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$FFF3 checks whose turn it is.
hg-commit-id: e2038c0cb5f9
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@ -166,6 +166,8 @@ W_NUMINBOX EQU $DA80
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H_RAND1 EQU $FFD3
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H_RAND2 EQU $FFD4
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H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn
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; hardware registers, from the pandocs http://nocash.emubase.de/pandocs.htm
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rDIV EQU $FF04
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rBGP EQU $FF47
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24
pokered.asm
24
pokered.asm
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@ -662,11 +662,11 @@ Char4A: ; PKMN
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Char59:
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; depending on whose turn it is, print
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; player active monster’s name
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; or
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; enemy active monster’s name, prefixed with “Enemy ”
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; (XXX what is the purpose of this vs. Char5A)
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ld a,[$FFF3]
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; or
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; player active monster’s name
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; (like Char5A but flipped)
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ld a,[H_WHOSETURN]
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xor 1
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jr MonsterNameCharsCommon
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@ -675,7 +675,7 @@ Char5A:
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; player active monster’s name
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; or
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; enemy active monster’s name, prefixed with “Enemy ”
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ld a,[$FFF3]
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ld a,[H_WHOSETURN]
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MonsterNameCharsCommon:
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push de
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and a
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@ -10222,17 +10222,17 @@ Function5811: ; 5811
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; print the ghost battle messages
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call $583A
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ret nz
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ld a,[$FFF3]
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ld a,[H_WHOSETURN]
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and a
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jr nz,.next\@
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ld a,[W_CURMONSTATUS]
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jr nz,.Ghost\@
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ld a,[W_CURMONSTATUS] ; player’s turn
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and a,SLP | FRZ
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ret nz
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ld hl,ScaredText
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call PrintText
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xor a
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ret
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.next\@
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.Ghost\@ ; ghost’s turn
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ld hl,GetOutText
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call PrintText
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xor a
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@ -13539,10 +13539,12 @@ AttackAnimation: ; 4D5E
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ShareAttackAnimations: ; 4DA6
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; some moves just reuse animations from status conditions
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ld a,[$FFF3]
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ld a,[H_WHOSETURN]
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and a
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ret z
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; opponent’s turn
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ld a,[$D07C]
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cp a,AMNESIA
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@ -13655,7 +13657,7 @@ Func586F: ; 586F
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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,[$FFF3]
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ld a,[H_WHOSETURN]
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and a
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jr nz,.next\@
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ld a,[$D014] ; get number of current monster
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