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Diffstat (limited to 'src/battle_anim.c')
-rw-r--r--src/battle_anim.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/battle_anim.c b/src/battle_anim.c
index f086b1c33..f1cff1de2 100644
--- a/src/battle_anim.c
+++ b/src/battle_anim.c
@@ -1933,13 +1933,13 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
if (IsContest() == TRUE)
{
- RequestDma3Fill(0, (void*)(VRAM + 0x8000), 0x2000, 1);
- RequestDma3Fill(0xFF, (void*)(VRAM + 0xF000), 0x1000, 0);
+ RequestDma3Fill(0, (void*)(BG_SCREEN_ADDR(16)), 0x2000, 1);
+ RequestDma3Fill(0xFF, (void*)(BG_SCREEN_ADDR(30)), 0x1000, 0);
}
else
{
- RequestDma3Fill(0, (void*)(VRAM + 0x4000), 0x2000, 1);
- RequestDma3Fill(0xFF, (void*)(VRAM + 0xe000), 0x1000, 0);
+ RequestDma3Fill(0, (void*)(BG_SCREEN_ADDR(8)), 0x2000, 1);
+ RequestDma3Fill(0xFF, (void*)(BG_SCREEN_ADDR(28)), 0x1000, 0);
}
sub_80A6B30(&animBg);
@@ -1978,8 +1978,8 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
}
else
{
- RequestDma3Fill(0, (void*)(VRAM + 0x6000), 0x2000, 1);
- RequestDma3Fill(0, (void*)(VRAM + 0xF000), 0x1000, 1);
+ RequestDma3Fill(0, (void*)(BG_SCREEN_ADDR(12)), 0x2000, 1);
+ RequestDma3Fill(0, (void*)(BG_SCREEN_ADDR(30)), 0x1000, 1);
sub_80A6B90(&animBg, 2);
CpuFill16(0, animBg.bgTiles + 0x1000, 0x1000);
CpuFill16(0, animBg.bgTilemap + 0x400, 0x800);
@@ -2452,15 +2452,15 @@ static void LoadMoveBg(u16 bgId)
LZDecompressWram(tilemap, gDecompressionBuffer);
sub_80A4720(sub_80A6D94(), (void*)(gDecompressionBuffer), 0x100, 0);
dmaSrc = gDecompressionBuffer;
- dmaDest = (void *)(VRAM + 0xD000);
+ dmaDest = (void *)(BG_SCREEN_ADDR(26));
DmaCopy32(3, dmaSrc, dmaDest, 0x800);
- LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(VRAM + 0x2000));
+ LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(BG_SCREEN_ADDR(4)));
LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, sub_80A6D94() * 16, 32);
}
else
{
- LZDecompressVram(gBattleAnimBackgroundTable[bgId].tilemap, (void *)(VRAM + 0xD000));
- LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(VRAM + 0x8000));
+ LZDecompressVram(gBattleAnimBackgroundTable[bgId].tilemap, (void *)(BG_SCREEN_ADDR(26)));
+ LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(BG_CHAR_ADDR(2)));
LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, 32, 32);
}
}