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Port PureRGB AI
Short tests showed positive results. Revert if it fucks up anything. PureRGB enhances Gen 1 AI in various ways, fixing notorious glitches and making it not do completely stupid things. I would use shin pokered's, but it may be too difficult for unfamiliar players, and has a bunch of outdated markers I'd have to spruce up. Relevant changes: - Burn effect calls have been replaced with Fire Blast's effect, replicating the burn spread use-case of Fire Blast - Teleport references removed because pureRGB uses a unique version - Any straggler references to effects not used in pureRGB - Mist properly referred to as we only have one move that provides stat drop immunity. Updated the sprite gallery too!!
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8bd3b8a703
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11 changed files with 654 additions and 168 deletions
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@ -21,14 +21,22 @@ SECTION "rst18", ROM0[$0018]
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ds $20 - @, 0 ; unused
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SECTION "rst20", ROM0[$0020]
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rst $38
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_CopyData::
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jp CopyData
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ds $28 - @, 0 ; unused
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; PureRGBnote: MOVED: 5 extra bytes of space left here, may as well move something here that puts the space to some use
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PokemonFaintedText::
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text_far _PokemonFaintedText
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text_end
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SECTION "rst28", ROM0[$0028]
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rst $38
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_PrintText::
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jp PrintText
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ds $30 - @, 0 ; unused
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; PureRGBnote: MOVED: 5 extra bytes of space left here, may as well move something here that puts the space to some use
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PlayerBlackedOutText::
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text_far _PlayerBlackedOutText
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text_end
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SECTION "rst30", ROM0[$0030]
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rst $38
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@ -189,10 +189,6 @@ DisplayPokemonFaintedText::
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call PrintText
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jp AfterDisplayingTextID
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PokemonFaintedText::
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text_far _PokemonFaintedText
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text_end
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DisplayPlayerBlackedOutText::
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ld hl, PlayerBlackedOutText
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call PrintText
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@ -201,10 +197,6 @@ DisplayPlayerBlackedOutText::
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ld [wd732], a
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jp HoldTextDisplayOpen
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PlayerBlackedOutText::
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text_far _PlayerBlackedOutText
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text_end
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DisplayRepelWoreOffText::
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ld hl, RepelWoreOffText
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call PrintText
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