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https://github.com/thornAvery/kep-hack.git
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Remove c1x*/c2x* comments, use struct offset constants
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12 changed files with 304 additions and 247 deletions
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@ -1,77 +1,77 @@
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_GetSpritePosition1::
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ld hl, wSpriteStateData1
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ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld de, SPRITESTATEDATA1_YPIXELS
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ld a, [wSpriteIndex]
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ldh [hSpriteIndex], a
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call GetSpriteDataPointer
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ld a, [hli] ; c1x4 (screen Y pos)
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ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
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ldh [hSpriteScreenYCoord], a
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inc hl
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ld a, [hl] ; c1x6 (screen X pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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ldh [hSpriteScreenXCoord], a
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ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
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add hl, de
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ld a, [hli] ; c2x4 (map Y pos)
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ld a, [hli] ; x#SPRITESTATEDATA2_MAPY
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ldh [hSpriteMapYCoord], a
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ld a, [hl] ; c2x5 (map X pos)
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
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ldh [hSpriteMapXCoord], a
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ret
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_GetSpritePosition2::
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ld hl, wSpriteStateData1
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ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld de, SPRITESTATEDATA1_YPIXELS
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ld a, [wSpriteIndex]
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ldh [hSpriteIndex], a
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call GetSpriteDataPointer
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ld a, [hli] ; c1x4 (screen Y pos)
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ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
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ld [wSavedSpriteScreenY], a
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inc hl
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ld a, [hl] ; c1x6 (screen X pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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ld [wSavedSpriteScreenX], a
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ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
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add hl, de
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ld a, [hli] ; c2x4 (map Y pos)
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ld a, [hli] ; x#SPRITESTATEDATA2_MAPY
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ld [wSavedSpriteMapY], a
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ld a, [hl] ; c2x5 (map X pos)
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
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ld [wSavedSpriteMapX], a
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ret
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_SetSpritePosition1::
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ld hl, wSpriteStateData1
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ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld de, SPRITESTATEDATA1_YPIXELS
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ld a, [wSpriteIndex]
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ldh [hSpriteIndex], a
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call GetSpriteDataPointer
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ldh a, [hSpriteScreenYCoord] ; c1x4 (screen Y pos)
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ldh a, [hSpriteScreenYCoord] ; x#SPRITESTATEDATA1_YPIXELS
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ld [hli], a
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inc hl
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ldh a, [hSpriteScreenXCoord] ; c1x6 (screen X pos)
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ldh a, [hSpriteScreenXCoord] ; x#SPRITESTATEDATA1_XPIXELS
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ld [hl], a
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ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
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add hl, de
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ldh a, [hSpriteMapYCoord] ; c2x4 (map Y pos)
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ldh a, [hSpriteMapYCoord] ; x#SPRITESTATEDATA2_MAPY
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ld [hli], a
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ldh a, [hSpriteMapXCoord] ; c2x5 (map X pos)
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ldh a, [hSpriteMapXCoord] ; x#SPRITESTATEDATA2_MAPX
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ld [hl], a
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ret
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_SetSpritePosition2::
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ld hl, wSpriteStateData1
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ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld de, SPRITESTATEDATA1_YPIXELS
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ld a, [wSpriteIndex]
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ldh [hSpriteIndex], a
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call GetSpriteDataPointer
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ld a, [wSavedSpriteScreenY]
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ld [hli], a ; c1x4 (screen Y pos)
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ld [hli], a ; x#SPRITESTATEDATA1_YPIXELS
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inc hl
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ld a, [wSavedSpriteScreenX]
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ld [hl], a ; c1x6 (screen X pos)
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ld [hl], a ; x#SPRITESTATEDATA1_XPIXELS
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ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
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add hl, de
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ld a, [wSavedSpriteMapY]
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ld [hli], a ; c2x4 (map Y pos)
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ld [hli], a ; x#SPRITESTATEDATA2_MAPY
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ld a, [wSavedSpriteMapX]
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ld [hl], a ; c2x5 (map X pos)
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ld [hl], a ; x#SPRITESTATEDATA2_MAPX
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ret
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TrainerWalkUpToPlayer::
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@ -165,23 +165,23 @@ TrainerEngage:
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push hl
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push de
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
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add SPRITESTATEDATA1_IMAGEINDEX
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x2: sprite image index
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ld a, [hl] ; x#SPRITESTATEDATA1_IMAGEINDEX
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sub $ff
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jr nz, .spriteOnScreen ; test if sprite is on screen
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jp .noEngage
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.spriteOnScreen
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
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add SPRITESTATEDATA1_FACINGDIRECTION
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x9: facing direction
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ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
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ld [wTrainerFacingDirection], a
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call ReadTrainerScreenPosition
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ld a, [wTrainerScreenY] ; sprite screen Y pos
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@ -234,20 +234,20 @@ TrainerEngage:
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; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
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ReadTrainerScreenPosition:
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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add SPRITESTATEDATA1_YPIXELS
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x4 (sprite Y pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
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ld [wTrainerScreenY], a
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
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add SPRITESTATEDATA1_XPIXELS
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x6 (sprite X pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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ld [wTrainerScreenX], a
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ret
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@ -295,24 +295,24 @@ CheckPlayerIsInFrontOfSprite:
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cp POWER_PLANT
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jp z, .engage ; bypass this for power plant to get voltorb fake items to work
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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add SPRITESTATEDATA1_YPIXELS
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x4 (sprite screen Y pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
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cp $fc
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jr nz, .notOnTopmostTile ; special case if sprite is on topmost tile (Y = $fc (-4)), make it come down a block
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ld a, $c
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.notOnTopmostTile
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ld [wTrainerScreenY], a
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ld a, [wTrainerSpriteOffset]
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add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
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add SPRITESTATEDATA1_XPIXELS
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x6 (sprite screen X pos)
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ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
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ld [wTrainerScreenX], a
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ld a, [wTrainerFacingDirection] ; facing direction
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cp SPRITE_FACING_DOWN
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