use BG_SCREEN_ADDR macro for tilemap addresses

This commit is contained in:
garak
2019-02-17 00:25:48 -05:00
parent 35575b57a0
commit 22657c7087
17 changed files with 107 additions and 107 deletions

View File

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