mirror of
https://github.com/thornAvery/kep-hack.git
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Rename battle files and split move effects Part 5
15.asm, 16.asm, 1a.asm, 1c.asm
This commit is contained in:
parent
2fe782b11a
commit
10211cc461
90
engine/battle/1c.asm → engine/battle/battle_transitions.asm
Executable file → Normal file
90
engine/battle/1c.asm → engine/battle/battle_transitions.asm
Executable file → Normal file
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@ -1,93 +1,3 @@
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MarowakAnim: ; 708ca (1c:48ca)
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; animate the ghost being unveiled as a Marowak
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ld a, $e4
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ld [rOBP1], a
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call CopyMonPicFromBGToSpriteVRAM ; cover the BG ghost pic with a sprite ghost pic that looks the same
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; now that the ghost pic is being displayed using sprites, clear the ghost pic from the BG tilemap
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hlCoord 12, 0
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ld bc, $707
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call ClearScreenArea
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call Delay3
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xor a
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ld [H_AUTOBGTRANSFERENABLED], a ; disable BG transfer so we don't see the Marowak too soon
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; replace ghost pic with Marowak in BG
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ld a, MAROWAK
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ld [wHPBarMaxHP], a
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ld a, $1
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ld [H_WHOSETURN], a
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callab Func_79793
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; alternate between black and light grey 8 times.
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; this makes the ghost's body appear to flash
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ld d, $80
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call FlashSprite8Times
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.fadeOutGhostLoop
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ld c, 10
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call DelayFrames
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ld a, [rOBP1]
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sla a
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sla a
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ld [rOBP1], a
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jr nz, .fadeOutGhostLoop
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call ClearSprites
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call CopyMonPicFromBGToSpriteVRAM ; copy Marowak pic from BG to sprite VRAM
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ld b, $e4
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.fadeInMarowakLoop
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ld c, 10
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call DelayFrames
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ld a, [rOBP1]
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srl b
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rra
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srl b
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rra
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ld [rOBP1], a
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ld a, b
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and a
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jr nz, .fadeInMarowakLoop
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ld a, $1
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ld [H_AUTOBGTRANSFERENABLED], a ; enable BG transfer so the BG Marowak pic will be visible after the sprite one is cleared
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call Delay3
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jp ClearSprites
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; copies a mon pic's from background VRAM to sprite VRAM and sets up OAM
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CopyMonPicFromBGToSpriteVRAM: ; 7092a (1c:492a)
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ld de, vFrontPic
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ld hl, vSprites
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ld bc, 7 * 7
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call CopyVideoData
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ld a, $10
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ld [W_BASECOORDY], a
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ld a, $70
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ld [W_BASECOORDX], a
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ld hl, wOAMBuffer
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ld bc, $606
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ld d, $8
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.oamLoop
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push bc
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ld a, [W_BASECOORDY]
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ld e, a
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.oamInnerLoop
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ld a, e
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add $8
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ld e, a
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ld [hli], a
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ld a, [W_BASECOORDX]
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ld [hli], a
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ld a, d
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ld [hli], a
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ld a, $10 ; use OBP1
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ld [hli], a
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inc d
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dec c
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jr nz, .oamInnerLoop
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inc d
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ld a, [W_BASECOORDX]
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add $8
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ld [W_BASECOORDX], a
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pop bc
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dec b
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jr nz, .oamLoop
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ret
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BattleTransition: ; 7096d (1c:496d)
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ld a, $1
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ld [H_AUTOBGTRANSFERENABLED], a
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0
engine/battle/16.asm → engine/battle/common_text.asm
Executable file → Normal file
0
engine/battle/16.asm → engine/battle/common_text.asm
Executable file → Normal file
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engine/battle/1a.asm → engine/battle/decrement_pp.asm
Executable file → Normal file
0
engine/battle/1a.asm → engine/battle/decrement_pp.asm
Executable file → Normal file
0
engine/battle/15.asm → engine/battle/experience.asm
Executable file → Normal file
0
engine/battle/15.asm → engine/battle/experience.asm
Executable file → Normal file
89
engine/battle/ghost_marowak_anim.asm
Normal file
89
engine/battle/ghost_marowak_anim.asm
Normal file
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@ -0,0 +1,89 @@
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MarowakAnim: ; 708ca (1c:48ca)
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; animate the ghost being unveiled as a Marowak
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ld a, $e4
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ld [rOBP1], a
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call CopyMonPicFromBGToSpriteVRAM ; cover the BG ghost pic with a sprite ghost pic that looks the same
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; now that the ghost pic is being displayed using sprites, clear the ghost pic from the BG tilemap
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hlCoord 12, 0
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ld bc, $707
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call ClearScreenArea
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call Delay3
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xor a
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ld [H_AUTOBGTRANSFERENABLED], a ; disable BG transfer so we don't see the Marowak too soon
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; replace ghost pic with Marowak in BG
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ld a, MAROWAK
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ld [wHPBarMaxHP], a
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ld a, $1
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ld [H_WHOSETURN], a
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callab Func_79793
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; alternate between black and light grey 8 times.
