mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-22 07:02:17 +13:00
Move more tables from engine/ to data/
This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
This commit is contained in:
parent
bdeb494add
commit
0a62d48df2
65 changed files with 2863 additions and 2825 deletions
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@ -649,81 +649,7 @@ DoSpecialEffectByAnimationId:
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pop hl
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ret
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; Format: Animation ID (1 byte), Address (2 bytes)
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AnimationIdSpecialEffects:
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db MEGA_PUNCH
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dw AnimationFlashScreen
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db GUILLOTINE
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dw AnimationFlashScreen
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db MEGA_KICK
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dw AnimationFlashScreen
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db HEADBUTT
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dw AnimationFlashScreen
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db TAIL_WHIP
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dw TailWhipAnimationUnused
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db GROWL
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dw DoGrowlSpecialEffects
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db DISABLE
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dw AnimationFlashScreen
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db BLIZZARD
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dw DoBlizzardSpecialEffects
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db BUBBLEBEAM
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dw AnimationFlashScreen
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db HYPER_BEAM
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dw FlashScreenEveryFourFrameBlocks
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db THUNDERBOLT
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dw FlashScreenEveryEightFrameBlocks
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db REFLECT
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dw AnimationFlashScreen
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db SELFDESTRUCT
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dw DoExplodeSpecialEffects
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db SPORE
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dw AnimationFlashScreen
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db EXPLOSION
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dw DoExplodeSpecialEffects
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db ROCK_SLIDE
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dw DoRockSlideSpecialEffects
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db TRADE_BALL_DROP_ANIM
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dw TradeHidePokemon
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db TRADE_BALL_SHAKE_ANIM
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dw TradeShakePokeball
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db TRADE_BALL_TILT_ANIM
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dw TradeJumpPokeball
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db TOSS_ANIM
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dw DoBallTossSpecialEffects
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db SHAKE_ANIM
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dw DoBallShakeSpecialEffects
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db POOF_ANIM
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dw DoPoofSpecialEffects
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db GREATTOSS_ANIM
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dw DoBallTossSpecialEffects
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db ULTRATOSS_ANIM
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dw DoBallTossSpecialEffects
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db $FF ; terminator
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INCLUDE "data/move_animation_special_effects.asm"
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DoBallTossSpecialEffects:
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ld a, [wcf91]
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@ -985,87 +911,7 @@ TailWhipAnimationUnused:
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ld c, 20
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jp DelayFrames
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; Format: Special Effect ID (1 byte), Address (2 bytes)
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SpecialEffectPointers:
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db SE_DARK_SCREEN_FLASH ; $FE
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dw AnimationFlashScreen
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db SE_DARK_SCREEN_PALETTE ; $FD
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dw AnimationDarkScreenPalette
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db SE_RESET_SCREEN_PALETTE ; $FC
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dw AnimationResetScreenPalette
