Write palette IDs in hex
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@@ -642,8 +642,8 @@ static void AnimTask_SpiteTargetShadow_Step1(u8 taskId)
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}
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break;
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case 1:
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task->data[14] = (task->data[14] + 16) * 16;
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CpuCopy32(&gPlttBufferUnfaded[task->data[4]], &gPlttBufferFaded[task->data[14]], 32);
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task->data[14] = OBJ_PLTT_ID2(task->data[14]);
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CpuCopy32(&gPlttBufferUnfaded[task->data[4]], &gPlttBufferFaded[task->data[14]], PLTT_SIZE_4BPP);
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BlendPalette(task->data[4], 16, 10, RGB(13, 0, 15));
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task->data[15]++;
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break;
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