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extra optimisation
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@ -141,7 +141,6 @@ PostGameSetup:
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ResetLegendaryPokemon:
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ld a, DEX_ARTICUNO ; Load dex number
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ld [wd11e], a ; Store in wd11e (input for IsPokemonBitSet)
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ld hl, wPokedexOwned ; Grab the owned thing while you're at it
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call HoFIsPokemonBitSet ; Is it owned?
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jr nz, .skipArticuno ; If owned, skip
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ResetEvent EVENT_BEAT_ARTICUNO ; If not, reset the event...
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@ -244,6 +243,7 @@ ObjectsToHide:
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; Farcalling this caused weird issues so I'm just using a clone
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; This is a function used in engine/menus/pokedex.asm to check if a Pokemon is in the dex.
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; We use this to reset Legendary Pokemon after the Elite Four.
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; It does have the optimisation of loading wPokedexOwned for processing, anyway.
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; tests if a pokemon's bit is set in the seen or owned pokemon bit fields
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; INPUT:
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; [wd11e] = pokedex number
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