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db SE_SHAKE_SCREEN ; $FB
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dw AnimationShakeScreen
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db SE_WATER_DROPLETS_EVERYWHERE ; $FA
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dw AnimationWaterDropletsEverywhere
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db SE_DARKEN_MON_PALETTE ; $F9
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dw AnimationDarkenMonPalette
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db SE_FLASH_SCREEN_LONG ; $F8
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dw AnimationFlashScreenLong
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db SE_SLIDE_MON_UP ; $F7
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dw AnimationSlideMonUp
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db SE_SLIDE_MON_DOWN ; $F6
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dw AnimationSlideMonDown
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db SE_FLASH_MON_PIC ; $F5
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dw AnimationFlashMonPic
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db SE_SLIDE_MON_OFF ; $F4
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dw AnimationSlideMonOff
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db SE_BLINK_MON ; $F3
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dw AnimationBlinkMon
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db SE_MOVE_MON_HORIZONTALLY ; $F2
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dw AnimationMoveMonHorizontally
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db SE_RESET_MON_POSITION ; $F1
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dw AnimationResetMonPosition
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db SE_LIGHT_SCREEN_PALETTE ; $F0
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dw AnimationLightScreenPalette
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db SE_HIDE_MON_PIC ; $EF
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dw AnimationHideMonPic
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db SE_SQUISH_MON_PIC ; $EE
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dw AnimationSquishMonPic
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db SE_SHOOT_BALLS_UPWARD ; $ED
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dw AnimationShootBallsUpward
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db SE_SHOOT_MANY_BALLS_UPWARD ; $EC
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dw AnimationShootManyBallsUpward
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db SE_BOUNCE_UP_AND_DOWN ; $EB
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dw AnimationBoundUpAndDown
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db SE_MINIMIZE_MON ; $EA
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dw AnimationMinimizeMon
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db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9
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dw AnimationSlideMonDownAndHide
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db SE_TRANSFORM_MON ; $E8
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dw AnimationTransformMon
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db SE_LEAVES_FALLING ; $E7
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dw AnimationLeavesFalling
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db SE_PETALS_FALLING ; $E6
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dw AnimationPetalsFalling
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db SE_SLIDE_MON_HALF_OFF ; $E5
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dw AnimationSlideMonHalfOff
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db SE_SHAKE_ENEMY_HUD ; $E4
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dw AnimationShakeEnemyHUD
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db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
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dw AnimationShakeEnemyHUD
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db SE_SPIRAL_BALLS_INWARD ; $E2
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dw AnimationSpiralBallsInward
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db SE_DELAY_ANIMATION_10 ; $E1
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dw AnimationDelay10
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db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
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dw AnimationFlashEnemyMonPic
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db SE_HIDE_ENEMY_MON_PIC ; $DF
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dw AnimationHideEnemyMonPic
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db SE_BLINK_ENEMY_MON ; $DE
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dw AnimationBlinkEnemyMon
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db SE_SHOW_MON_PIC ; $DD
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dw AnimationShowMonPic
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db SE_SHOW_ENEMY_MON_PIC ; $DC
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dw AnimationShowEnemyMonPic
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db SE_SLIDE_ENEMY_MON_OFF ; $DB
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dw AnimationSlideEnemyMonOff
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db SE_SHAKE_BACK_AND_FORTH ; $DA
