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https://github.com/thornAvery/kep-hack.git
synced 2026-04-04 02:21:43 +13:00
remove address comments
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parent
cee4d559f9
commit
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764 changed files with 8371 additions and 8371 deletions
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@ -1,4 +1,4 @@
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_GetSpritePosition1: ; 567f9 (15:67f9)
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_GetSpritePosition1:
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ld hl, wSpriteStateData1
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ld de, $4
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ld a, [wSpriteIndex]
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@ -17,7 +17,7 @@ _GetSpritePosition1: ; 567f9 (15:67f9)
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ld [$ffee], a
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ret
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_GetSpritePosition2: ; 56819 (15:6819)
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_GetSpritePosition2:
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ld hl, wSpriteStateData1
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ld de, $4
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ld a, [wSpriteIndex]
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@ -36,7 +36,7 @@ _GetSpritePosition2: ; 56819 (15:6819)
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ld [wSavedSpriteMapX], a
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ret
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_SetSpritePosition1: ; 5683d (15:683d)
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_SetSpritePosition1:
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ld hl, wSpriteStateData1
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ld de, $4
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ld a, [wSpriteIndex]
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@ -55,7 +55,7 @@ _SetSpritePosition1: ; 5683d (15:683d)
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ld [hl], a
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ret
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_SetSpritePosition2: ; 5685d (15:685d)
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_SetSpritePosition2:
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ld hl, wSpriteStateData1
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ld de, $0004
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ld a, [wSpriteIndex]
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@ -74,7 +74,7 @@ _SetSpritePosition2: ; 5685d (15:685d)
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ld [hl], a
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ret
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TrainerWalkUpToPlayer: ; 56881 (15:6881)
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TrainerWalkUpToPlayer:
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ld a, [wSpriteIndex]
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swap a
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ld [wTrainerSpriteOffset], a
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@ -149,7 +149,7 @@ TrainerWalkUpToPlayer: ; 56881 (15:6881)
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; input: de = offset within sprite entry
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; output: de = pointer to sprite data
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GetSpriteDataPointer: ; 56903 (15:6903)
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GetSpriteDataPointer:
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push de
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add hl, de
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ld a, [H_SPRITEINDEX]
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@ -161,7 +161,7 @@ GetSpriteDataPointer: ; 56903 (15:6903)
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ret
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; tests if this trainer is in the right position to engage the player and do so if she is.
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TrainerEngage: ; 5690f (15:690f)
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TrainerEngage:
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push hl
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push de
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ld a, [wTrainerSpriteOffset]
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@ -225,14 +225,14 @@ TrainerEngage: ; 5690f (15:690f)
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set 0, [hl]
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call EngageMapTrainer
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ld a, $ff
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.noEngage: ; 56988 (15:6988)
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.noEngage:
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ld [wTrainerSpriteOffset], a
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pop de
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pop hl
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ret
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; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
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ReadTrainerScreenPosition: ; 5698e (15:698e)
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ReadTrainerScreenPosition:
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ld a, [wTrainerSpriteOffset]
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add $4
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ld d, $0
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@ -254,7 +254,7 @@ ReadTrainerScreenPosition: ; 5698e (15:698e)
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; checks if the sprite is properly lined up with the player with respect to the direction it's looking. Also checks the distance between player and sprite
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; note that this does not necessarily mean the sprite is seeing the player, he could be behind it's back
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; a: distance player to sprite
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CheckSpriteCanSeePlayer: ; 569af (15:69af)
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CheckSpriteCanSeePlayer:
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ld b, a
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ld a, [wTrainerEngageDistance] ; how far the trainer can see
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cp b
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@ -290,7 +290,7 @@ CheckSpriteCanSeePlayer: ; 569af (15:69af)
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ret
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; tests if the player is in front of the sprite (rather than behind it)
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CheckPlayerIsInFrontOfSprite: ; 569e3 (15:69e3)
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CheckPlayerIsInFrontOfSprite:
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ld a, [wCurMap]
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cp POWER_PLANT
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jp z, .engage ; bypass this for power plant to get voltorb fake items to work
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