mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-11-05 05:00:59 +13:00
Adding the last of the used moves
Dark Void and friends aren't in and probably won't be, I dunno yet. I think Kowtow Cleave is really badass so I gave it to Night Slash too. Scream Tail and Barunda now have Disarming Voice, which also has its own sound, which is basically Sing but a bit different. Fake Tears was given its own subanimation to account for the fact it's basically a Water Gun used on yourself. The FIGHT debug function helps a lot with this whole thing, so test with that.
This commit is contained in:
parent
7931dad49d
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@ -112,6 +112,7 @@ INCLUDE "audio/sfx/battle_33.asm"
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INCLUDE "audio/sfx/battle_34.asm"
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INCLUDE "audio/sfx/battle_35.asm"
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INCLUDE "audio/sfx/battle_36.asm"
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INCLUDE "audio/sfx/battle_37.asm"
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INCLUDE "audio/sfx/level_up.asm"
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INCLUDE "audio/sfx/caught_mon.asm"
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@ -254,6 +254,11 @@ SFX_Battle_36::
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channel 6, SFX_Battle_36_Ch6
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channel 8, SFX_Battle_36_Ch8
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SFX_Battle_37::
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channel_count 2
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channel 5, SFX_Battle_37_Ch5
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channel 6, SFX_Battle_37_Ch6
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SFX_Silph_Scope::
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channel_count 1
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channel 5, SFX_Silph_Scope_Ch5
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21
audio/sfx/battle_37.asm
Normal file
21
audio/sfx/battle_37.asm
Normal file
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@ -0,0 +1,21 @@
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; First note of Sing, used for Disarming Voice
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SFX_Battle_37_Ch5:
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execute_music
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vibrato 10, 2, 4
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duty_cycle 2
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note_type 10, 8, 7
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octave 5
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note G#, 8
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octave 6
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sound_ret
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SFX_Battle_37_Ch6:
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execute_music
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vibrato 10, 2, 3
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duty_cycle 2
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note_type 11, 6, 7
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octave 5
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note G#, 8
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note_type 10, 6, 7
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octave 6
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sound_ret
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@ -135,6 +135,7 @@ DEF FIRST_SE_ID EQU const_value
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const SUBANIM_0_SAFARI_ROCK
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const SUBANIM_0_SAFARI_BAIT
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const SUBANIM_0_STAR_HIGH
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const SUBANIM_0_FAKE_TEARS
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DEF NUM_SUBANIMS EQU const_value
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; types of subanimations
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@ -183,7 +183,14 @@
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const CHARM ; af
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const SWEET_KISS ; b0
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const BULLET_PUNCH ; b1
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const STRUGGLE ; formerly a5, now b2
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const MIRROR_SHOT ; B2
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const SMART_STRIKE ; B3
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const FAKE_TEARS ; B4
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const FALSE_SURRENDER ; B5
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const KOWTOW_CLEAVE ; B6
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const DISARMING_VOICE ; B7
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const NASTY_PLOT ; B8
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const STRUGGLE ; formerly a5, now B9
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DEF NUM_ATTACKS EQU const_value - 1
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; Moves do double duty as animation identifiers.
