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hg-commit-id: de73bb7aef32
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parent
d2c8727eb2
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312
main.asm
312
main.asm
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@ -5141,7 +5141,7 @@ IncGradGBPalTable_01: ; 210D
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db %11111111 ;BG Pal
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db %11111111 ;BG Pal
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db %11111111 ;OBJ Pal 1
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db %11111111 ;OBJ Pal 1
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db %11111111 ;OBJ Pal 2
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db %11111111 ;OBJ Pal 2
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;and so on...
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;and so on...
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db %11111110
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db %11111110
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db %11111110
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db %11111110
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db %11111000
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db %11111000
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@ -18432,133 +18432,133 @@ INCBIN "baserom.gbc",$11380,$12953 - $11380
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; Predef 0x37
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; Predef 0x37
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StatusScreen: ; 0x12953
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StatusScreen: ; 0x12953
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call LoadMonData
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call LoadMonData
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ld a, [$cc49]
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ld a, [$cc49]
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cp $2 ; 2 means we're in a PC box
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cp $2 ; 2 means we're in a PC box
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jr c, .DontRecalculate ; 0x1295b $14
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jr c, .DontRecalculate ; 0x1295b $14
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ld a, [$cf9b]
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ld a, [$cf9b]
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ld [$cfb9], a
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ld [$cfb9], a
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ld [$d127], a
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ld [$d127], a
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ld hl, $cfa8
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ld hl, $cfa8
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ld de, $cfba
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ld de, $cfba
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ld b, $1
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ld b, $1
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call $3936 ; Recalculate stats
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call $3936 ; Recalculate stats
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.DontRecalculate
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.DontRecalculate
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ld hl, $d72c
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ld hl, $d72c
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set 1, [hl]
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set 1, [hl]
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ld a, $33
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ld a, $33
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ld [$ff00+$24], a ; Reduce the volume
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ld [$ff00+$24], a ; Reduce the volume
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call GBPalWhiteOutWithDelay3
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call GBPalWhiteOutWithDelay3
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call ClearScreen
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call ClearScreen
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call $2429 ; move sprites (?)
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call $2429 ; move sprites (?)
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call LoadHpBarAndStatusTilePatterns
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call LoadHpBarAndStatusTilePatterns
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ld de, $6080 ; source
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ld de, $6080 ; source
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ld hl, $96d0 ; dest
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ld hl, $96d0 ; dest
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ld bc, $0403 ; bank bytes/8
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ld bc, $0403 ; bank bytes/8
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call CopyVideoDataDouble ; ·│ :L and halfarrow line end
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call CopyVideoDataDouble ; ·│ :L and halfarrow line end
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ld de, $6098
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ld de, $6098
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ld hl, $9780
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ld hl, $9780
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ld bc, $0401
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ld bc, $0401
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call CopyVideoDataDouble ; │
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call CopyVideoDataDouble ; │
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ld de, $60b0
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ld de, $60b0
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ld hl, $9760
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ld hl, $9760
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ld bc, $0402
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ld bc, $0402
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call CopyVideoDataDouble ; ─┘
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call CopyVideoDataDouble ; ─┘
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ld de, PTile
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ld de, PTile
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ld hl, $9720
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ld hl, $9720
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ld bc,(BANK(PTile) << 8 | $01)
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ld bc,(BANK(PTile) << 8 | $01)
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call CopyVideoDataDouble ; P (for PP), inline
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call CopyVideoDataDouble ; P (for PP), inline
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ld a, [$ff00+$d7]
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ld a, [$ff00+$d7]
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push af
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push af
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xor a
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xor a
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ld [$ff00+$d7], a
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ld [$ff00+$d7], a
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FuncCoord 19,1
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FuncCoord 19,1
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ld hl, Coord
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ld hl, Coord
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ld bc, $060a
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ld bc, $060a
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call DrawLineBox ; Draws the box around name, HP and status
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call DrawLineBox ; Draws the box around name, HP and status
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ld de, $fffa
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ld de, $fffa
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add hl, de
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add hl, de
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ld [hl], $f2 ; . after No ("." is a different one)
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ld [hl], $f2 ; . after No ("." is a different one)
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dec hl
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dec hl
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ld [hl], $74 ; No
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ld [hl], $74 ; No
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FuncCoord 19,9
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FuncCoord 19,9
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ld hl, Coord
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ld hl, Coord
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ld bc, $0806
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ld bc, $0806
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call DrawLineBox ; Draws the box around types, ID No. and OT
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call DrawLineBox ; Draws the box around types, ID No. and OT
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FuncCoord 10,9
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FuncCoord 10,9
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ld hl, Coord
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ld hl, Coord
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ld de, Type1Text
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ld de, Type1Text
