mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-21 22:52:15 +13:00
Specify the ldh instruction, don't turn ld into ldh
This commit is contained in:
parent
c480632d54
commit
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219 changed files with 2556 additions and 2556 deletions
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@ -163,7 +163,7 @@ DrawFrameBlock:
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PlayAnimation:
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xor a
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ld [hROMBankTemp], a ; it looks like nothing reads this
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ldh [hROMBankTemp], a ; it looks like nothing reads this
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ld [wSubAnimTransform], a
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ld a, [wAnimationID] ; get animation number
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dec a
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@ -241,15 +241,15 @@ PlayAnimation:
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ld l, c
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ld h, b
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push hl
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ld a, [rOBP0]
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ldh a, [rOBP0]
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push af
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ld a, [wAnimPalette]
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ld [rOBP0], a
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ldh [rOBP0], a
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call LoadAnimationTileset
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call LoadSubanimation
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call PlaySubanimation
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pop af
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ld [rOBP0], a
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ldh [rOBP0], a
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.nextAnimationCommand
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pop hl
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jr .animationLoop
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@ -308,7 +308,7 @@ LoadSubanimation:
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; sets the transform to the subanimation type if it's the enemy's turn
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GetSubanimationTransform1:
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ld b, a
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld a, b
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ret nz
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@ -319,7 +319,7 @@ GetSubanimationTransform1:
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; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
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; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
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GetSubanimationTransform2:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld a, 2 << 5
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ret z
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@ -421,7 +421,7 @@ MoveAnimation:
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ShareMoveAnimations:
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; some moves just reuse animations from status conditions
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ret z
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@ -497,18 +497,18 @@ AnimationShakeScreenHorizontallySlow:
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push bc
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push bc
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.loop1
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ld a, [rWX]
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ldh a, [rWX]
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inc a
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ld [rWX], a
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ldh [rWX], a
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ld c, 2
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call DelayFrames
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dec b
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jr nz, .loop1
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pop bc
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.loop2
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ld a, [rWX]
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ldh a, [rWX]
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dec a
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ld [rWX], a
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ldh [rWX], a
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ld c, 2
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call DelayFrames
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dec b
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@ -534,16 +534,16 @@ SetAnimationPalette:
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ld b, $f0
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.next
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ld a, b
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ld [rOBP0], a
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ldh [rOBP0], a
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ld a, $6c
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ld [rOBP1], a
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ldh [rOBP1], a
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ret
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.notSGB
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ld a, $e4
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ld [wAnimPalette], a
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ld [rOBP0], a
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ldh [rOBP0], a
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ld a, $6c
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ld [rOBP1], a
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ldh [rOBP1], a
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ret
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PlaySubanimation:
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@ -656,9 +656,9 @@ DoBallTossSpecialEffects:
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cp 3 ; is it a Master Ball or Ultra Ball?
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jr nc, .skipFlashingEffect
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.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
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ld a, [rOBP0]
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ldh a, [rOBP0]
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xor %00111100 ; complement colors 1 and 2
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ld [rOBP0], a
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ldh [rOBP0], a
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.skipFlashingEffect
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ld a, [wSubAnimCounter]
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cp 11 ; is it the beginning of the subanimation?
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@ -695,7 +695,7 @@ DoBallTossSpecialEffects:
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dec b
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jr nz, .loop
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ld a, %00001000
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ld [rNR10], a ; Channel 1 sweep register
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ldh [rNR10], a ; Channel 1 sweep register
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ret
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.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
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ld a, [wSubAnimCounter]
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@ -882,9 +882,9 @@ TradeJumpPokeball:
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ld c, 5
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call DelayFrames
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pop bc
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ld a, [hSCX] ; background scroll X
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ldh a, [hSCX] ; background scroll X
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sub 8 ; scroll to the left
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ld [hSCX], a
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ldh [hSCX], a
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pop de
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jr .loop
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@ -920,16 +920,16 @@ AnimationDelay10:
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; calls a function with the turn flipped from player to enemy or vice versa
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; input - hl - address of function to call
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CallWithTurnFlipped:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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push af
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xor 1
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ld [hWhoseTurn], a
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ldh [hWhoseTurn], a
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ld de, .returnAddress
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push de
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jp hl
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.returnAddress
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pop af
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ld [hWhoseTurn], a
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ldh [hWhoseTurn], a
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ret
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; flashes the screen for an extended period (48 frames)
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@ -947,7 +947,7 @@ AnimationFlashScreenLong:
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ld a, [hli]
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cp $01 ; is it the end of the palettes?
