Decimal paletteNums
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+3
-3
@@ -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[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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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(9), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(9)), 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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@@ -1214,7 +1214,7 @@ static void LoadMoveBg(u16 bgId)
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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, BG_PLTT_ID(0x2), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, BG_PLTT_ID(2), PLTT_SIZE_4BPP);
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}
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}
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