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call PlaceString ; "TYPE1/"
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call PlaceString ; "TYPE1/"
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FuncCoord 11,3
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FuncCoord 11,3
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ld hl, Coord
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ld hl, Coord
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ld a, $5f
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ld a, $5f
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call Predef ; Draws HP bar
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call Predef ; Draws HP bar
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ld hl, $cf25
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ld hl, $cf25
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call $3df9
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call $3df9
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ld b, $3
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ld b, $3
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call GoPAL_SET ; SGB palette
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call GoPAL_SET ; SGB palette
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FuncCoord 16,6
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FuncCoord 16,6
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ld hl, Coord
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ld hl, Coord
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ld de, $cf9c
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ld de, $cf9c
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call PrintStatusCondition
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call PrintStatusCondition
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jr nz, .StatusWritten\@ ; 0x129fc $9
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jr nz, .StatusWritten\@ ; 0x129fc $9
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FuncCoord 16,6
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FuncCoord 16,6
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ld hl, Coord
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ld hl, Coord
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ld de, OKText
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ld de, OKText
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call PlaceString ; "OK"
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call PlaceString ; "OK"
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.StatusWritten\@
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.StatusWritten\@
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FuncCoord 9,6
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FuncCoord 9,6
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ld hl, Coord
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ld hl, Coord
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ld de, StatusText
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ld de, StatusText
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call PlaceString ; "STATUS/"
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call PlaceString ; "STATUS/"
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FuncCoord 14,2
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FuncCoord 14,2
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ld hl, Coord
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ld hl, Coord
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call PrintLevel ; Pokémon level
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call PrintLevel ; Pokémon level
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ld a, [$d0b8]
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ld a, [$d0b8]
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ld [$d11e], a
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ld [$d11e], a
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ld [$d0b5], a
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ld [$d0b5], a
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ld a, $3a
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ld a, $3a
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call Predef
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call Predef
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FuncCoord 3,7
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FuncCoord 3,7
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ld hl, Coord
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ld hl, Coord
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ld de, $d11e
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ld de, $d11e
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ld bc, $8103 ; Zero-padded, 3
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ld bc, $8103 ; Zero-padded, 3
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call PrintNumber ; Pokémon no.
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call PrintNumber ; Pokémon no.
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FuncCoord 11,10
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FuncCoord 11,10
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ld hl, Coord
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ld hl, Coord
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ld a, $4b
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ld a, $4b
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call Predef ; Prints the type (?)
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call Predef ; Prints the type (?)
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ld hl, $6a9d
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ld hl, $6a9d
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call .unk_12a7e
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call .unk_12a7e
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ld d, h
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ld d, h
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ld e, l
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ld e, l
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FuncCoord 9,1
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FuncCoord 9,1
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ld hl, Coord
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ld hl, Coord
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call PlaceString ; Pokémon name
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call PlaceString ; Pokémon name
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ld hl, $6a95
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ld hl, $6a95
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call .unk_12a7e
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call .unk_12a7e
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ld d, h
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ld d, h
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ld e, l
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ld e, l
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FuncCoord 12,16
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FuncCoord 12,16
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ld hl, Coord
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ld hl, Coord
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call PlaceString ; OT
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call PlaceString ; OT
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FuncCoord 12,14
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FuncCoord 12,14
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ld hl, Coord
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ld hl, Coord
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ld de, $cfa4
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ld de, $cfa4
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ld bc, $8205 ; 5
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ld bc, $8205 ; 5
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call PrintNumber ; ID Number
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call PrintNumber ; ID Number
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ld d, $0
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ld d, $0
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call PrintStatsBox
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call PrintStatsBox
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call Delay3
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call Delay3
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call GBPalNormal
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call GBPalNormal
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ld hl, $c3a1
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ld hl, $c3a1
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call $1384 ; draw Pokémon picture
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call $1384 ; draw Pokémon picture
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ld a, [$cf91]
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ld a, [$cf91]
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call $13d0 ; play Pokémon cry
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call $13d0 ; play Pokémon cry
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call $3865 ; wait for button
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call $3865 ; wait for button
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pop af
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pop af
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ld [$ff00+$d7], a
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ld [$ff00+$d7], a
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ret
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ret
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.unk_12a7e ; 0x12a7e ; I don't know what this does, iterates over pointers?
