use BG_CHAR_ADDR define
This commit is contained in:
+38
-38
@@ -720,25 +720,25 @@ void DrawMainBattleBackground(void)
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{
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if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_x2000000))
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_Frontier, 0x20, 0x60);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
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{
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LZDecompressVram(gBattleTerrainTiles_Cave, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Cave, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Cave, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_Groudon, 0x20, 0x60);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
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{
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LZDecompressVram(gBattleTerrainTiles_Water, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Water, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Water, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_Kyogre, 0x20, 0x60);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
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{
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LZDecompressVram(gBattleTerrainTiles_Rayquaza, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Rayquaza, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Rayquaza, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_Rayquaza, 0x20, 0x60);
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}
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@@ -749,14 +749,14 @@ void DrawMainBattleBackground(void)
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u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
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if (trainerClass == TRAINER_CLASS_LEADER)
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_BuildingLeader, 0x20, 0x60);
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return;
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}
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else if (trainerClass == TRAINER_CLASS_CHAMPION)
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{
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumWallace, 0x20, 0x60);
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return;
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@@ -767,47 +767,47 @@ void DrawMainBattleBackground(void)
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{
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tilemap, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_GYM:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_MAGMA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumMagma, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_AQUA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumAqua, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_SIDNEY:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumSidney, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_PHOEBE:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumPhoebe, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_GLACIA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumGlacia, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_DRAKE:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Stadium, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_StadiumDrake, 0x20, 0x60);
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break;
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case MAP_BATTLE_SCENE_FRONTIER:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(VRAM + 0xD000));
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LoadCompressedPalette(gBattleTerrainPalette_Frontier, 0x20, 0x60);
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break;
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@@ -1089,8 +1089,8 @@ void DrawBattleEntryBackground(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_LINK)
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{
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LZDecompressVram(gUnknown_08D778F0, (void*)(VRAM + 0x4000));
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LZDecompressVram(gUnknown_08D77B0C, (void*)(VRAM + 0x10000));
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LZDecompressVram(gUnknown_08D778F0, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gUnknown_08D77B0C, (void*)(BG_SCREEN_ADDR(2)0));
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LoadCompressedPalette(gUnknown_08D77AE4, 0x60, 0x20);
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SetBgAttribute(1, BG_ATTR_SCREENSIZE, 1);
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SetGpuReg(REG_OFFSET_BG1CNT, 0x5C04);
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@@ -1108,7 +1108,7 @@ void DrawBattleEntryBackground(void)
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void*)(VRAM + 0xE000));
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}
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else
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@@ -1123,17 +1123,17 @@ void DrawBattleEntryBackground(void)
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Cave, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Cave, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Cave, (void*)(VRAM + 0xE000));
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Underwater, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Underwater, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Underwater, (void*)(VRAM + 0xE000));
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Rayquaza, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Rayquaza, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Rayquaza, (void*)(VRAM + 0xE000));
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}
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else
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@@ -1143,13 +1143,13 @@ void DrawBattleEntryBackground(void)
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u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
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if (trainerClass == TRAINER_CLASS_LEADER)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void*)(VRAM + 0xE000));
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return;
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}
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else if (trainerClass == TRAINER_CLASS_CHAMPION)
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void*)(VRAM + 0xE000));
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return;
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}
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@@ -1157,12 +1157,12 @@ void DrawBattleEntryBackground(void)
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if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
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{
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTilemap, (void*)(VRAM + 0xE000));
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}
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else
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{
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(VRAM + 0x4000));
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LZDecompressVram(gBattleTerrainAnimTiles_Building, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void*)(VRAM + 0xE000));
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}
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}
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@@ -1187,11 +1187,11 @@ bool8 LoadChosenBattleElement(u8 caseId)
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case 3:
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000 | BATTLE_TYPE_EREADER_TRAINER))
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
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{
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LZDecompressVram(gBattleTerrainTiles_Cave, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Cave, (void*)(BG_CHAR_ADDR(2)));
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}
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else
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{
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@@ -1200,12 +1200,12 @@ bool8 LoadChosenBattleElement(u8 caseId)
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u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
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if (trainerClass == TRAINER_CLASS_LEADER)
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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break;
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}
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else if (trainerClass == TRAINER_CLASS_CHAMPION)
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{
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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}
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}
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@@ -1214,31 +1214,31 @@ bool8 LoadChosenBattleElement(u8 caseId)
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{
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_GYM:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_MAGMA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_AQUA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_SIDNEY:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_PHOEBE:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_GLACIA:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_DRAKE:
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Stadium, (void*)(BG_CHAR_ADDR(2)));
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break;
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case MAP_BATTLE_SCENE_FRONTIER:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(VRAM + 0x8000));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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break;
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}
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}
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