use BG_SCREEN_ADDR macro for tilemap addresses
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@@ -1418,7 +1418,7 @@ void sub_8155F80(struct Sprite *sprite)
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{
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for (j = 12; j < 18; j++)
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{
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((u16*)(VRAM + 0xF800))[i * 32 + j] = 0xBFF4 + i * 6 + j + 1;
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((u16*)(BG_SCREEN_ADDR(31)))[i * 32 + j] = 0xBFF4 + i * 6 + j + 1;
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}
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}
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}
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@@ -1504,7 +1504,7 @@ void sub_8155F80(struct Sprite *sprite)
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{
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for (j = 12; j < 18; j++)
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{
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((u16*)(VRAM + 0xF800))[i * 32 + j] = 0;
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((u16*)(BG_SCREEN_ADDR(31)))[i * 32 + j] = 0;
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}
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}
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SetGpuReg(REG_OFFSET_BG0VOFS, 0);
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