mirror of
https://github.com/thornAvery/kep-hack.git
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Merge branch 'master' of https://github.com/pret/pokered
This commit is contained in:
commit
772520c2c2
63 changed files with 4114 additions and 1216 deletions
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@ -116,8 +116,8 @@ InitCutAnimOAM:
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ret
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LoadCutGrassAnimationTilePattern:
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ld de, AnimationTileset2 tile 6 ; tile depicting a leaf
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lb bc, BANK(AnimationTileset2), 1
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ld de, MoveAnimationTiles1 tile 6 ; tile depicting a leaf
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lb bc, BANK(MoveAnimationTiles1), 1
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jp CopyVideoData
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WriteCutOrBoulderDustAnimationOAMBlock:
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@ -11,7 +11,7 @@
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InitMapSprites::
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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; if the map is an inside map (i.e. mapID >= $25)
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; if the map is an inside map (i.e. mapID >= FIRST_INDOOR_MAP)
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ld hl, wSpritePlayerStateData1PictureID
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ld de, wSpritePlayerStateData2PictureID
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; Loop to copy picture IDs from [x#SPRITESTATEDATA1_PICTUREID]
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@ -19,10 +19,10 @@ InitMapSprites::
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.copyPictureIDLoop
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ld a, [hl] ; a = [x#SPRITESTATEDATA1_PICTUREID]
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ld [de], a ; [x#SPRITESTATEDATA2_PICTUREID] = a
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ld a, $10
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ld a, SPRITESTATEDATA1_LENGTH
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add e
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ld e, a
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ld a, $10
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ld a, SPRITESTATEDATA1_LENGTH
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add l
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ld l, a
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jr nz, .copyPictureIDLoop
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@ -37,7 +37,7 @@ LoadMapSpriteTilePatterns:
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ret
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.spritesExist
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ld c, a ; c = [wNumSprites]
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ld b, $10 ; number of sprite slots
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ld b, NUM_SPRITESTATEDATA_STRUCTS
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ld hl, wSpritePlayerStateData2PictureID
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xor a
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ldh [hFourTileSpriteCount], a
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@ -47,7 +47,7 @@ LoadMapSpriteTilePatterns:
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ld a, [hli] ; a = [x#SPRITESTATEDATA2_PICTUREID]
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ld [hld], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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ld a, l
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld l, a
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dec b
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jr nz, .copyPictureIDLoop
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@ -69,17 +69,17 @@ LoadMapSpriteTilePatterns:
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cp [hl] ; do the picture ID's match?
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jp z, .alreadyLoaded
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ld a, e
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld e, a
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jr .checkIfAlreadyLoadedLoop
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.notAlreadyLoaded
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ld de, wSpritePlayerStateData2ImageBaseOffset
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ld b, $01
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ld b, 1
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; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
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; this is done in order to find the first free VRAM slot available
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.findNextVRAMSlotLoop
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ld a, e
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add $10
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add SPRITESTATEDATA1_LENGTH
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ld e, a
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ld a, l
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cp e ; reached current slot?
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@ -187,7 +187,7 @@ LoadMapSpriteTilePatterns:
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jr nz, .loadWhileLCDOn
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pop af
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pop hl
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set 3, h ; add $800 to hl
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set 3, h ; add $80 tiles to hl
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push hl
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ld h, d
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ld l, e
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@ -200,7 +200,7 @@ LoadMapSpriteTilePatterns:
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.loadWhileLCDOn
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pop af
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pop hl
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set 3, h ; add $800 to hl
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set 3, h ; add $80 tiles to hl
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ld b, a
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swap c
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call CopyVideoData ; load tile pattern data for sprite when walking
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@ -214,18 +214,18 @@ LoadMapSpriteTilePatterns:
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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.nextSpriteSlot
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ld a, l
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add $10
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add SPRITESTATEDATA2_LENGTH
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ld l, a
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dec c
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jp nz, .loadTilePatternLoop
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ld hl, wSpritePlayerStateData2PictureID
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ld b, $10
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ld b, NUM_SPRITESTATEDATA_STRUCTS
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; the pictures IDs stored at [x#SPRITESTATEDATA2_PICTUREID] are no longer needed,
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; so zero them
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.zeroStoredPictureIDLoop
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xor a
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ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
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ld a, $10
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ld a, SPRITESTATEDATA2_LENGTH
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add l
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ld l, a
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dec b
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@ -264,7 +264,7 @@ InitOutsideMapSprites:
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inc h
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.noCarry
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ld a, [hl] ; a = spriteSetID
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cp $f0 ; does the map have 2 sprite sets?
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cp FIRST_SPLIT_SET - 1 ; does the map have 2 sprite sets?
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call nc, GetSplitMapSpriteSetID ; if so, choose the appropriate one
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ld b, a ; b = spriteSetID
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ld a, [wFontLoaded]
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@ -283,7 +283,7 @@ InitOutsideMapSprites:
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sla a
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sla a
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add c
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add b ; a = (spriteSetID - 1) * 11
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add b ; a = (spriteSetID - 1) * SPRITE_SET_LENGTH
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ld de, SpriteSets
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; add a to de to get offset of sprite set
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add e
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@ -300,7 +300,7 @@ InitOutsideMapSprites:
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; with picture IDs. This is done so that LoadMapSpriteTilePatterns will
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; load tile patterns for all sprite pictures in the sprite set.