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jr z, .endOfPalettes
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ld [rBGP], a
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ldh [rBGP], a
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call FlashScreenLongDelay
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jr .innerLoop
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.endOfPalettes
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@ -1006,18 +1006,18 @@ FlashScreenLongDelay:
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jp DelayFrames
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AnimationFlashScreen:
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ld a, [rBGP]
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ldh a, [rBGP]
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push af ; save initial palette
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ld a, %00011011 ; 0, 1, 2, 3 (inverted colors)
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ld [rBGP], a
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ldh [rBGP], a
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ld c, 2
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call DelayFrames
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xor a ; white out background
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ld [rBGP], a
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ldh [rBGP], a
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ld c, 2
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call DelayFrames
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pop af
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ld [rBGP], a ; restore initial palette
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ldh [rBGP], a ; restore initial palette
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ret
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AnimationDarkScreenPalette:
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@ -1062,7 +1062,7 @@ SetAnimationBGPalette:
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jr z, .next
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ld a, c
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.next
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ld [rBGP], a
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ldh [rBGP], a
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ret
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ld b, $5
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@ -1133,7 +1133,7 @@ _AnimationWaterDroplets:
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AnimationSlideMonUp:
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; Slides the mon's sprite upwards.
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ld c, 7
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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coord hl, 1, 6
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coord de, 1, 5
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@ -1201,7 +1201,7 @@ _AnimationSlideMonUp:
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jr nz, .slideLoop
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; Fill in the bottom row of the mon pic with the next row's tile IDs.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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coord hl, 1, 11
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jr z, .next
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@ -1370,7 +1370,7 @@ AnimationShowEnemyMonPic:
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AnimationShakeBackAndForth:
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; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
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; The mon's sprite disappears after this animation.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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coord hl, 0, 5
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coord de, 2, 5
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@ -1418,7 +1418,7 @@ AnimationMoveMonHorizontally:
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; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
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; animations like Tackle/Body Slam.
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call AnimationHideMonPic
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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coord hl, 2, 5
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jr z, .next
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@ -1434,7 +1434,7 @@ AnimationMoveMonHorizontally:
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AnimationResetMonPosition:
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; Resets the mon's sprites to be located at the normal coordinates.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld a, 5 * SCREEN_WIDTH + 2
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jr z, .next
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@ -1446,7 +1446,7 @@ AnimationResetMonPosition:
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AnimationSpiralBallsInward:
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; Creates an effect that looks like energy balls spiralling into the
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; player mon's sprite. Used in Focus Energy, for example.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, -40
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@ -1530,7 +1530,7 @@ AnimationSquishMonPic:
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ld c, 4
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.loop
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push bc
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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coord hl, 16, 0
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@ -1583,7 +1583,7 @@ _AnimationSquishMonPic:
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AnimationShootBallsUpward:
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; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
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; animations.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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lb bc, 0, 16 * 8
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@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
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AnimationShootManyBallsUpward:
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; Shoots several pillars of "energy" balls upward.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
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ld a, $50 ; y coordinate for "energy" ball pillar
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@ -1743,7 +1743,7 @@ AnimationSlideMonDownAndHide:
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_AnimationSlideMonOff:
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; Slides the mon's sprite off the screen horizontally by e tiles and waits
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; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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coord hl, 12, 0
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@ -1758,7 +1758,7 @@ _AnimationSlideMonOff:
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.rowLoop ; iterates once for each row
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ld c, 8
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.tileLoop ; iterates once for each tile in the row
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn2
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call .EnemyNextTile
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@ -1821,7 +1821,7 @@ AnimationSlideMonHalfOff:
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jp Delay3
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CopyTempPicToMonPic:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld hl, vBackPic ; player turn
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jr z, .next
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@ -1837,9 +1837,9 @@ AnimationWavyScreen:
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call BattleAnimCopyTileMapToVRAM
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call Delay3
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xor a
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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ld a, SCREEN_HEIGHT_PX
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ld [hWY], a
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ldh [hWY], a
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ld d, $80 ; terminator
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ld e, SCREEN_HEIGHT_PX - 1
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ld c, $ff
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@ -1848,7 +1848,7 @@ AnimationWavyScreen:
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push hl
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.innerLoop
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call WavyScreen_SetSCX
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ld a, [rLY]
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ldh a, [rLY]
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cp e ; is it the last visible line in the frame?
