use BG_SCREEN_ADDR macro for tilemap addresses
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@@ -507,12 +507,12 @@ void CB2_InitTitleScreen(void)
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break;
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case 1:
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LZ77UnCompVram(gTitleScreenPokemonLogoGfx, (void *)VRAM);
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LZ77UnCompVram(gUnknown_08DE0644, (void *)(VRAM + 0x4800));
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LZ77UnCompVram(gUnknown_08DE0644, (void *)(BG_SCREEN_ADDR(9)));
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LoadPalette(gTitleScreenBgPalettes, 0, 0x1E0);
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LZ77UnCompVram(sTitleScreenRayquazaGfx, (void *)(BG_CHAR_ADDR(2)));
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LZ77UnCompVram(sTitleScreenRayquazaTilemap, (void *)(VRAM + 0xD000));
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LZ77UnCompVram(sTitleScreenRayquazaTilemap, (void *)(BG_SCREEN_ADDR(26)));
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LZ77UnCompVram(sTitleScreenCloudsGfx, (void *)(BG_CHAR_ADDR(3)));
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LZ77UnCompVram(gUnknown_08DDE458, (void *)(VRAM + 0xD800));
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LZ77UnCompVram(gUnknown_08DDE458, (void *)(BG_SCREEN_ADDR(27)));
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ScanlineEffect_Stop();
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ResetTasks();
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ResetSpriteData();
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