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.loadSpriteSetLoop
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ld a, $10
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ld a, SPRITESTATEDATA2_LENGTH
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add l
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ld l, a
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ld a, [de] ; sprite picture ID from sprite set
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@ -309,11 +309,11 @@ InitOutsideMapSprites:
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inc de
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inc bc
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ld a, l
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cp $bd ; reached 11th sprite slot?
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cp 11 * SPRITESTATEDATA2_LENGTH + SPRITESTATEDATA2_PICTUREID ; reached 11th sprite slot?
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jr nz, .loadSpriteSetLoop
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ld b, 4 ; 4 remaining sprite slots
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.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
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ld a, $10
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ld a, SPRITESTATEDATA2_LENGTH
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add l
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ld l, a
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xor a
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@ -322,20 +322,20 @@ InitOutsideMapSprites:
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jr nz, .zeroRemainingSlotsLoop
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ld a, [wNumSprites]
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push af ; save number of sprites
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ld a, 11 ; 11 sprites in sprite set
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ld a, SPRITE_SET_LENGTH ; 11 sprites in sprite set
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ld [wNumSprites], a
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call LoadMapSpriteTilePatterns
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pop af
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ld [wNumSprites], a ; restore number of sprites
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ld hl, wSprite01StateData2ImageBaseOffset
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ld b, $0f
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ld b, NUM_SPRITESTATEDATA_STRUCTS - 1
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; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
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; order of the map's sprite set, not the order of the actual sprites loaded
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; for the current map. So, they are not needed and are zeroed by this loop.
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.zeroVRAMSlotsLoop
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xor a
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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ld a, $10
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ld a, SPRITESTATEDATA2_LENGTH
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add l
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ld l, a
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dec b
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@ -366,14 +366,14 @@ InitOutsideMapSprites:
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inc c
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.skipGettingPictureIndex
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push hl
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inc h
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ld a, $0e
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inc h ; HIGH(wSpriteStateData2)
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ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET - SPRITESTATEDATA1_PICTUREID
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add l
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ld l, a
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ld a, c ; a = VRAM slot (zero if sprite slot is not used)
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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pop hl
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ld a, $10
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ld a, SPRITESTATEDATA1_LENGTH
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add l
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ld l, a
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and a
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@ -384,7 +384,7 @@ InitOutsideMapSprites:
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; Chooses the correct sprite set ID depending on the player's position within
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; the map for maps with two sprite sets.
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GetSplitMapSpriteSetID:
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cp $f8
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cp SPLITSET_ROUTE_20
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jr z, .route20
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ld hl, SplitMapSpriteSets
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and $0f
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@ -396,8 +396,8 @@ GetSplitMapSpriteSetID:
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jr nc, .noCarry
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inc h
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.noCarry
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ld a, [hli] ; determines whether the map is split East/West or North/South
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cp $01
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ld a, [hli] ; whether the map is split EAST_WEST or NORTH_SOUTH
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cp EAST_WEST
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ld a, [hli] ; position of dividing line
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ld b, a
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jr z, .eastWestDivide
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@ -409,35 +409,39 @@ GetSplitMapSpriteSetID:
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.compareCoord
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cp b
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jr c, .loadSpriteSetID
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; if in the East side or South side
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; if in the east side or south side
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inc hl
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.loadSpriteSetID
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ld a, [hl]
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ret
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; Uses sprite set $01 for West side and $0A for East side.
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; Uses sprite set SPRITESET_PALLET_VIRIDIAN for west side and SPRITESET_FUCHSIA for east side.
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; Route 20 is a special case because the two map sections have a more complex
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; shape instead of the map simply being split horizontally or vertically.
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.route20
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ld hl, wXCoord
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; Use SPRITESET_PALLET_VIRIDIAN if X < 43
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ld a, [hl]
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cp $2b
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ld a, $01
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cp 43
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ld a, SPRITESET_PALLET_VIRIDIAN
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ret c
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; Use SPRITESET_FUCHSIA if X >= 62.
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ld a, [hl]
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cp $3e
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ld a, $0a
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cp 62
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ld a, SPRITESET_FUCHSIA
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ret nc
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; If 55 <= X < 62, split Y at 8; else 43 <= X < 55, so split Y at 13
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ld a, [hl]
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cp $37
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ld b, $08
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cp 55
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ld b, 8
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jr nc, .next
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ld b, $0d
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ld b, 13
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.next
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; Use SPRITESET_FUCHSIA if Y < split; else use SPRITESET_PALLET_VIRIDIAN
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ld a, [wYCoord]
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cp b
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ld a, $0a
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ld a, SPRITESET_FUCHSIA
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ret c
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ld a, $01
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ld a, SPRITESET_PALLET_VIRIDIAN
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ret
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INCLUDE "data/maps/sprite_sets.asm"
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