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https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 23:55:24 +13:00
lots of bug fixes
added a log for them in the readme
This commit is contained in:
parent
7c6bbb630f
commit
648289d4a9
12 changed files with 61 additions and 19 deletions
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@ -1339,8 +1339,7 @@ AdjustOAMBlockYPos2:
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add b
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cp 112
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jr c, .skipSettingPreviousEntrysAttribute
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dec hl
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ld a, 160 ; bug, sets previous OAM entry's attribute
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ld a, 160 ; fixes the smoke puff bug - PvK
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ld [hli], a
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.skipSettingPreviousEntrysAttribute
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ld [hl], a
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@ -2375,6 +2375,8 @@ PartyMenuOrRockOrRun:
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predef StatusScreen
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predef StatusScreen2
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; now we need to reload the enemy mon pic
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ld a, 1
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ldh [hWhoseTurn], a
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ld a, [wEnemyBattleStatus2]
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bit HAS_SUBSTITUTE_UP, a ; does the enemy mon have a substitute?
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ld hl, AnimationSubstitute
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@ -77,7 +77,7 @@ HiddenCoins:
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cp 20
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jr z, .bcd20
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cp 40
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jr z, .bcd20 ; should be bcd40
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jr z, .bcd40 ; fixes the 40 coin stash thing - PvK
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jr .bcd100
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.bcd10
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ld a, $10
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@ -87,7 +87,7 @@ HiddenCoins:
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ld a, $20
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ldh [hCoins + 1], a
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jr .bcdDone
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.bcd40 ; due to a typo, this is never used
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.bcd40
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ld a, $40
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ldh [hCoins + 1], a
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jr .bcdDone
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@ -27,7 +27,9 @@ HiddenItemNear:
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ld a, [wYCoord]
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call Sub5ClampTo0
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cp d
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jr z, .y_zflag ; starts to fix the y/x coord 0 no find bug - PvK
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jr nc, .loop
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y_zflag
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ld a, [wYCoord]
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add 4
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cp d
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@ -35,7 +37,9 @@ HiddenItemNear:
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ld a, [wXCoord]
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call Sub5ClampTo0
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cp e
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jr z, .x_zflag
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jr nc, .loop
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.x_zflag
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ld a, [wXCoord]
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add 5
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cp e
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@ -45,7 +49,7 @@ HiddenItemNear:
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Sub5ClampTo0:
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; subtract 5 but clamp to 0
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sub 5
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sub 4
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cp $f0
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ret c
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xor a
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@ -326,9 +326,7 @@ DisplayNamingScreen:
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LoadEDTile:
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ld de, ED_Tile
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ld hl, vFont tile $70
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ld bc, (ED_TileEnd - ED_Tile) / $8
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; to fix the graphical bug on poor emulators
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;lb bc, BANK(ED_Tile), (ED_TileEnd - ED_Tile) / $8
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lb bc, BANK(ED_Tile), (ED_TileEnd - ED_Tile) / $8 ; bad emulators work fine w/ this
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jp CopyVideoDataDouble
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ED_Tile:
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@ -124,7 +124,7 @@ AnimateShootingStar:
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ld a, [wMoveDownSmallStarsOAMCount]
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cp 24
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jr z, .next2
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add 6 ; should be 4, but the extra 2 aren't visible on screen
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add 4 ; fixes the invisible extra 2 stars that can take up ram
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ld [wMoveDownSmallStarsOAMCount], a
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.next2
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call MoveDownSmallStars
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@ -1,7 +1,7 @@
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AnimateHealingMachine:
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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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lb bc, BANK(PokeCenterFlashingMonitorAndHealBall), 2 ; fixed from 3 - PvK
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call CopyVideoData
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ld hl, wUpdateSpritesEnabled
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ld a, [hl]
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@ -88,6 +88,7 @@ PlayerSpinWhileMovingDown:
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ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimMaxY
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call GetPlayerTeleportAnimFrameDelay
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ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay
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ld hl, wFacingDirectionList ; this fixes the jp characters on dmg/sgb - PvK
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jp PlayerSpinWhileMovingUpOrDown
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_LeaveMapAnim::
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@ -108,6 +109,7 @@ _LeaveMapAnim::
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ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimMaxY
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call GetPlayerTeleportAnimFrameDelay
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ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay
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ld hl, wFacingDirectionList ; this fixes the thing too - PvK
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call PlayerSpinWhileMovingUpOrDown
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call IsPlayerStandingOnWarpPadOrHole
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ld a, b
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@ -202,6 +204,9 @@ FlyAnimationScreenCoords2:
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db $F0, $00
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LeaveMapThroughHoleAnim:
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ld a, [wLastMusicSoundID]
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cp MUSIC_BIKE_RIDING
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call z, PlayDefaultMusic ; this fixes the bike music persisting - PvK
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ld a, $ff
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ld [wUpdateSpritesEnabled], a ; disable UpdateSprites
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; shift upper half of player's sprite down 8 pixels and hide lower half
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@ -304,7 +304,7 @@ SlotMachine_StopWheel1Early:
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.loop
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ld a, [hli]
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cp HIGH(SLOTS7)
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jr c, .stopWheel ; condition never true
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jr z, .stopWheel ; now works properly - PvK
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dec c
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jr nz, .loop
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ret
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@ -329,9 +329,13 @@ SlotMachine_StopWheel2Early:
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; player's odds.
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.sevenAndBarMode
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call SlotMachine_FindWheel1Wheel2Matches
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ret nz
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ld a, [de]
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cp HIGH(SLOTSBAR) + 1
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ret nc
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jr c, .stopWheel
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ld a, [wSlotMachineFlags]
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bit 6, a
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ret z
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.stopWheel
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xor a
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ld [wSlotMachineWheel2SlipCounter], a
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@ -850,7 +854,7 @@ LoadSlotMachineTiles:
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call DisableLCD
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ld hl, SlotMachineTiles2
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ld de, vChars0
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ld bc, $1c tiles ; should be SlotMachineTiles2End - SlotMachineTiles2, or $18 tiles
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ld bc, SlotMachineTiles2End - SlotMachineTiles2 ; fixes loading too many tiles - PvK
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ld a, BANK(SlotMachineTiles2)
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call FarCopyData2
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ld hl, SlotMachineTiles1
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@ -860,7 +864,7 @@ LoadSlotMachineTiles:
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call FarCopyData2
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ld hl, SlotMachineTiles2
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ld de, vChars2 tile $25
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ld bc, $1c tiles ; should be SlotMachineTiles2End - SlotMachineTiles2, or $18 tiles
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ld bc, SlotMachineTiles2End - SlotMachineTiles2
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ld a, BANK(SlotMachineTiles2)
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call FarCopyData2
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ld hl, SlotMachineMap
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