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naming
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parent
e607199397
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1d86932cc9
29 changed files with 225 additions and 174 deletions
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@ -6296,7 +6296,7 @@ LoadEnemyMonData: ; 3eb01 (f:6b01)
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predef WriteMonMoves ; get moves based on current level
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.loadMovePPs
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ld hl, wEnemyMonMoves
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ld de, wEnemyMonSpecial + 1
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ld de, wEnemyMonPP - 1
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predef LoadMovePPs
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ld hl, W_MONHBASESTATS
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ld de, wEnemyMonBaseStats
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@ -6957,7 +6957,7 @@ InitBattle_Common: ; 3efeb (f:6feb)
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ld [wLetterPrintingDelayFlags], a
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pop af
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ld [wMapPalOffset], a
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ld a, [wd0d4]
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ld a, [wSavedTilesetType]
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ld [hTilesetType], a
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scf
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ret
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@ -1,6 +1,6 @@
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InitBattleVariables: ; 525af (14:65af)
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ld a, [hTilesetType]
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ld [wd0d4], a
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ld [wSavedTilesetType], a
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xor a
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ld [wActionResultOrTookBattleTurn], a
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ld [wBattleResult], a
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@ -78,7 +78,7 @@ SafariZoneGameOver: ; 1e9b0 (7:69b0)
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ld [H_DOWNARROWBLINKCNT2], a
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call DisplayTextID
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xor a
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ld [wd528], a
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ld [wPlayerMovingDirection], a
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ld a, SAFARI_ZONE_ENTRANCE
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ld [H_DOWNARROWBLINKCNT1], a
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ld a, $3
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@ -591,14 +591,14 @@ ItemUseSurfboard: ; d9b4 (3:59b4)
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jp LoadWalkingPlayerSpriteGraphics
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; uses a simulated button press to make the player move forward
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.makePlayerMoveForward
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ld a,[wd52a] ; direction the player is going
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bit 3,a
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ld a,[wPlayerDirection] ; direction the player is going
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bit PLAYER_DIR_BIT_UP,a
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ld b,D_UP
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jr nz,.storeSimulatedButtonPress
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bit 2,a
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bit PLAYER_DIR_BIT_DOWN,a
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ld b,D_DOWN
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jr nz,.storeSimulatedButtonPress
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bit 1,a
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bit PLAYER_DIR_BIT_LEFT,a
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ld b,D_LEFT
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jr nz,.storeSimulatedButtonPress
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ld b,D_RIGHT
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@ -107,8 +107,8 @@ MainMenu: ; 5af2 (1:5af2)
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.pressedA
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call GBPalWhiteOutWithDelay3
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call ClearScreen
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ld a,4
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ld [wd52a],a
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ld a,PLAYER_DIR_DOWN
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ld [wPlayerDirection],a
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ld c,10
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call DelayFrames
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ld a,[wNumHoFTeams]
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@ -25,24 +25,24 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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ld a, [wWalkCounter]
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and a
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jr nz, .moving
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ld a, [wd528]
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ld a, [wPlayerMovingDirection]
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; check if down
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bit 2, a
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bit PLAYER_DIR_BIT_DOWN, a
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jr z, .checkIfUp
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xor a ; ld a, SPRITE_FACING_DOWN
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jr .next
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.checkIfUp
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bit 3, a
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bit PLAYER_DIR_BIT_UP, a
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jr z, .checkIfLeft
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ld a, SPRITE_FACING_UP
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jr .next
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.checkIfLeft
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bit 1, a
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bit PLAYER_DIR_BIT_LEFT, a
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jr z, .checkIfRight
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ld a, SPRITE_FACING_LEFT
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jr .next
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.checkIfRight
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bit 0, a
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bit PLAYER_DIR_BIT_RIGHT, a
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jr z, .notMoving
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ld a, SPRITE_FACING_RIGHT
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jr .next
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@ -405,23 +405,23 @@ InitializeSpriteFacingDirection: ; 507f (1:507f)
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bit 5, a
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jr nz, notYetMoving
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res 7, [hl]
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ld a, [wd52a]
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bit 3, a
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ld a, [wPlayerDirection]
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bit PLAYER_DIR_BIT_UP, a
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jr z, .notFacingDown
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ld c, $0 ; make sprite face down
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ld c, SPRITE_FACING_DOWN
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jr .facingDirectionDetermined
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.notFacingDown
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bit 2, a
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bit PLAYER_DIR_BIT_DOWN, a
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jr z, .notFacingUp
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ld c, $4 ; make sprite face up
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ld c, SPRITE_FACING_UP
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jr .facingDirectionDetermined
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.notFacingUp
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bit 1, a
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bit PLAYER_DIR_BIT_LEFT, a
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jr z, .notFacingRight
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ld c, $c ; make sprite face right
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ld c, SPRITE_FACING_RIGHT
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jr .facingDirectionDetermined
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.notFacingRight
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ld c, $8 ; make sprite face left
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ld c, SPRITE_FACING_LEFT
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.facingDirectionDetermined
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ld a, [H_CURRENTSPRITEOFFSET]
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add $9
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