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@ -208,6 +208,7 @@
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const SFX_BATTLE_34
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const SFX_BATTLE_35
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const SFX_BATTLE_36
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const SFX_BATTLE_37
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const SFX_SILPH_SCOPE
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; AUDIO_3
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@ -99,6 +99,7 @@ SFX:
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dba SFX_Battle_34
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dba SFX_Battle_35
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dba SFX_Battle_36
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dba SFX_Battle_37
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dba SFX_Silph_Scope
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dba SFX_Intro_Lunge
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@ -86,6 +86,7 @@ SubanimationPointers:
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dw Subanim_0SafariRock
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dw Subanim_0SafariBait
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dw Subanim_0StarHigh
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dw Subanim_0FakeTears
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assert_table_length NUM_SUBANIMS
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; format:
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@ -547,7 +548,7 @@ Subanim_0Circle_1Square_TossBack:
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db FRAMEBLOCK_47, BASECOORD_B0, FRAMEBLOCKMODE_00
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Subanim_0CirclesCentering:
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subanim SUBANIMTYPE_COORDFLIP, 6 ; should be SUBANIMTYPE_HVFLIP
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subanim SUBANIMTYPE_HVFLIP, 6 ; was bugged and had coordflip in vanilla
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db FRAMEBLOCK_44, BASECOORD_64, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_45, BASECOORD_65, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_46, BASECOORD_66, FRAMEBLOCKMODE_00
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@ -954,3 +955,15 @@ Subanim_0SafariBait:
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db FRAMEBLOCK_79, BASECOORD_0E, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_79, BASECOORD_A9, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_79, BASECOORD_34, FRAMEBLOCKMODE_00
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Subanim_0FakeTears:
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subanim SUBANIMTYPE_COORDFLIP, 8
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db FRAMEBLOCK_12, BASECOORD_71, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_12, BASECOORD_72, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_12, BASECOORD_73, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_14, BASECOORD_98, FRAMEBLOCKMODE_02
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db FRAMEBLOCK_15, BASECOORD_98, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_15, BASECOORD_98, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
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@ -177,6 +177,13 @@ AttackAnimationPointers:
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dw CharmAnim
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dw SweetKissAnim
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dw BulletPunchAnim
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dw MirrorShotAnim
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dw SmartStrikeAnim
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dw FakeTearsAnim
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dw FalseSurrenderAnim
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dw KowtowCleaveAnim
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dw DisarmingVoiceAnim
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dw NastyPlotAnim
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dw StruggleAnim
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assert_table_length NUM_ATTACKS
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dw ShowPicAnim
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@ -299,7 +306,6 @@ VicegripAnim:
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battle_anim VICEGRIP, SUBANIM_0_SLICE_BOTH_SIDES, 0, 8
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db -1 ; end
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NightSlashAnim:
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GuillotineAnim:
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battle_anim GUILLOTINE, SUBANIM_0_SLICE_BOTH_SIDES, 0, 6
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db -1 ; end
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@ -862,6 +868,7 @@ ConfuseRayAnim:
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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;ShelterAnim:
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WithdrawAnim:
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battle_anim DEFENSE_CURL, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
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@ -1147,6 +1154,7 @@ ConversionAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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db -1 ; end
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MirrorShotAnim:
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TriAttackAnim:
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battle_anim TRI_ATTACK, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SUBANIM_1_TRIANGLE_TOSS, 1, 6
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@ -1169,6 +1177,42 @@ SubstituteAnim:
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battle_anim NO_MOVE, SE_SUBSTITUTE_MON
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db -1 ; end
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SmartStrikeAnim:
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battle_anim GLARE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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battle_anim SLASH, SUBANIM_0_HORN_JAB_TWICE, 0, 6
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battle_anim NO_MOVE, SUBANIM_1_STAR_BIG, 1, 6
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;battle_anim SCRATCH, SUBANIM_0_SCRATCHES, 0, 6
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db -1 ; end
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FakeTearsAnim:
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battle_anim WATER_GUN, SUBANIM_0_FAKE_TEARS, 0, 6
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db -1 ; end
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FalseSurrenderAnim:
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battle_anim SUBSTITUTE, SE_SLIDE_MON_OFF
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battle_anim NO_MOVE, SUBANIM_0_BALL_POOF, 0, 8
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battle_anim AMNESIA, SE_RESET_MON_POSITION
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battle_anim TAKE_DOWN, SE_DARK_SCREEN_FLASH
