use BG_CHAR_ADDR define
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@@ -1933,12 +1933,12 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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if (IsContest() == TRUE)
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{
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RequestDma3Fill(0, (void*)(VRAM + 0x8000), 0x2000, 1);
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RequestDma3Fill(0, (void*)(BG_CHAR_ADDR(2)), 0x2000, 1);
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RequestDma3Fill(0xFF, (void*)(VRAM + 0xF000), 0x1000, 0);
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}
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else
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{
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RequestDma3Fill(0, (void*)(VRAM + 0x4000), 0x2000, 1);
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RequestDma3Fill(0, (void*)(BG_CHAR_ADDR(1)), 0x2000, 1);
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RequestDma3Fill(0xFF, (void*)(VRAM + 0xe000), 0x1000, 0);
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}
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@@ -2460,7 +2460,7 @@ static void LoadMoveBg(u16 bgId)
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else
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{
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].tilemap, (void *)(VRAM + 0xD000));
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(VRAM + 0x8000));
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(BG_CHAR_ADDR(2)));
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, 32, 32);
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}
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}
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