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dw AnimationShakeBackAndForth
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db SE_SUBSTITUTE_MON ; $D9
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dw AnimationSubstitute
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db SE_WAVY_SCREEN ; $D8
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dw AnimationWavyScreen
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db $FF
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INCLUDE "data/move_animation_pointers.asm"
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AnimationDelay10:
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ld c, 10
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@ -2362,174 +2208,7 @@ IsCryMove:
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scf
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ret
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MoveSoundTable:
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; ID, pitch mod, tempo mod
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db SFX_POUND, $00,$80 ; POUND
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db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
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db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
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db SFX_BATTLE_0B, $01,$80 ; COMET_PUNCH
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db SFX_BATTLE_0D, $00,$40 ; MEGA_PUNCH
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db SFX_SILPH_SCOPE, $00,$ff ; PAY_DAY
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db SFX_BATTLE_0D, $10,$60 ; FIRE_PUNCH
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db SFX_BATTLE_0D, $20,$80 ; ICE_PUNCH
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db SFX_BATTLE_0D, $00,$a0 ; THUNDERPUNCH
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db SFX_DAMAGE, $00,$80 ; SCRATCH
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db SFX_BATTLE_0F, $20,$40 ; VICEGRIP
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db SFX_BATTLE_0F, $00,$80 ; GUILLOTINE
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db SFX_BATTLE_0E, $00,$a0 ; RAZOR_WIND
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db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
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db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
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db SFX_BATTLE_12, $00,$c0 ; GUST
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db SFX_BATTLE_12, $10,$a0 ; WING_ATTACK
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db SFX_BATTLE_13, $00,$e0 ; WHIRLWIND
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db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
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db SFX_BATTLE_14, $00,$80 ; BIND
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db SFX_BATTLE_22, $00,$80 ; SLAM
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db SFX_VINE_WHIP, $01,$80 ; VINE_WHIP
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db SFX_BATTLE_20, $00,$80 ; STOMP
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db SFX_BATTLE_17, $f0,$40 ; DOUBLE_KICK
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db SFX_SUPER_EFFECTIVE, $00,$80 ; MEGA_KICK
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db SFX_BATTLE_17, $00,$80 ; JUMP_KICK
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db SFX_BATTLE_21, $10,$80 ; ROLLING_KICK
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db SFX_BATTLE_1B, $01,$a0 ; SAND_ATTACK
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db SFX_BATTLE_18, $00,$80 ; HEADBUTT
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db SFX_BATTLE_1E, $00,$60 ; HORN_ATTACK
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db SFX_BATTLE_1E, $01,$40 ; FURY_ATTACK
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db SFX_HORN_DRILL, $00,$a0 ; HORN_DRILL
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db SFX_SUPER_EFFECTIVE, $10,$a0 ; TACKLE
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db SFX_BATTLE_20, $00,$c0 ; BODY_SLAM
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db SFX_BATTLE_14, $10,$60 ; WRAP
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db SFX_SUPER_EFFECTIVE, $00,$a0 ; TAKE_DOWN
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db SFX_BATTLE_22, $11,$c0 ; THRASH
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db SFX_SUPER_EFFECTIVE, $20,$c0 ; DOUBLE_EDGE
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db SFX_BATTLE_21, $00,$80 ; TAIL_WHIP
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db SFX_BATTLE_1B, $00,$80 ; POISON_STING
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db SFX_BATTLE_1B, $20,$c0 ; TWINEEDLE
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db SFX_BATTLE_19, $00,$80 ; PIN_MISSILE
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db SFX_BATTLE_31, $ff,$40 ; LEER
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db SFX_BATTLE_1E, $00,$80 ; BITE
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db SFX_BATTLE_0B, $00,$c0 ; GROWL
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db SFX_BATTLE_0B, $00,$40 ; ROAR
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db SFX_BATTLE_35, $00,$80 ; SING
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db SFX_BATTLE_27, $40,$60 ; SUPERSONIC
