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Specify the ldh instruction, don't turn ld into ldh
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219 changed files with 2556 additions and 2556 deletions
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@ -66,7 +66,7 @@ PalletMovementScript_OakMoveLeft:
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call FillMemory
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ld [hl], $ff
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ld a, [wSpriteIndex]
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ld [hSpriteIndex], a
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ldh [hSpriteIndex], a
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ld de, wNPCMovementDirections2
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call MoveSprite
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ld a, $1
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@ -91,7 +91,7 @@ PalletMovementScript_PlayerMoveLeft:
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ret nz ; return if Oak is still moving
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ld a, [wNumStepsToTake]
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ld [wSimulatedJoypadStatesIndex], a
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ld [hNPCMovementDirections2Index], a
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ldh [hNPCMovementDirections2Index], a
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predef ConvertNPCMovementDirectionsToJoypadMasks
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call StartSimulatingJoypadStates
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ld a, $2
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@ -282,7 +282,7 @@ FreezeEnemyTrainerSprite::
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jr .loop
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.notRival
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ld a, [wSpriteIndex]
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ld [hSpriteIndex], a
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ldh [hSpriteIndex], a
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jp SetSpriteMovementBytesToFF
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RivalIDs:
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