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; this makes the ghost's body appear to flash
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ld d, $80
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call FlashSprite8Times
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.fadeOutGhostLoop
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ld c, 10
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call DelayFrames
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ld a, [rOBP1]
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sla a
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sla a
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ld [rOBP1], a
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jr nz, .fadeOutGhostLoop
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call ClearSprites
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call CopyMonPicFromBGToSpriteVRAM ; copy Marowak pic from BG to sprite VRAM
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ld b, $e4
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.fadeInMarowakLoop
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ld c, 10
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call DelayFrames
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ld a, [rOBP1]
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srl b
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rra
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srl b
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rra
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ld [rOBP1], a
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ld a, b
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and a
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jr nz, .fadeInMarowakLoop
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ld a, $1
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ld [H_AUTOBGTRANSFERENABLED], a ; enable BG transfer so the BG Marowak pic will be visible after the sprite one is cleared
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call Delay3
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jp ClearSprites
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; copies a mon pic's from background VRAM to sprite VRAM and sets up OAM
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CopyMonPicFromBGToSpriteVRAM: ; 7092a (1c:492a)
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ld de, vFrontPic
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ld hl, vSprites
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ld bc, 7 * 7
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call CopyVideoData
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ld a, $10
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ld [W_BASECOORDY], a
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ld a, $70
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ld [W_BASECOORDX], a
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ld hl, wOAMBuffer
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ld bc, $606
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ld d, $8
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.oamLoop
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push bc
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ld a, [W_BASECOORDY]
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ld e, a
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.oamInnerLoop
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ld a, e
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add $8
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ld e, a
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ld [hli], a
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ld a, [W_BASECOORDX]
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ld [hli], a
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ld a, d
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ld [hli], a
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ld a, $10 ; use OBP1
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ld [hli], a
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inc d
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dec c
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jr nz, .oamInnerLoop
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inc d
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ld a, [W_BASECOORDX]
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add $8
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ld [W_BASECOORDX], a
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pop bc
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dec b
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jr nz, .oamLoop
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ret
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9
main.asm
9
main.asm
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@ -6014,7 +6014,7 @@ DayCareMBlocks: INCBIN "maps/daycarem.blk"
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FuchsiaHouse3Blocks: INCBIN "maps/fuchsiahouse3.blk"
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INCLUDE "engine/battle/15.asm"
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INCLUDE "engine/battle/experience.asm"
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INCLUDE "scripts/route2.asm"
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INCLUDE "scripts/route3.asm"
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@ -6094,7 +6094,7 @@ Route18Blocks: INCBIN "maps/route18.blk"
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INCBIN "maps/unusedblocks58d7d.blk"
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INCLUDE "engine/battle/16.asm"
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INCLUDE "engine/battle/common_text.asm"
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INCLUDE "engine/experience.asm"
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@ -6451,7 +6451,7 @@ Plateau_Block: INCBIN "gfx/blocksets/plateau.bst"
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SECTION "bank1A",ROMX,BANK[$1A]
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INCLUDE "engine/battle/1a.asm"
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INCLUDE "engine/battle/decrement_pp.asm"
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Version_GFX:
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IF DEF(_RED)
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@ -6508,7 +6508,8 @@ INCLUDE "engine/gamefreak.asm"
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INCLUDE "engine/hall_of_fame.asm"
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INCLUDE "engine/overworld/healing_machine.asm"
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INCLUDE "engine/overworld/player_animations.asm"
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INCLUDE "engine/battle/1c.asm"
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INCLUDE "engine/battle/ghost_marowak_anim.asm"
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INCLUDE "engine/battle/battle_transitions.asm"
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INCLUDE "engine/town_map.asm"
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INCLUDE "engine/mon_party_sprites.asm"
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INCLUDE "engine/in_game_trades.asm"
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