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db SFX_BATTLE_27, $00,$80 ; SONICBOOM
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db SFX_BATTLE_27, $ff,$40 ; DISABLE
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db SFX_BATTLE_2A, $80,$c0 ; ACID
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db SFX_BATTLE_19, $10,$a0 ; EMBER
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db SFX_BATTLE_19, $21,$e0 ; FLAMETHROWER
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db SFX_BATTLE_29, $00,$80 ; MIST
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db SFX_BATTLE_24, $20,$60 ; WATER_GUN
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db SFX_BATTLE_2A, $00,$80 ; HYDRO_PUMP
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db SFX_BATTLE_2C, $00,$80 ; SURF
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db SFX_BATTLE_28, $40,$80 ; ICE_BEAM
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db SFX_BATTLE_29, $f0,$e0 ; BLIZZARD
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db SFX_PSYBEAM, $00,$80 ; PSYBEAM
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db SFX_BATTLE_2A, $f0,$60 ; BUBBLEBEAM
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db SFX_BATTLE_28, $00,$80 ; AURORA_BEAM
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db SFX_BATTLE_36, $00,$80 ; HYPER_BEAM
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db SFX_PECK, $01,$a0 ; PECK
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db SFX_BATTLE_13, $f0,$20 ; DRILL_PECK
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db SFX_BATTLE_23, $01,$c0 ; SUBMISSION
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db SFX_BATTLE_23, $00,$80 ; LOW_KICK
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db SFX_SUPER_EFFECTIVE, $00,$e0 ; COUNTER
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db SFX_BATTLE_26, $01,$60 ; SEISMIC_TOSS
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db SFX_BATTLE_26, $20,$40 ; STRENGTH
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db SFX_BATTLE_24, $00,$80 ; ABSORB
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db SFX_BATTLE_24, $40,$c0 ; MEGA_DRAIN
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db SFX_BATTLE_1B, $03,$60 ; LEECH_SEED
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db SFX_BATTLE_25, $11,$e0 ; GROWTH
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db SFX_BATTLE_12, $20,$e0 ; RAZOR_LEAF
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db SFX_BATTLE_2E, $00,$80 ; SOLARBEAM
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db SFX_BATTLE_1C, $00,$80 ; POISONPOWDER
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db SFX_BATTLE_1C, $11,$a0 ; STUN_SPORE
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db SFX_BATTLE_1C, $01,$c0 ; SLEEP_POWDER
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db SFX_BATTLE_13, $14,$c0 ; PETAL_DANCE
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db SFX_BATTLE_1B, $02,$a0 ; STRING_SHOT
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db SFX_BATTLE_29, $f0,$80 ; DRAGON_RAGE
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db SFX_BATTLE_29, $20,$c0 ; FIRE_SPIN
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db SFX_BATTLE_2F, $00,$20 ; THUNDERSHOCK
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db SFX_BATTLE_2F, $20,$80 ; THUNDERBOLT
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db SFX_BATTLE_2E, $12,$60 ; THUNDER_WAVE
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db SFX_BATTLE_26, $00,$80 ; THUNDER
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db SFX_BATTLE_14, $01,$e0 ; ROCK_THROW
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db SFX_BATTLE_29, $0f,$e0 ; EARTHQUAKE
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db SFX_BATTLE_29, $11,$20 ; FISSURE
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db SFX_DAMAGE, $10,$40 ; DIG
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db SFX_BATTLE_0F, $10,$c0 ; TOXIC
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db SFX_BATTLE_14, $00,$20 ; CONFUSION
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db SFX_PSYCHIC_M, $00,$80 ; PSYCHIC_M
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db SFX_BATTLE_35, $11,$18 ; HYPNOSIS
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db SFX_BATTLE_09, $20,$c0 ; MEDITATE
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db SFX_FAINT_FALL, $20,$c0 ; AGILITY
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db SFX_BATTLE_25, $00,$10 ; QUICK_ATTACK
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db SFX_BATTLE_26, $f0,$20 ; RAGE
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db SFX_BATTLE_33, $f0,$c0 ; TELEPORT
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db SFX_NOT_VERY_EFFECTIVE,$f0,$e0 ; NIGHT_SHADE
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db SFX_BATTLE_09, $f0,$40 ; MIMIC
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db SFX_BATTLE_31, $00,$80 ; SCREECH
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db SFX_BATTLE_33, $80,$40 ; DOUBLE_TEAM
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db SFX_BATTLE_33, $00,$80 ; RECOVER
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db SFX_BATTLE_14, $11,$20 ; HARDEN
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db SFX_BATTLE_14, $22,$10 ; MINIMIZE
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db SFX_BATTLE_1B, $f1,$ff ; SMOKESCREEN
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db SFX_BATTLE_13, $f1,$ff ; CONFUSE_RAY