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db -1 ; end
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NightSlashAnim:
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KowtowCleaveAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim SLASH, SUBANIM_0_SCRATCHES, 0, 6
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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DisarmingVoiceAnim:
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battle_anim DISARMING_VOICE, SUBANIM_0_HEART_1_MUSIC, 1, 6
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db -1 ; end
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NastyPlotAnim:
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battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
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battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
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db -1 ; end
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BallTossAnim:
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battle_anim NO_MOVE, SUBANIM_0_BALL_TOSS_HIGH, 0, 3
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db -1 ; end
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@ -188,5 +188,12 @@ Moves:
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move CHARM, ATTACK_DOWN2_EFFECT, 0, FAIRY, 100, 20
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move SWEET_KISS, CONFUSION_EFFECT, 0, FAIRY, 75, 10
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move BULLET_PUNCH, NO_ADDITIONAL_EFFECT, 40, STEEL, 100, 30
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move STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10
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move MIRROR_SHOT, ACCURACY_DOWN1_EFFECT, 65, STEEL, 85, 10
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move SMART_STRIKE, SWIFT_EFFECT, 70, STEEL, 100, 10
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move FAKE_TEARS, SPECIAL_DOWN2_EFFECT, 0, DARK, 100, 20
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move FALSE_SURRENDER, SWIFT_EFFECT, 80, DARK, 100, 10 ; figure out the actual name another time
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move KOWTOW_CLEAVE, SWIFT_EFFECT, 85, DARK, 100, 10
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move DISARMING_VOICE, SWIFT_EFFECT, 40, FAIRY, 100, 10
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move NASTY_PLOT, SPECIAL_UP2_EFFECT, 0, DARK, 100, 10
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move STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10
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assert_table_length NUM_ATTACKS
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@ -1,4 +1,4 @@
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MoveNames::
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MoveNames:: ; 12chr limit
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list_start MoveNames
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li "POUND"
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li "KARATE CHOP"
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@ -177,5 +177,12 @@ MoveNames::
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li "CHARM"
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li "SWEET KISS"
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li "BULLET PUNCH"
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li "MIRROR SHOT"
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li "SMART STRIKE"
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li "FAKE TEARS"
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li "FALSURRENDER" ; maybe we leave this out. maybe.
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li "KOWTOWCLEAVE"
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li "DISARMVOICE"
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li "NASTY PLOT"
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li "STRUGGLE"
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assert_list_length NUM_ATTACKS
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@ -178,6 +178,13 @@ MoveSoundTable:
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db SFX_BATTLE_09, $88, $10 ; CHARM
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db SFX_BATTLE_09, $88, $10 ; SWEET_KISS
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db SFX_BATTLE_0B, $01, $80 ; BULLET_PUNCH
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db SFX_BATTLE_29, $e8, $ff ; MIRROR_SHOT
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db SFX_NOT_VERY_EFFECTIVE, $09, $ff ; SMART_STRIKE
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db SFX_BATTLE_24, $30, $60 ; FAKE_TEARS
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db SFX_BATTLE_20, $00, $60 ; FALSE_SURRENDER
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db SFX_NOT_VERY_EFFECTIVE, $11, $ff ; KOWTOW_CLEAVE
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db SFX_BATTLE_37, $10, $60 ; DISARMING_VOICE
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db SFX_BATTLE_09, $e8, $10 ; NASTY_PLOT
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db SFX_BATTLE_0B, $00, $80 ; STRUGGLE
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assert_table_length NUM_ATTACKS
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db SFX_BATTLE_0B, $00, $80
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@ -10,7 +10,7 @@
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INCBIN "gfx/pokemon/front/screamtail.pic", 0, 1 ; sprite dimensions
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dw ScreamTailPicFront, ScreamTailPicBack
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db SING, FAIRY_WIND, DISABLE, BITE ; level 1 learnset
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db SING, DISARMING_VOICE, DISABLE, BITE ; level 1 learnset
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db GROWTH_SLIGHTLY_FAST ; growth rate - reusing unused exp group, seems funny
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; tm/hm learnset
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@ -860,6 +860,7 @@ BarundaEvosMoves:
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; Evolutions
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db 0
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; Learnset
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db 16, DISARMING_VOICE
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db 25, SWEET_KISS
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db 31, CONFUSE_RAY
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db 37, CHARM
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@ -1300,9 +1301,9 @@ RibbitoEvosMoves:
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db 7, BUBBLE
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db 13, MEDITATE
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db 19, WATER_GUN
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db 27, SWIFT
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db 32, FEINT_ATTACK
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db 41, SUBSTITUTE
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db 24, FEINT_ATTACK
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db 31, SUBSTITUTE
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db 41, KOWTOW_CLEAVE
