Used unlz gba instead of nlz gba and imported the tileset, tilemap and palette and it worked. I will only be using nlz gba to load offsets and use the number as a reference to find it in unlz gba from now on. Definitely will not be using nlz gba to edit my roms again.
Probably gave the wrong palette in the tilemap? Make sure that the part in dark black has the same color palette as the rest in the tilemap. If that's not it you could send me your tileset and tilemap and I might be able to see what's wrong;)
Not sure why that happened. The tilemap i saved has a palette map of all zeros so it was not that. Only thing i can think of is unlz gba did something funky because that is the only difference between it working correctly and it not working correctly. If you want my process here it is.
1. Saved the tileset and tilemap from nlz-gba because unlz-gba does not correctly show the tileset and uses a different palette making it just a bunch of dots (pretty sure the highlights and shadows of the text)
2. Used irfanview to edit the tileset and added what i needed to, decreased colors to 16 and saved the new png and the palette
3. Opened the tileset and tilemap in NMTE and added the new text and moved each row down one. The tilemap i saved from nlz-gba used 0's for the palette so i added my text in with 0's for the palette as well. Saved
4. imported new tileset and tilemap to unlz-gba and updated the palette in APE (Instead of inserting the two with nlz-gba, and the palette with APE as i had done originally)
5. Everything worked correctly
Tried it again just to confirm and got the same result, everything
but the new tilemap tiles i added to the original tileset get imported just fine. So the 2004 changes to 2020 like it should the colors match the updated palette like they should and the rows have even been moved correctly like they should. The only thing buggy is the new tiles i inserted into the png are not displayed correctly. Even the tiles that i edited like the 04 in 2004 has turned to 20 in 2020. So confused.