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db SFX_BATTLE_14, $33,$30 ; WITHDRAW
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db SFX_BATTLE_32, $40,$c0 ; DEFENSE_CURL
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db SFX_BATTLE_0E, $20,$20 ; BARRIER
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db SFX_BATTLE_0E, $f0,$10 ; LIGHT_SCREEN
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db SFX_BATTLE_0F, $f8,$10 ; HAZE
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db SFX_NOT_VERY_EFFECTIVE,$f0,$10 ; REFLECT
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db SFX_BATTLE_25, $00,$80 ; FOCUS_ENERGY
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db SFX_BATTLE_18, $00,$c0 ; BIDE
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db SFX_BATTLE_32, $c0,$ff ; METRONOME
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db SFX_BATTLE_09, $f2,$20 ; MIRROR_MOVE
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db SFX_BATTLE_34, $00,$80 ; SELFDESTRUCT
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db SFX_BATTLE_34, $00,$40 ; EGG_BOMB
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db SFX_BATTLE_09, $00,$40 ; LICK
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db SFX_NOT_VERY_EFFECTIVE,$10,$ff ; SMOG
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db SFX_BATTLE_2A, $20,$20 ; SLUDGE
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db SFX_BATTLE_32, $00,$80 ; BONE_CLUB
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db SFX_BATTLE_29, $1f,$20 ; FIRE_BLAST
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db SFX_BATTLE_25, $2f,$80 ; WATERFALL
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db SFX_BATTLE_0F, $1f,$ff ; CLAMP
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db SFX_BATTLE_2B, $1f,$60 ; SWIFT
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db SFX_BATTLE_26, $1e,$20 ; SKULL_BASH
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db SFX_BATTLE_26, $1f,$18 ; SPIKE_CANNON
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db SFX_BATTLE_14, $0f,$80 ; CONSTRICT
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db SFX_BATTLE_09, $f8,$10 ; AMNESIA
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db SFX_FAINT_FALL, $18,$20 ; KINESIS
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db SFX_BATTLE_32, $08,$40 ; SOFTBOILED
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db SFX_BATTLE_17, $01,$e0 ; HI_JUMP_KICK
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db SFX_NOT_VERY_EFFECTIVE,$09,$ff ; GLARE
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db SFX_BATTLE_35, $42,$01 ; DREAM_EATER
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db SFX_BATTLE_1C, $00,$ff ; POISON_GAS
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db SFX_BATTLE_32, $08,$e0 ; BARRAGE
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db SFX_BATTLE_24, $00,$80 ; LEECH_LIFE
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db SFX_BATTLE_09, $88,$10 ; LOVELY_KISS
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db SFX_BATTLE_25, $48,$ff ; SKY_ATTACK
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db SFX_FAINT_FALL, $ff,$ff ; TRANSFORM
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db SFX_BATTLE_24, $ff,$10 ; BUBBLE
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db SFX_FAINT_FALL, $ff,$04 ; DIZZY_PUNCH
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db SFX_BATTLE_1C, $01,$ff ; SPORE
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db SFX_BATTLE_13, $f8,$ff ; FLASH
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db SFX_BATTLE_0C, $f0,$f0 ; PSYWAVE
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db SFX_BATTLE_0F, $08,$10 ; SPLASH
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db SFX_BATTLE_0D, $f0,$ff ; ACID_ARMOR
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db SFX_SUPER_EFFECTIVE, $f0,$ff ; CRABHAMMER
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db SFX_BATTLE_34, $10,$ff ; EXPLOSION
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db SFX_BATTLE_0E, $f0,$20 ; FURY_SWIPES
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db SFX_BATTLE_2B, $f0,$60 ; BONEMERANG
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db SFX_BATTLE_21, $12,$10 ; REST
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db SFX_BATTLE_36, $f0,$20 ; ROCK_SLIDE
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db SFX_BATTLE_1E, $12,$ff ; HYPER_FANG
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db SFX_BATTLE_31, $80,$04 ; SHARPEN
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db SFX_BATTLE_33, $f0,$10 ; CONVERSION
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db SFX_BATTLE_29, $f8,$ff ; TRI_ATTACK
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db SFX_BATTLE_26, $f0,$ff ; SUPER_FANG
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db SFX_NOT_VERY_EFFECTIVE,$01,$ff ; SLASH
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db SFX_BATTLE_2C, $d8,$04 ; SUBSTITUTE
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db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
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db SFX_BATTLE_0B, $00,$80
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INCLUDE "data/move_sfx.asm"
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CopyPicTiles:
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ld a, [H_WHOSETURN]
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