Fix big endian targets state unserialize
Converted palette was missing a byte swap after state unserialization This should likely fix WiiU graphics when using rewind and similar techniques that rely on states.
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@ -95,7 +95,7 @@ bool gba_load_state(const void* src)
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// Generate converted palette (since it is not saved)
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for(i = 0; i < 512; i++)
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{
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palette_ram_converted[i] = convert_palette(palette_ram[i]);
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palette_ram_converted[i] = convert_palette(eswap16(palette_ram[i]));
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}
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video_reload_counters();
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