mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-23 15:42:26 +13:00
Remove most static wram addresses. Use labels instead.
For unknown addresses, use "w<address>". Label overleads are still an issue.
This commit is contained in:
parent
52ba96f5f4
commit
40c17c906b
290 changed files with 8262 additions and 7759 deletions
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@ -1,7 +1,7 @@
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Func_567f9: ; 567f9 (15:67f9)
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ld hl, wSpriteStateData1
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ld de, $4
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ld a, [$cf13]
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ld a, [wcf13]
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ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
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call Func_56903
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ld a, [hli]
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@ -20,26 +20,26 @@ Func_567f9: ; 567f9 (15:67f9)
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Func_56819: ; 56819 (15:6819)
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ld hl, wSpriteStateData1
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ld de, $0004
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ld a, [$cf13]
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ld a, [wcf13]
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ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
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call Func_56903
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ld a, [hli]
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ld [$d130], a
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ld [wd130], a
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inc hl
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ld a, [hl]
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ld [$d131], a
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ld [wd131], a
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ld de, $00fe
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add hl, de
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ld a, [hli]
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ld [$d132], a
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ld [wd132], a
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ld a, [hl]
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ld [$d133], a
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ld [wd133], a
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ret
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Func_5683d: ; 5683d (15:683d)
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ld hl, wSpriteStateData1
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ld de, $4
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ld a, [$cf13]
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ld a, [wcf13]
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ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
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call Func_56903
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ld a, [$ffeb]
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@ -58,26 +58,26 @@ Func_5683d: ; 5683d (15:683d)
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Func_5685d: ; 5685d (15:685d)
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ld hl, wSpriteStateData1
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ld de, $0004
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ld a, [$cf13]
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ld a, [wcf13]
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ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
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call Func_56903
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ld a, [$d130]
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ld a, [wd130]
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ld [hli], a
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inc hl
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ld a, [$d131]
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ld a, [wd131]
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ld [hl], a
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ld de, $00fe
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add hl, de
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ld a, [$d132]
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ld a, [wd132]
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ld [hli], a
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ld a, [$d133]
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ld a, [wd133]
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ld [hl], a
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ret
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TrainerWalkUpToPlayer: ; 56881 (15:6881)
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ld a, [$cf13]
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ld a, [wcf13]
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swap a
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ld [wTrainerSpriteOffset], a ; $cd3d
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ld [wTrainerSpriteOffset], a ; wWhichTrade
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call ReadTrainerScreenPosition
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ld a, [wTrainerFacingDirection]
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and a
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@ -127,7 +127,7 @@ TrainerWalkUpToPlayer: ; 56881 (15:6881)
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ld a, $c0 ; a = direction to go to
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jr .writeWalkScript
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.facingLeft
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ld a, [$cd41]
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ld a, [wTrainerScreenX]
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ld b, a
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ld a, $40 ; (fixed) player screen X pos
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call CalcDifference
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@ -139,11 +139,11 @@ TrainerWalkUpToPlayer: ; 56881 (15:6881)
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ld b, $0
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ld a, $80 ; a = direction to go to
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.writeWalkScript
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ld hl, $cc97
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ld de, $cc97
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ld hl, wcc97
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ld de, wcc97
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call FillMemory ; write the necessary steps to reach player
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ld [hl], $ff ; write end of list sentinel
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ld a, [$cf13]
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ld a, [wcf13]
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ld [H_DOWNARROWBLINKCNT2], a ; $ff8c
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jp MoveSprite_
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@ -162,7 +162,7 @@ Func_56903: ; 56903 (15:6903)
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CheckEngagePlayer: ; 5690f (15:690f)
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push hl
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push de
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $2
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ld d, $0
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ld e, a
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@ -173,21 +173,21 @@ CheckEngagePlayer: ; 5690f (15:690f)
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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] ; $cd3d
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $9
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x9: facing direction
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ld [$cd3f], a
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ld [wTrainerFacingDirection], a
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call ReadTrainerScreenPosition
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ld a, [$cd40] ; sprite screen Y pos
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ld a, [wTrainerScreenY] ; sprite screen Y pos
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ld b, a
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ld a, $3c
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cp b
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jr z, .linedUpY
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ld a, [$cd41] ; sprite screen X pos
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ld a, [wTrainerScreenX] ; sprite screen X pos
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ld b, a
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ld a, $40
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cp b
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@ -195,7 +195,7 @@ CheckEngagePlayer: ; 5690f (15:690f)
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xor a
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jp .noEngage
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.linedUpY
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ld a, [$cd41] ; sprite screen X pos
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ld a, [wTrainerScreenX] ; sprite screen X pos
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ld b, a
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ld a, $40 ; (fixed) player X position
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call CalcDifference ; calc distance
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@ -205,7 +205,7 @@ CheckEngagePlayer: ; 5690f (15:690f)