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jr nz, .innerLoop ; keep going if not
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pop hl
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@ -1861,11 +1861,11 @@ AnimationWavyScreen:
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dec c
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jr nz, .loop
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xor a
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ld [hWY], a
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ldh [hWY], a
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call SaveScreenTilesToBuffer2
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call ClearScreen
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ld a, 1
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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call Delay3
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call LoadScreenTilesFromBuffer2
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ld hl, vBGMap1
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@ -1873,11 +1873,11 @@ AnimationWavyScreen:
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ret
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WavyScreen_SetSCX:
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ld a, [rSTAT]
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ldh a, [rSTAT]
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and $3 ; is it H-blank?
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jr nz, WavyScreen_SetSCX ; wait until it's H-blank
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ld a, [hl]
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ld [rSCX], a
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ldh [rSCX], a
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inc hl
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ld a, [hl]
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cp d ; have we reached the end?
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@ -1898,7 +1898,7 @@ AnimationSubstitute:
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xor a
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ld bc, $310
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call FillMemory
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld hl, SlowbroSprite ; facing down sprite
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@ -1937,7 +1937,7 @@ CopySlowbroSpriteData:
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jp FarCopyData2
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HideSubstituteShowMonAnim:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld hl, wPlayerMonMinimized
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ld a, [wPlayerBattleStatus2]
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@ -1987,7 +1987,7 @@ AnimationTransformMon:
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ld [wChangeMonPicEnemyTurnSpecies], a
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ChangeMonPic:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, [wChangeMonPicEnemyTurnSpecies]
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@ -2020,11 +2020,11 @@ ChangeMonPic:
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AnimationHideEnemyMonPic:
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; Hides the enemy mon's sprite
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xor a
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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ld hl, AnimationHideMonPic
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call CallWithTurnFlipped
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ld a, $1
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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jp Delay3
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InitMultipleObjectsOAM:
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@ -2050,7 +2050,7 @@ InitMultipleObjectsOAM:
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AnimationHideMonPic:
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; Hides the mon's sprite.
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr z, .playerTurn
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ld a, 12
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@ -2078,7 +2078,7 @@ ClearMonPicFromTileMap:
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; in order to show only a portion of the mon sprite.
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GetMonSpriteTileMapPointerFromRowCount:
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push de
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr nz, .enemyTurn
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ld a, 20 * 5 + 1
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@ -2166,7 +2166,7 @@ GetMoveSound:
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ld b, a
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call IsCryMove
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jr nc, .NotCryMove
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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jr nz, .next
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ld a, [wBattleMonSpecies] ; get number of current monster
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@ -2211,14 +2211,14 @@ IsCryMove:
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INCLUDE "data/moves/sfx.asm"
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CopyPicTiles:
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ld a, [hWhoseTurn]
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ldh a, [hWhoseTurn]
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and a
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ld a, $31 ; base tile ID of player mon sprite
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jr z, .next
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; enemy turn
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xor a ; base tile ID of enemy mon sprite
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.next
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ld [hBaseTileID], a
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ldh [hBaseTileID], a
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jr CopyTileIDs_NoBGTransfer
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; copy the tiles used when a mon is being sent out of or into a pokeball
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@ -2235,7 +2235,7 @@ CopyDownscaledMonTiles:
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CopyTileIDs_NoBGTransfer:
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xor a
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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; fall through
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; b = number of rows
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@ -2245,7 +2245,7 @@ CopyTileIDs:
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.rowLoop
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push bc
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push hl
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ld a, [hBaseTileID]
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ldh a, [hBaseTileID]
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ld b, a
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.columnLoop
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ld a, [de]
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@ -2261,7 +2261,7 @@ CopyTileIDs:
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dec b
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jr nz, .rowLoop
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ld a, $1
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ld [hAutoBGTransferEnabled], a
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ldh [hAutoBGTransferEnabled], a
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pop hl
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ret
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@ -2361,16 +2361,16 @@ Unknown_79c50:
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AnimationLeavesFalling:
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; Makes leaves float down from the top of the screen. This is used
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; in Razor Leaf's animation.