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.unk_12a7e ; 0x12a7e ; I don't know what this does, iterates over pointers?
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ld a, [$cc49]
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ld a, [$cc49]
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add a
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add a
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@ -18578,22 +18578,22 @@ StatusScreen: ; 0x12953
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INCBIN "baserom.gbc",$12a95,$12aa5 - $12a95 ; This is some pointers..
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INCBIN "baserom.gbc",$12a95,$12aa5 - $12a95 ; This is some pointers..
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Type1Text: ; 0x12aa5
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Type1Text: ; 0x12aa5
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db "TYPE1/", $4e
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db "TYPE1/", $4e
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Type2Text: ;
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Type2Text: ;
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db "TYPE2/", $4e
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db "TYPE2/", $4e
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IDNoText:
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IDNoText:
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db $73, $74, "/", $4e
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db $73, $74, "/", $4e
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OTText:
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OTText:
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db "OT/", $4e, "@"
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db "OT/", $4e, "@"
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StatusText:
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StatusText:
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db "STATUS/@"
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db "STATUS/@"
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OKText: ; 0x12ac4
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OKText: ; 0x12ac4
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db "OK@"
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db "OK@"
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; Draws a line starting from hl high b and wide c
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; Draws a line starting from hl high b and wide c
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DrawLineBox ; 0x12ac7
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DrawLineBox ; 0x12ac7
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@ -18630,7 +18630,7 @@ PrintStatsBox: ; 12ae4
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ld bc, $0019 ; Number offset
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ld bc, $0019 ; Number offset
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jr .PrintStats ; 0x12af8 $10
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jr .PrintStats ; 0x12af8 $10
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.DifferentBox
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.DifferentBox
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FuncCoord 9,2
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FuncCoord 9,2
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ld hl, Coord
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ld hl, Coord
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ld b, $8
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ld b, $8
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ld c, $9
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ld c, $9
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@ -18663,10 +18663,10 @@ PrintStat
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ret
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ret
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StatsText:
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StatsText:
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db "ATTACK", $4e
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db "ATTACK", $4e
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db "DEFENSE", $4e
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db "DEFENSE", $4e
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db "SPEED", $4e
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db "SPEED", $4e
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db "SPECIAL", $50
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db "SPECIAL", $50
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StatusScreen2: ; 12b57
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StatusScreen2: ; 12b57
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ld a, [$ff00+$d7]
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ld a, [$ff00+$d7]
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@ -18771,7 +18771,7 @@ StatusScreen2: ; 12b57
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cp $4
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cp $4
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jr nz, .PrintPP ; 0x12c0f $b2
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jr nz, .PrintPP ; 0x12c0f $b2
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.PPDone
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.PPDone
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FuncCoord 9,3
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FuncCoord 9,3
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ld hl, Coord
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ld hl, Coord
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ld de, EXPPointsText
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ld de, EXPPointsText
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call PlaceString
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call PlaceString
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@ -18782,7 +18782,7 @@ StatusScreen2: ; 12b57
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inc a
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inc a
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ld [$cfb9], a ; Increase temporarily if not 100
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ld [$cfb9], a ; Increase temporarily if not 100
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.Level100
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.Level100
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FuncCoord 14,6
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FuncCoord 14,6
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ld hl, Coord
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ld hl, Coord
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ld [hl], $70 ; 1-tile "to"
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ld [hl], $70 ; 1-tile "to"
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inc hl
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inc hl
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@ -18854,10 +18854,10 @@ StatusScreen2: ; 12b57
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ret
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ret
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EXPPointsText:
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EXPPointsText:
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db "EXP POINTS", $4e
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db "EXP POINTS", $4e
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LevelUpText:
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LevelUpText:
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db "LEVEL UP", $50
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db "LEVEL UP", $50
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INCBIN "baserom.gbc",$12cc3,$12cd2 - $12cc3