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xor a
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jr .noEngage
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.linedUpX
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ld a, [$cd40] ; sprite screen Y pos
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ld a, [wTrainerScreenY] ; sprite screen Y pos
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ld b, a
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ld a, $3c ; (fixed) player Y position
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call CalcDifference ; calc distance
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@ -216,7 +216,7 @@ CheckEngagePlayer: ; 5690f (15:690f)
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jp .noEngage
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.engage
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call CheckPlayerIsInFrontOfSprite
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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and a
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jr z, .noEngage
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ld hl, wFlags_0xcd60
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@ -224,29 +224,29 @@ CheckEngagePlayer: ; 5690f (15:690f)
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call EngageMapTrainer
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ld a, $ff
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.noEngage: ; 56988 (15:6988)
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ld [wTrainerSpriteOffset], a ; $cd3d
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ld [wTrainerSpriteOffset], a ; wWhichTrade
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pop de
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pop hl
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ret
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; reads trainer's Y position to $cd40 and X position to $cd41
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; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
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ReadTrainerScreenPosition: ; 5698e (15:698e)
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $4
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl]
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ld [$cd40], a
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld [wTrainerScreenY], a
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $6
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl]
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ld [$cd41], a
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ld [wTrainerScreenX], a
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ret
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; checks if the sprite is properly lined up with the player with respect to the direction it's looking. Also checks the distance between player and sprite
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@ -259,7 +259,7 @@ CheckSpriteCanSeePlayer: ; 569af (15:69af)
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jr nc, .checkIfLinedUp
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jr .notInLine ; player too far away
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.checkIfLinedUp
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ld a, [$cd3f] ; sprite facing direction
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ld a, [wTrainerFacingDirection] ; sprite facing direction
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cp $0 ; down
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jr z, .checkXCoord
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cp $4 ; up
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@ -270,13 +270,13 @@ CheckSpriteCanSeePlayer: ; 569af (15:69af)
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jr z, .checkYCoord
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jr .notInLine
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.checkXCoord
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ld a, [$cd41] ; sprite screen X position
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ld a, [wTrainerScreenX] ; sprite screen X position
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ld b, a
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cp $40
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jr z, .inLine
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jr .notInLine
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.checkYCoord
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ld a, [$cd40] ; sprite screen Y position
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ld a, [wTrainerScreenY] ; sprite screen Y position
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ld b, a
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cp $3c
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jr nz, .notInLine
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@ -289,10 +289,10 @@ CheckSpriteCanSeePlayer: ; 569af (15:69af)
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; tests if the player is in front of the sprite (rather than behind it)
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CheckPlayerIsInFrontOfSprite: ; 569e3 (15:69e3)
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ld a, [W_CURMAP] ; $d35e
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ld a, [W_CURMAP] ; W_CURMAP
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cp POWER_PLANT
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jp z, .engage ; XXX not sure why bypass this for power plant (maybe to get voltorb fake items to work?)
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $4
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ld d, $0
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ld e, a
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@ -303,38 +303,38 @@ CheckPlayerIsInFrontOfSprite: ; 569e3 (15:69e3)
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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, $c
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.notOnTopmostTile
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ld [$cd40], a
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ld a, [wTrainerSpriteOffset] ; $cd3d
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ld [wTrainerScreenY], a
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ld a, [wTrainerSpriteOffset] ; wWhichTrade
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add $6
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ld d, $0
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ld e, a
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ld hl, wSpriteStateData1
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add hl, de
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ld a, [hl] ; c1x6 (sprite screen X pos)
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ld [$cd41], a
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ld a, [$cd3f] ; facing direction
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ld [wTrainerScreenX], a
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ld a, [wTrainerFacingDirection] ; facing direction
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cp $0
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jr nz, .notFacingDown
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ld a, [$cd40] ; sprite screen Y pos
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ld a, [wTrainerScreenY] ; sprite screen Y pos
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cp $3c
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jr c, .engage ; sprite above player
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jr .noEngage ; sprite below player
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.notFacingDown
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cp $4
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jr nz, .notFacingUp
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ld a, [$cd40] ; sprite screen Y pos
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ld a, [wTrainerScreenY] ; sprite screen Y pos
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cp $3c
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jr nc, .engage ; sprite below player
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jr .noEngage ; sprite above player
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.notFacingUp
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cp $8
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jr nz, .notFacingLeft
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ld a, [$cd41] ; sprite screen X pos
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ld a, [wTrainerScreenX] ; sprite screen X pos
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cp $40
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jr nc, .engage ; sprite right of player
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jr .noEngage ; sprite left of player
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.notFacingLeft
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ld a, [$cd41] ; sprite screen X pos
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ld a, [wTrainerScreenX] ; sprite screen X pos
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cp $40
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jr nc, .noEngage ; sprite right of player
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.engage
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@ -343,5 +343,5 @@ CheckPlayerIsInFrontOfSprite: ; 569e3 (15:69e3)
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.noEngage
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xor a
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.done
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ld [wTrainerSpriteOffset], a ; $cd3d
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ld [wTrainerSpriteOffset], a ; wWhichTrade
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ret
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