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ld a, [rOBP0]
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ldh a, [rOBP0]
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push af
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ld a, [wAnimPalette]
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ld [rOBP0], a
|
||||
ldh [rOBP0], a
|
||||
ld d, $37 ; leaf tile
|
||||
ld a, 3 ; number of leaves
|
||||
ld [wNumFallingObjects], a
|
||||
call AnimationFallingObjects
|
||||
pop af
|
||||
ld [rOBP0], a
|
||||
ldh [rOBP0], a
|
||||
ret
|
||||
|
||||
AnimationPetalsFalling:
|
||||
|
|
@ -2529,7 +2529,7 @@ AnimationShakeEnemyHUD:
|
|||
call CopyVideoData
|
||||
|
||||
xor a
|
||||
ld [hSCX], a
|
||||
ldh [hSCX], a
|
||||
|
||||
; Copy wTileMap to BG map 0. The regular BG (not the window) is set to use
|
||||
; map 0 and can be scrolled with SCX, which allows a shaking effect.
|
||||
|
|
@ -2539,7 +2539,7 @@ AnimationShakeEnemyHUD:
|
|||
; Now that the regular BG is showing the same thing the window was, move the
|
||||
; window off the screen so that we can modify its contents below.
|
||||
ld a, SCREEN_HEIGHT_PX
|
||||
ld [hWY], a
|
||||
ldh [hWY], a
|
||||
|
||||
; Copy wTileMap to VRAM such that the row below the enemy HUD (in wTileMap) is
|
||||
; lined up with row 0 of the window.
|
||||
|
|
@ -2551,7 +2551,7 @@ AnimationShakeEnemyHUD:
|
|||
; covers everything below the enemy HD with a copy that looks just like what
|
||||
; was there before.
|
||||
ld a, 7 * 8
|
||||
ld [hWY], a
|
||||
ldh [hWY], a
|
||||
|
||||
; Write OAM entries so that the copy of the back pic from the top of this
|
||||
; function shows up on screen. We need this because the back pic's Y coordinates
|
||||
|
|
@ -2576,11 +2576,11 @@ AnimationShakeEnemyHUD:
|
|||
call AnimationShowMonPic
|
||||
call ClearSprites
|
||||
ld a, SCREEN_HEIGHT_PX
|
||||
ld [hWY], a
|
||||
ldh [hWY], a
|
||||
ld hl, vBGMap1
|
||||
call BattleAnimCopyTileMapToVRAM
|
||||
xor a
|
||||
ld [hWY], a
|
||||
ldh [hWY], a
|
||||
call SaveScreenTilesToBuffer1
|
||||
ld hl, vBGMap0
|
||||
call BattleAnimCopyTileMapToVRAM
|
||||
|
|
@ -2595,7 +2595,7 @@ AnimationShakeEnemyHUD:
|
|||
CopyTileIDsFromList:
|
||||
call GetPredefRegisters
|
||||
ld a, c
|
||||
ld [hBaseTileID], a
|
||||
ldh [hBaseTileID], a
|
||||
ld a, b
|
||||
push hl
|
||||
call GetTileIDList
|
||||
|
|
@ -2603,30 +2603,30 @@ CopyTileIDsFromList:
|
|||
jp CopyTileIDs
|
||||
|
||||
ShakeEnemyHUD_ShakeBG:
|
||||
ld a, [hSCX]
|
||||
ldh a, [hSCX]
|
||||
ld [wTempSCX], a
|
||||
.loop
|
||||
ld a, [wTempSCX]
|
||||
add d
|
||||
ld [hSCX], a
|
||||
ldh [hSCX], a
|
||||
ld c, 2
|
||||
call DelayFrames
|
||||
ld a, [wTempSCX]
|
||||
sub d
|
||||
ld [hSCX], a
|
||||
ldh [hSCX], a
|
||||
ld c, 2
|
||||
call DelayFrames
|
||||
dec e
|
||||
jr nz, .loop
|
||||
ld a, [wTempSCX]
|
||||
ld [hSCX], a
|
||||
ldh [hSCX], a
|
||||
ret
|
||||
|
||||
BattleAnimCopyTileMapToVRAM:
|
||||
ld a, h
|
||||
ld [hAutoBGTransferDest + 1], a
|
||||
ldh [hAutoBGTransferDest + 1], a
|
||||
ld a, l
|
||||
ld [hAutoBGTransferDest], a
|
||||
ldh [hAutoBGTransferDest], a
|
||||
jp Delay3
|
||||
|
||||
TossBallAnimation:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue