle_transitions_vs_frame_palette, 0x60, 0x20);
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LoadCompressedPalette(gFile_graphics_battle_transitions_vs_frame_palette, BG_PLTT_ID(6), PLTT_SIZE_4BPP);
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SetBgAttribute(1, BG_ATTR_SCREENSIZE, 1);
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SetGpuReg(REG_OFFSET_BG1CNT, BGCNT_PRIORITY(0) | BGCNT_CHARBASE(1) | BGCNT_16COLOR | BGCNT_SCREENBASE(28) | BGCNT_TXT512x256);
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CopyToBgTilemapBuffer(1, gFile_graphics_battle_transitions_vs_frame_tilemap, 0, 0);
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@@ -1083,7 +1086,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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CopyBgTilemapBufferToVram(0);
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break;
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case 2:
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LoadCompressedPalette(gBattleInterface_Textbox_Pal, 0x00, 0x40);
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LoadCompressedPalette(gBattleInterface_Textbox_Pal, BG_PLTT_ID(0), 2 * PLTT_SIZE_4BPP);
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break;
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case 3:
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battleScene = GetBattleTerrainOverride();
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@@ -1095,7 +1098,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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break;
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case 5:
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battleScene = GetBattleTerrainOverride();
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LoadCompressedPalette(sBattleTerrainTable[battleScene].palette, 0x20, 0x60);
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LoadCompressedPalette(sBattleTerrainTable[battleScene].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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break;
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case 6:
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LoadBattleMenuWindowGfx();
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