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Fighting Dojo fix
Admittedly very very comical. Moves the normal processing checks down to where the normal processing actually happens.
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@ -109,14 +109,7 @@ FightingDojoText1: ; gym scaling can be removed to make space
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text_asm
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
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jp z, .normalProcessing
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jp z, .normalProcessing
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CheckEvent EVENT_GOT_HITMON ; failsafe
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ld hl, KoichiRematchPreBattleText ; Rematch functionality. Just loads pre-battle text and his trainer.
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jp nz, .continue2
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CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
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jp nz, .continue1
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CheckEventReuseA EVENT_BEAT_KARATE_MASTER
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jp nz, .continue2
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.rematchMode ; Rematch functionality. Just loads pre-battle text and his trainer.
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ld hl, KoichiRematchPreBattleText
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call PrintText
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call PrintText
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ld c, BANK(Music_MeetMaleTrainer)
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ld c, BANK(Music_MeetMaleTrainer)
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ld a, MUSIC_MEET_MALE_TRAINER
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ld a, MUSIC_MEET_MALE_TRAINER
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@ -139,6 +132,12 @@ FightingDojoText1: ; gym scaling can be removed to make space
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ld [wGymLeaderNo], a
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ld [wGymLeaderNo], a
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jr .asm_9dba4
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jr .asm_9dba4
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.normalProcessing
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.normalProcessing
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CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
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jp nz, .continue1
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CheckEventReuseA EVENT_BEAT_KARATE_MASTER
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jp nz, .continue2
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CheckEvent EVENT_GOT_HITMON ; failsafe
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jp nz, .continue2
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ld hl, FightingDojoText_5ce8e
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ld hl, FightingDojoText_5ce8e
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call PrintText
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call PrintText
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ld hl, wd72d
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ld hl, wd72d
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