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revert 2 bug fixes due to issues, add to celadon U
the ghost without silph scope fix doesn't work due to a codebase change, and the night shade wiggly animation causes a bank overflow celadon university has 3 more books detailing lore from one of the old pokedex books
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23106d3417
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5 changed files with 86 additions and 10 deletions
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@ -1878,8 +1878,8 @@ AnimationWavyScreen:
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ld c, $ff
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ld hl, WavyScreenLineOffsets
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.loop
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ld a, [hl] ; this fixes the wavy screen - PvK
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ldh [hSCX], a
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; ld a, [hl] ; this fixes the wavy screen, but causes a bank overflow
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; ldh [hSCX], a
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push hl
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.innerLoop
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call WavyScreen_SetSCX
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@ -1896,7 +1896,7 @@ AnimationWavyScreen:
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dec c
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jr nz, .loop
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xor a
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ldh [hSCX], a ; also fixing the wavy screen - PvK
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; ldh [hSCX], a ; also fixing the wavy screen
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ldh [hWY], a
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call SaveScreenTilesToBuffer2
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call ClearScreen
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@ -2405,11 +2405,7 @@ PartyMenuOrRockOrRun:
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ld [wd0b5], a
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call GetMonHeader
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ld de, vFrontPic
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call IsGhostBattle ; this prevents ghosts from being identified without the silph scope - PvK
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push af
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call nz, LoadMonFrontSprite
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pop af
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call z, LoadGhostPic ; fix ends here, just make it "call LoadMonFrontSprite on line 2408 to revert.
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call LoadMonFrontSprite ; want to implement https://github.com/pret/pokered/wiki/Bugs-and-Glitches#the-pok%C3%A9mon-behind-the-ghost-is-identified-as-seen-in-the-pok%C3%A9dex-even-if-you-didnt-use-the-silph-scope-on-it but the codebase was changed since the time of writing
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jr .enemyMonPicReloaded
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.doEnemyMonAnimation
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ld b, BANK(AnimationSubstitute) ; BANK(AnimationMinimizeMon)
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