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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 I would use shin pokered's, but it may be too difficult for unfamiliar players, and has a bunch of outdated markers I'd have to spruce up.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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11 changed files with 654 additions and 168 deletions
19
ram/wram.asm
19
ram/wram.asm
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@ -11,7 +11,8 @@ wChannel2:: channel_struct wChannel2
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wChannel3:: channel_struct wChannel3
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wChannel4:: channel_struct wChannel4
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ds 1
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; for pureRGB AI jank
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wUnusedC000:: db
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wCurTrackDuty:: db
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wCurTrackVolumeEnvelope:: db
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@ -1211,11 +1212,11 @@ wBattleMon:: battle_struct wBattleMon
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wTrainerClass:: db
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ds 1
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wTrainerPicPointer:: dw
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ds 1
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; used by pureRGB AI
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wEnemyLastSelectedMoveDisable:: db
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wPlayerLastSelectedMove:: db
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UNION
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wTempMoveNameBuffer:: ds 14
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@ -1225,15 +1226,17 @@ NEXTU
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wLearnMoveMonName:: ds NAME_LENGTH
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ENDU
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ds 2
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; For the pureRGB AI enhancements
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wAIMoveSpamAvoider:: db
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wAITargetMonStatus:: db
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wAITargetMonType1:: db
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wAITargetMonType2:: db
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; money received after battle = base money × level of last enemy mon
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wTrainerBaseMoney:: dw ; BCD
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wMissableObjectCounter:: db
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ds 1
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; 13 bytes for the letters of the opposing trainer
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; the name is terminated with $50 with possible
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; unused trailing letters
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@ -1347,8 +1350,6 @@ wEnemyToxicCounter:: db
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; low nibble: disable turns left
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wEnemyDisabledMove:: db
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ds 1
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UNION
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; the amount of damage accumulated by the player while biding
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wPlayerBideAccumulatedDamage:: dw
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