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https://github.com/thornAvery/kep-hack.git
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Fill out the dictionary some more.
hg-commit-id: 0b2352698d90
This commit is contained in:
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134
pokered.asm
134
pokered.asm
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@ -476,7 +476,7 @@ NPlaceChar:
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PlaceString: ; 1955
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push hl
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.Start\@
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PlaceNextChar: ; 1956
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ld a,[de]
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; $50 ends a string
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@ -543,17 +543,17 @@ PlaceString: ; 1955
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cp $58
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jp z,$1A95
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cp $4A
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jp z,$1A29
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jp z,Char4A
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cp $5F
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jp z,$1A91
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jp z,Char5F
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cp $59
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jp z,$1A2F
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jp z,Char59
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cp $5A
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jp z,$1A35
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jp z,Char5A
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ld [hli],a
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call $38D3
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inc de
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jp .Start\@
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jp PlaceNextChar
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Char00:
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ld b,h
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@ -572,51 +572,131 @@ Char00Text: ; “%d ERROR.”
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Char52: ; player’s name
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push de
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ld de,$D158
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jr Next
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jr FinishDTE
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Char53: ; rival’s name
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push de
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ld de,$D34A
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jr Next
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jr FinishDTE
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Char5D: ; TRAINER
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push de
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ld de,$1A58
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jr Next
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ld de,Char5DText
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jr FinishDTE
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Char5C: ; TM
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push de
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ld de,$1A55
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jr Next
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ld de,Char5CText
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jr FinishDTE
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Char5B: ; PC
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push de
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ld de,$1A60
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jr Next
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ld de,Char5BText
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jr FinishDTE
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Char5E: ; ROCKET
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push de
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ld de,$1A63
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jr Next
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ld de,Char5EText
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jr FinishDTE
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Char54: ; POKé
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push de
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ld de,$1A6A
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jr Next
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ld de,Char54Text
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jr FinishDTE
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Char56: ; XXX
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Char56: ; ……
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push de
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ld de,$1A6F
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jr Next
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ld de,Char56Text
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jr FinishDTE
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Char4A: ; XXX
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Char4A: ; PKMN
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push de
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ld de,$1A79
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jr Next
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ld de,Char4AText
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jr FinishDTE
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INCBIN "baserom.gbc",$1A2F,$1A4B - $1A2F
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Next:
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INCBIN "baserom.gbc",$1A4B,$20AF - $1A4B
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Char59:
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; depending on whose turn it is, print
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; player active monster’s name
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; or
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; enemy active monster’s name, prefixed with “Enemy ”
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; (XXX what is the purpose of this vs. Char5A)
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ld a,[$FFF3]
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xor 1
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jr MonsterNameCharsCommon
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Char5A:
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; depending on whose turn it is, print
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; player active monster’s name
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; or
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; enemy active monster’s name, prefixed with “Enemy ”
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ld a,[$FFF3]
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MonsterNameCharsCommon:
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push de
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and a
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jr nz,.Enemy\@
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ld de,$D009 ; player active monster name
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jr FinishDTE
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.Enemy\@ ; 1A40
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; print “Enemy ”
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ld de,Char5AText
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call PlaceString
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ld h,b
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ld l,c
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ld de,$CFDA ; enemy active monster name
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FinishDTE:
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call PlaceString
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ld h,b
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ld l,c
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pop de
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inc de
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jp PlaceNextChar
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Char5CText:
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db $93,$8C,$50 ; TM
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Char5DText:
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db $93,$91,$80,$88,$8D,$84,$91,$50 ; TRAINER
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Char5BText:
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db $8F,$82,$50 ; PC
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Char5EText:
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db $91,$8E,$82,$8A,$84,$93,$50 ; ROCKET
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Char54Text:
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db $8F,$8E,$8A,$BA,$50 ; POKé
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Char56Text:
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db $75,$75,$50 ; ……
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Char5AText:
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db $84,$AD,$A4,$AC,$B8,$7F,$50 ; “Enemy ”
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Char4AText:
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db $E1,$E2,$50 ; PKMN
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Char55:
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push de
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ld b,h
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ld c,l
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ld hl,Char55Text
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call $1B40
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ld h,b
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ld l,c
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pop de
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inc de
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jp PlaceNextChar
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Char55Text:
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; equivalent to Char4B
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db $17
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dw $66A3
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db $22
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db $50
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Char5F:
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ld [hl],$E8 ; .
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pop hl
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ret
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; 1A95
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INCBIN "baserom.gbc",$1A95,$20AF - $1A95
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DelayFrame: ; 20AF
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; delay for one frame
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