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Misc clean up and small improvements
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25 changed files with 326 additions and 160 deletions
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@ -2618,7 +2618,7 @@ PlayApplyingAttackSound:
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; play a different sound depending if move is not very effective, neutral, or super-effective
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; don't play any sound at all if move is ineffective
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call WaitForSoundToFinish
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ld a, [wDamageMultipliers] ; effectiveness
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ld a, [wDamageMultipliers]
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and $7f
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ret z
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cp 10
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@ -865,7 +865,7 @@ EndLowHealthAlarm:
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; This function is called when the player has the won the battle. It turns off
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; the low health alarm and prevents it from reactivating until the next battle.
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xor a
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ld [wDanger], a ; turn off low health alarm
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ld [wLowHealthAlarm], a ; turn off low health alarm
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ld [wChannelSoundIDs + Ch5], a
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inc a
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ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
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@ -1008,11 +1008,11 @@ RemoveFaintedPlayerMon:
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predef FlagActionPredef ; clear gain exp flag for fainted mon
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ld hl, wEnemyBattleStatus1
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res 2, [hl] ; reset "attacking multiple times" flag
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ld a, [wDanger]
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ld a, [wLowHealthAlarm]
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bit 7, a ; skip sound flag (red bar (?))
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jr z, .skipWaitForSound
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ld a, $ff
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ld [wDanger], a ;disable low health alarm
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ld [wLowHealthAlarm], a ;disable low health alarm
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call WaitForSoundToFinish
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.skipWaitForSound
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; a is 0, so this zeroes the enemy's accumulated damage.
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@ -1859,7 +1859,7 @@ DrawPlayerHUDAndHPBar:
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cp HP_BAR_RED
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jr z, .setLowHealthAlarm
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.fainted
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ld hl, wDanger
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ld hl, wLowHealthAlarm
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bit 7, [hl] ;low health alarm enabled?
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ld [hl], $0
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ret z
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@ -1867,7 +1867,7 @@ DrawPlayerHUDAndHPBar:
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ld [wChannelSoundIDs + Ch5], a
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ret
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.setLowHealthAlarm
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ld hl, wDanger
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ld hl, wLowHealthAlarm
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set 7, [hl] ;enable low health alarm
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ret
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@ -45,7 +45,7 @@ EndOfBattle:
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predef EvolutionAfterBattle
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.resetVariables
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xor a
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ld [wDanger], a ;disable low health alarm
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wChannelSoundIDs + Ch5], a
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ld [wIsInBattle], a
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ld [wBattleType], a
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@ -990,7 +990,7 @@ ItemUseMedicine:
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jp .cureStatusAilment
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.notFullHP ; if the pokemon's current HP doesn't equal its max HP
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xor a
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ld [wDanger], a ;disable low health alarm
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wChannelSoundIDs + Ch5], a
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push hl
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push de
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@ -1731,7 +1731,7 @@ ItemUsePokeflute:
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; if some pokemon were asleep
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ld hl, PlayedFluteHadEffectText
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call PrintText
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ld a, [wDanger]
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ld a, [wLowHealthAlarm]
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and $80
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jr nz, .skipMusic
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call WaitForSoundToFinish ; wait for sound to end
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@ -7,7 +7,7 @@ EvolveMon:
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ld a, [wd0b5]
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push af
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xor a
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ld [wDanger], a
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ld [wLowHealthAlarm], a
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ld [wChannelSoundIDs + Ch5], a
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dec a ; SFX_STOP_ALL_MUSIC
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ld [wNewSoundID], a
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@ -131,11 +131,15 @@ OakSpeech:
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ld a, 0 ; BANK(Music_PalletTown)
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ld [wAudioROMBank], a
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ld [wAudioSavedROMBank], a
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ld a, 10
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ld [wAudioFadeOutControl], a
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ld a, SFX_STOP_ALL_MUSIC
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ld [wNewSoundID], a
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call PlaySound
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call StopMusic
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; ld a, 10
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; ld [wAudioFadeOutControl], a
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; ld a, SFX_STOP_ALL_MUSIC
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; ld [wNewSoundID], a
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; call PlaySound
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pop af
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ldh [hLoadedROMBank], a
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ld [MBC1RomBank], a
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@ -182,9 +182,6 @@ ENDC
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ret
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.finishedBouncingPokemonLogo
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xor a
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ldh [hSCY], a
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call LoadScreenTilesFromBuffer1
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ld c, 36
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call DelayFrames
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@ -1,7 +1,4 @@
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AnimateHealingMachine:
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xor a
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call PlayMusic
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ld de, PokeCenterFlashingMonitorAndHealBall
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ld hl, vChars0 tile $7c
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lb bc, BANK(PokeCenterFlashingMonitorAndHealBall), 3 ; should be 2
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@ -19,6 +16,9 @@ AnimateHealingMachine:
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ld de, PokeCenterOAMData
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call CopyHealingMachineOAM
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ld a, 4
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call StopMusic
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call WaitForSongToFinish
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; ld a, 4
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; ld [wAudioFadeOutControl], a
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; ld a, SFX_STOP_ALL_MUSIC
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