Write palette IDs in hex
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+6
-6
@@ -706,8 +706,8 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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LoadPalette(&gPlttBufferUnfaded[0x100 + battlerId * 16], animBg.paletteId * 16, 0x20);
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CpuCopy32(&gPlttBufferUnfaded[0x100 + battlerId * 16], (void *)(BG_PLTT + animBg.paletteId * 32), 0x20);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(animBg.paletteId)), PLTT_SIZE_4BPP);
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if (IsContest())
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battlerPosition = 0;
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@@ -741,8 +741,8 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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SetGpuReg(REG_OFFSET_BG2HOFS, gBattle_BG2_X);
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SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
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LoadPalette(&gPlttBufferUnfaded[0x100 + battlerId * 16], 0x90, 0x20);
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CpuCopy32(&gPlttBufferUnfaded[0x100 + battlerId * 16], (void *)(BG_PLTT + 0x120), 0x20);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(0x9), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(0x9)), PLTT_SIZE_4BPP);
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DrawBattlerOnBg(2, 0, 0, GetBattlerPosition(battlerId), animBg.paletteId, animBg.bgTiles + 0x1000, animBg.bgTilemap + 0x400, animBg.tilesOffset);
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}
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@@ -1208,13 +1208,13 @@ static void LoadMoveBg(u16 bgId)
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dmaDest = (void *)BG_SCREEN_ADDR(26);
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DmaCopy32(3, dmaSrc, dmaDest, 0x800);
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)BG_SCREEN_ADDR(4));
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, GetBattleBgPaletteNum() * 16, 32);
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, BG_PLTT_ID(GetBattleBgPaletteNum()), PLTT_SIZE_4BPP);
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}
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else
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{
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].tilemap, (void *)BG_SCREEN_ADDR(26));
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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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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, BG_PLTT_ID(0x2), PLTT_SIZE_4BPP);
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}
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}
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