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INCBIN "baserom.gbc",$12cc3,$12cd2 - $12cc3
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@ -66731,10 +66731,10 @@ DecrementPP: ; 0x68000
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ld a, [de]
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ld a, [de]
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cp a, STRUGGLE
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cp a, STRUGGLE
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ret z ; if the pokemon is using "struggle", there's nothing to do
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ret z ; if the pokemon is using "struggle", there's nothing to do
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; we don't decrement PP for "struggle"
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; we don't decrement PP for "struggle"
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ld hl, W_PLAYERBATTSTATUS1
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ld hl, W_PLAYERBATTSTATUS1
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ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the
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ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the
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; W_PLAYERBATTSTATUS2 status flags later
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; W_PLAYERBATTSTATUS2 status flags later
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and a, 7 ; check to see if bits 0, 1, or 2 are set
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and a, 7 ; check to see if bits 0, 1, or 2 are set
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ret nz ; if any of these statuses are true, don't decrement PP
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ret nz ; if any of these statuses are true, don't decrement PP
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bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2
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bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2
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@ -66745,14 +66745,14 @@ DecrementPP: ; 0x68000
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ld a, [$D064] ; load pokemon status bits?
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ld a, [$D064] ; load pokemon status bits?
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bit 3, a ; XXX transform status?
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bit 3, a ; XXX transform status?
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ret nz ; If it is, return. Pokemon Red stores the "current pokemon's" PP
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ret nz ; If it is, return. Pokemon Red stores the "current pokemon's" PP
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; separately from the "Pokemon in your party's" PP. This is
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; separately from the "Pokemon in your party's" PP. This is
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; duplication -- in all cases *other* than Pokemon with Transform.
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; duplication -- in all cases *other* than Pokemon with Transform.
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; Normally, this means we have to go on and make the same
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; Normally, this means we have to go on and make the same
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; modification to the "party's pokemon" PP that we made to the
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; modification to the "party's pokemon" PP that we made to the
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; "current pokemon's" PP. But, if we're dealing with a Transformed
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; "current pokemon's" PP. But, if we're dealing with a Transformed
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; Pokemon, it has separate PP for the move set that it copied from
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; Pokemon, it has separate PP for the move set that it copied from
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; its opponent, which is *not* the same as its real PP as part of your
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; its opponent, which is *not* the same as its real PP as part of your
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; party. So we return, and don't do that part.
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; party. So we return, and don't do that part.
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ld hl, $D188 ; PP of first move (in party)
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ld hl, $D188 ; PP of first move (in party)
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ld a, [$CC2F] ; which mon in party is active
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ld a, [$CC2F] ; which mon in party is active
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@ -66763,7 +66763,7 @@ DecrementPP: ; 0x68000
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ld c, a
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ld c, a
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ld b, 0
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ld b, 0
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add hl ,bc ; calculate the address in memory of the PP we need to decrement
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add hl ,bc ; calculate the address in memory of the PP we need to decrement
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; based on the move chosen.
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; based on the move chosen.
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dec [hl] ; Decrement PP
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dec [hl] ; Decrement PP
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ret
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ret
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; 0x6802f
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; 0x6802f
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@ -68066,9 +68066,11 @@ TheEndGfx: ; 473E
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INCBIN "baserom.gbc",$747de,$74872 - $747de
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INCBIN "baserom.gbc",$747de,$74872 - $747de
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Unnamed_ASM_74872: ; 0x74872
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Unnamed_ASM_74872: ; 0x74872
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; code similar to this appears in a lot of banks; this particular
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; code similar to this appears in a lot of banks; this particular
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call $20EF ; one is called after you beat the Rocket that gives you TM28 DIG
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; one is called after you beat the Rocket that gives you TM28 DIG.
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ld a, $07 ; the screen then fades out, he disappears, and fades back in
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; the screen then fades out, he disappears, and fades back in
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call $20EF
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ld a, $07
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ld [$CC4D], a
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ld [$CC4D], a
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ld a, $15
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ld a, $15
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call $3E6D
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call $3E6D
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