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db 49, HYDRO_PUMP
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db 53, NIGHT_SLASH
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db 0
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@ -1313,9 +1314,9 @@ CroakozunaEvosMoves:
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; Learnset
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db 13, MEDITATE
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db 19, WATER_GUN
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db 31, SWIFT
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db 35, FEINT_ATTACK
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db 46, SUBSTITUTE
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db 26, FEINT_ATTACK
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db 31, SUBSTITUTE
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db 45, KOWTOW_CLEAVE
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db 53, HYDRO_PUMP
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db 58, NIGHT_SLASH
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db 0
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@ -2447,13 +2448,13 @@ MoltresGEvosMoves:
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; Evolutions
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db 0
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; Learnset
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db 40, BITE ; Fake Tears
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db 40, FAKE_TEARS ; Fake Tears
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db 45, WING_ATTACK
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db 51, BRUTAL_SWING
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db 55, AGILITY
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db 58, FEINT_ATTACK
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db 62, AMNESIA ; Nasty Plot
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db 66, NIGHT_SLASH ; False Surrender
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db 62, NASTY_PLOT ; Nasty Plot
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db 66, FALSE_SURRENDER ; False Surrender
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db 70, SKY_ATTACK
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db 0
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@ -2643,7 +2644,7 @@ SylveonEvosMoves:
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db 0
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; Learnset
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db 8, SAND_ATTACK
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db 16, FAIRY_WIND ; should be Disarming Voice but it hasn't been added yet
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db 16, DISARMING_VOICE
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db 23, QUICK_ATTACK
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db 30, DRAININGKISS
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db 36, DAZZLE_GLEAM
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@ -2907,7 +2908,7 @@ PorygonZEvosMoves:
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; Evolutions
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db 0
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; Learnset
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db 50, AMNESIA ; will replace with nasty plot
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db 50, NASTY_PLOT ; will replace with nasty plot
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db 0
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AnnihilapeEvosMoves:
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@ -3002,7 +3003,7 @@ PerrserkerEvosMoves:
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db 8, SCRATCH
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db 12, PAY_DAY
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db 17, BITE
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db 25, MAGNET_BOMB ; Smart Strike
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db 25, SMART_STRIKE ; Smart Strike
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db 29, FURY_SWIPES
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db 32, SCREECH
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db 36, SLASH
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@ -3060,7 +3061,7 @@ MelmetalEvosMoves:
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db 36, ACID_ARMOR
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db 45, MAGNET_BOMB
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db 51, MEGA_PUNCH
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; db 63, SMART_STRIKE
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db 63, SMART_STRIKE
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db 72, IRON_HEAD
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db 81, SUBMISSION
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db 90, HYPER_BEAM
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@ -93,9 +93,9 @@ TestBattle:
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; Give the player a
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; level 20 Rhydon.
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ld a, RHYPERIOR
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ld a, BARUNDA
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ld [wcf91], a
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ld a, 20
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ld a, 16
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ld [wCurEnemyLVL], a
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xor a
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ld [wMonDataLocation], a
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@ -104,7 +104,7 @@ TestBattle:
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; Fight against a
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; level 20 Rhydon.
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ld a, CROAKOZUNA
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ld a, CARAPTHOR
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ld [wCurOpponent], a
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predef InitOpponent
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3
main.asm
3
main.asm
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@ -344,7 +344,7 @@ SECTION "Itemfinder 2", ROMX
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INCLUDE "engine/menus/league_pc.asm"
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INCLUDE "engine/events/hidden_items.asm"
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INCLUDE "gfx/fishing.asm"
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SECTION "bank1E", ROMX
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@ -357,7 +357,6 @@ INCLUDE "data/battle_anims/frame_blocks.asm"
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INCLUDE "engine/movie/evolution.asm"
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INCLUDE "engine/items/tm_prices.asm"
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INCLUDE "engine/overworld/elevator.asm"
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INCLUDE "gfx/fishing.asm"
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SECTION "Engine Spillover", ROMX
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