Write palette IDs in hex
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@@ -3641,8 +3641,8 @@ void AnimTask_CycleMagicalLeafPal(u8 taskId)
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switch (task->data[0])
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{
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case 0:
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task->data[8] = IndexOfSpritePaletteTag(ANIM_TAG_LEAF) * 16 + 256;
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task->data[12] = IndexOfSpritePaletteTag(ANIM_TAG_RAZOR_LEAF) * 16 + 256;
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task->data[8] = OBJ_PLTT_ID(IndexOfSpritePaletteTag(ANIM_TAG_LEAF));
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task->data[12] = OBJ_PLTT_ID(IndexOfSpritePaletteTag(ANIM_TAG_RAZOR_LEAF));
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task->data[0]++;
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break;
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case 1:
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@@ -4349,7 +4349,7 @@ static void AnimLockOnTarget_Step4(struct Sprite *sprite)
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int pal;
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sprite->data[2]++;
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pal = sprite->oam.paletteNum;
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LoadPalette(&gPlttBufferUnfaded[0x108 + pal * 16], pal * 16 | 0x101, 4);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(pal) + 8], OBJ_PLTT_ID(pal) + 1, PLTT_SIZEOF(2));
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PlaySE12WithPanning(SE_M_LEER, BattleAnimAdjustPanning(63));
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}
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else if (sprite->data[1] == 0)
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@@ -5173,8 +5173,8 @@ void AnimTask_DoubleTeam(u8 taskId)
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struct Task *task = &gTasks[taskId];
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task->data[0] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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task->data[1] = AllocSpritePalette(ANIM_TAG_BENT_SPOON);
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r3 = (task->data[1] * 16) + 0x100;
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r4 = (gSprites[task->data[0]].oam.paletteNum + 16) << 4;
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r3 = OBJ_PLTT_ID(task->data[1]);
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r4 = OBJ_PLTT_ID2(gSprites[task->data[0]].oam.paletteNum);
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for (i = 1; i < 16; i++)
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gPlttBufferUnfaded[r3 + i] = gPlttBufferUnfaded[r4 + i];
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