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Sync coordinate macros with pokecrystal
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45ed05decf
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75 changed files with 675 additions and 661 deletions
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@ -682,7 +682,7 @@ DoBallTossSpecialEffects:
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cp 1
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ret nz
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.moveGhostMarowakLeft
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coord hl, 17, 0
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hlcoord 17, 0
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ld de, 20
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lb bc, 7, 7
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.loop
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@ -781,7 +781,7 @@ DoExplodeSpecialEffects:
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cp 1 ; is it the end of the subanimation?
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jr nz, FlashScreenEveryFourFrameBlocks
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; if it's the end of the subanimation, make the attacking pokemon disappear
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coord hl, 1, 5
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hlcoord 1, 5
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jp AnimationHideMonPic ; make pokemon disappear
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; flashes the screen when subanimation counter is 1 modulo 4
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@ -1135,12 +1135,12 @@ AnimationSlideMonUp:
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ld c, 7
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ldh a, [hWhoseTurn]
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and a
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coord hl, 1, 6
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coord de, 1, 5
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hlcoord 1, 6
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decoord 1, 5
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ld a, $30
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jr z, .next
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coord hl, 12, 1
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coord de, 12, 0
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hlcoord 12, 1
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decoord 12, 0
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ld a, $ff
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.next
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ld [wSlideMonUpBottomRowLeftTile], a
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@ -1203,9 +1203,9 @@ _AnimationSlideMonUp:
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; Fill in the bottom row of the mon pic with the next row's tile IDs.
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ldh a, [hWhoseTurn]
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and a
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coord hl, 1, 11
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hlcoord 1, 11
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jr z, .next
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coord hl, 12, 6
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hlcoord 12, 6
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.next
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ld a, [wSlideMonUpBottomRowLeftTile]
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inc a
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@ -1372,11 +1372,11 @@ AnimationShakeBackAndForth:
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; The mon's sprite disappears after this animation.
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ldh a, [hWhoseTurn]
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and a
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coord hl, 0, 5
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coord de, 2, 5
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hlcoord 0, 5
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decoord 2, 5
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jr z, .next
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coord hl, 11, 0
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coord de, 13, 0
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hlcoord 11, 0
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decoord 13, 0
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.next
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xor a
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@ -1420,9 +1420,9 @@ AnimationMoveMonHorizontally:
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call AnimationHideMonPic
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ldh a, [hWhoseTurn]
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and a
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coord hl, 2, 5
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hlcoord 2, 5
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jr z, .next
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coord hl, 11, 0
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hlcoord 11, 0
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.next
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xor a
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push hl
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@ -1533,12 +1533,12 @@ AnimationSquishMonPic:
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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coord hl, 16, 0
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coord de, 14, 0
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hlcoord 16, 0
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decoord 14, 0
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jr .next
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.playerTurn
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coord hl, 5, 5
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coord de, 3, 5
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hlcoord 5, 5
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decoord 3, 5
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.next
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push de
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xor a ; left
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@ -1746,10 +1746,10 @@ _AnimationSlideMonOff:
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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coord hl, 12, 0
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hlcoord 12, 0
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jr .next
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.playerTurn
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coord hl, 0, 5
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hlcoord 0, 5
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.next
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ld d, 8 ; d's value is unused
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.slideLoop ; iterates once for each time the pic slides by one tile
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@ -1996,7 +1996,7 @@ ChangeMonPic:
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xor a
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ld [wSpriteFlipped], a
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call GetMonHeader
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coord hl, 12, 0
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hlcoord 12, 0
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call LoadFrontSpriteByMonIndex
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jr .done
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.playerTurn
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@ -2064,7 +2064,7 @@ ClearMonPicFromTileMap:
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push bc
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ld e, a
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ld d, 0
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coord hl, 0, 0
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hlcoord 0, 0
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add hl, de
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lb bc, 7, 7
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call ClearScreenArea
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@ -2086,7 +2086,7 @@ GetMonSpriteTileMapPointerFromRowCount:
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.enemyTurn
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ld a, 12
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.next
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coord hl, 0, 0
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hlcoord 0, 0
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ld e, a
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ld d, 0
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add hl, de
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