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H_CONSTANTNAMES -> hConstantNames
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104 changed files with 1163 additions and 1164 deletions
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@ -308,7 +308,7 @@ LoadSubanimation:
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; sets the transform to the subanimation type if it's the enemy's turn
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GetSubanimationTransform1:
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ld b, a
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld a, b
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ret nz
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@ -319,7 +319,7 @@ GetSubanimationTransform1:
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; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
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; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
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GetSubanimationTransform2:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld a, 2 << 5
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ret z
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@ -421,7 +421,7 @@ MoveAnimation:
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ShareMoveAnimations:
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; some moves just reuse animations from status conditions
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ret z
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@ -920,16 +920,16 @@ AnimationDelay10:
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; calls a function with the turn flipped from player to enemy or vice versa
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; input - hl - address of function to call
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CallWithTurnFlipped:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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push af
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xor 1
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ld [H_WHOSETURN], a
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ld [hWhoseTurn], a
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ld de, .returnAddress
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push de
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jp hl
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.returnAddress
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pop af
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ld [H_WHOSETURN], a
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ld [hWhoseTurn], a
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ret
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; flashes the screen for an extended period (48 frames)
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@ -1133,7 +1133,7 @@ _AnimationWaterDroplets:
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AnimationSlideMonUp:
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; Slides the mon's sprite upwards.
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ld c, 7
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ld a, [H_WHOSETURN]
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ld 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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@ -1201,7 +1201,7 @@ _AnimationSlideMonUp:
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jr nz, .slideLoop
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; Fill in the bottom row of the mon pic with the next row's tile IDs.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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coord hl, 1, 11
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jr z, .next
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@ -1370,7 +1370,7 @@ AnimationShowEnemyMonPic:
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AnimationShakeBackAndForth:
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; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
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; The mon's sprite disappears after this animation.
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ld a, [H_WHOSETURN]
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ld 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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@ -1418,7 +1418,7 @@ AnimationMoveMonHorizontally:
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; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
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; animations like Tackle/Body Slam.
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call AnimationHideMonPic
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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coord hl, 2, 5
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jr z, .next
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@ -1434,7 +1434,7 @@ AnimationMoveMonHorizontally:
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AnimationResetMonPosition:
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; Resets the mon's sprites to be located at the normal coordinates.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld a, 5 * SCREEN_WIDTH + 2
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jr z, .next
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@ -1446,7 +1446,7 @@ AnimationResetMonPosition:
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AnimationSpiralBallsInward:
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; Creates an effect that looks like energy balls spiralling into the
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; player mon's sprite. Used in Focus Energy, for example.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, -40
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@ -1530,7 +1530,7 @@ AnimationSquishMonPic:
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ld c, 4
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.loop
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push bc
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ld a, [H_WHOSETURN]
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ld 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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@ -1583,7 +1583,7 @@ _AnimationSquishMonPic:
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AnimationShootBallsUpward:
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; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
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; animations.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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lb bc, 0, 16 * 8
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@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
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AnimationShootManyBallsUpward:
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; Shoots several pillars of "energy" balls upward.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
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ld a, $50 ; y coordinate for "energy" ball pillar
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@ -1743,7 +1743,7 @@ AnimationSlideMonDownAndHide:
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_AnimationSlideMonOff:
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; Slides the mon's sprite off the screen horizontally by e tiles and waits
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; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
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ld a, [H_WHOSETURN]
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ld 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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@ -1758,7 +1758,7 @@ _AnimationSlideMonOff:
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.rowLoop ; iterates once for each row
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ld c, 8
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.tileLoop ; iterates once for each tile in the row
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn2
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call .EnemyNextTile
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@ -1821,7 +1821,7 @@ AnimationSlideMonHalfOff:
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jp Delay3
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CopyTempPicToMonPic:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld hl, vBackPic ; player turn
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jr z, .next
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@ -1837,7 +1837,7 @@ AnimationWavyScreen:
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call BattleAnimCopyTileMapToVRAM
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call Delay3
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xor a
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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ld a, SCREEN_HEIGHT_PIXELS
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ld [hWY], a
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ld d, $80 ; terminator
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@ -1865,7 +1865,7 @@ AnimationWavyScreen:
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call SaveScreenTilesToBuffer2
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call ClearScreen
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ld a, 1
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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call Delay3
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call LoadScreenTilesFromBuffer2
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ld hl, vBGMap1
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@ -1898,7 +1898,7 @@ AnimationSubstitute:
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xor a
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ld bc, $0310
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call FillMemory
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld hl, SlowbroSprite ; facing down sprite
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@ -1937,7 +1937,7 @@ CopySlowbroSpriteData:
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jp FarCopyData2
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HideSubstituteShowMonAnim:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld hl, wPlayerMonMinimized
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ld a, [wPlayerBattleStatus2]
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@ -1987,7 +1987,7 @@ AnimationTransformMon:
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ld [wChangeMonPicEnemyTurnSpecies], a
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ChangeMonPic:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, [wChangeMonPicEnemyTurnSpecies]
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@ -2020,11 +2020,11 @@ ChangeMonPic:
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AnimationHideEnemyMonPic:
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; Hides the enemy mon's sprite
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xor a
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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ld hl, AnimationHideMonPic
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call CallWithTurnFlipped
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ld a, $1
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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jp Delay3
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InitMultipleObjectsOAM:
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@ -2050,7 +2050,7 @@ InitMultipleObjectsOAM:
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AnimationHideMonPic:
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; Hides the mon's sprite.
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, 12
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@ -2078,7 +2078,7 @@ ClearMonPicFromTileMap:
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; in order to show only a portion of the mon sprite.
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GetMonSpriteTileMapPointerFromRowCount:
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push de
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr nz, .enemyTurn
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ld a, 20 * 5 + 1
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@ -2166,7 +2166,7 @@ GetMoveSound:
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ld b, a
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call IsCryMove
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jr nc, .NotCryMove
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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jr nz, .next
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ld a, [wBattleMonSpecies] ; get number of current monster
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@ -2211,7 +2211,7 @@ IsCryMove:
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INCLUDE "data/moves/sfx.asm"
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CopyPicTiles:
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ld a, [H_WHOSETURN]
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ld a, [hWhoseTurn]
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and a
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ld a, $31 ; base tile ID of player mon sprite
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jr z, .next
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@ -2235,7 +2235,7 @@ CopyDownscaledMonTiles:
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CopyTileIDs_NoBGTransfer:
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xor a
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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; fall through
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; b = number of rows
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@ -2261,7 +2261,7 @@ CopyTileIDs:
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dec b
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jr nz, .rowLoop
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ld a, $1
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ld [H_AUTOBGTRANSFERENABLED], a
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ld [hAutoBGTransferEnabled], a
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pop hl
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ret
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@ -2624,9 +2624,9 @@ ShakeEnemyHUD_ShakeBG:
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BattleAnimCopyTileMapToVRAM:
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ld a, h
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ld [H_AUTOBGTRANSFERDEST + 1], a
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ld [hAutoBGTransferDest + 1], a
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ld a, l
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ld [H_AUTOBGTRANSFERDEST], a
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ld [hAutoBGTransferDest], a
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jp Delay3
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TossBallAnimation:
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