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https://github.com/thornAvery/kep-hack.git
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more movement stuff
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7b676f5851
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9 changed files with 192 additions and 137 deletions
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@ -188,7 +188,7 @@ UpdateNPCSprite: ; 4ed1 (1:4ed1)
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call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
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jr .determineDirection
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.randomMovement
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call getTileSpriteStandsOn
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call GetTileSpriteStandsOn
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call Random
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.determineDirection
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ld b, a
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@ -504,7 +504,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
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.skipXVisibilityTest
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; make the sprite invisible if a text box is in front of it
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; $5F is the maximum number for map tiles
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call getTileSpriteStandsOn
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call GetTileSpriteStandsOn
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ld d, $60
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ld a, [hli]
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cp d
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@ -685,7 +685,7 @@ CanWalkOntoTile: ; 516e (1:516e)
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; calculates the tile pointer pointing to the tile the current sprite stancs on
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; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
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; hl: output pointer
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getTileSpriteStandsOn: ; 5207 (1:5207)
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GetTileSpriteStandsOn: ; 5207 (1:5207)
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ld h, $c1
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ld a, [H_CURRENTSPRITEOFFSET]
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add $4
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@ -724,6 +724,10 @@ LoadDEPlusA: ; 522f (1:522f)
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ret
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DoScriptedNPCMovement: ; 5236 (1:5236)
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; This is an alternative method of scripting an NPC's movement and is only used
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; a few times in the game. It is used when the NPC and player must walk together
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; in sync, such as when the player is following the NPC somewhere. An NPC can't
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; be moved in sync with the player using the other method.
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ld a, [wd730]
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bit 7, a
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ret z
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@ -740,28 +744,28 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
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.noCarry
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ld a, [hl]
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; check if moving up
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cp $40
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cp NPC_MOVEMENT_UP
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jr nz, .checkIfMovingDown
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call GetSpriteScreenYPointer
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ld c, SPRITE_FACING_UP
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ld a, -2
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jr .move
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.checkIfMovingDown
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cp $0
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cp NPC_MOVEMENT_DOWN
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jr nz, .checkIfMovingLeft
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call GetSpriteScreenYPointer
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ld c, SPRITE_FACING_DOWN
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ld a, 2
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jr .move
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.checkIfMovingLeft
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cp $80
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cp NPC_MOVEMENT_LEFT
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jr nz, .checkIfMovingRight
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call GetSpriteScreenXPointer
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ld c, SPRITE_FACING_LEFT
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ld a, -2
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jr .move
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.checkIfMovingRight
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cp $c0
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cp NPC_MOVEMENT_RIGHT
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jr nz, .noMatch
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call GetSpriteScreenXPointer
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ld c, SPRITE_FACING_RIGHT
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@ -781,11 +785,11 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
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ld a, c
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ld [hl], a ; facing direction
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call AnimScriptedNPCMovement
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ld hl, wcf18
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ld hl, wScriptedNPCWalkCounter
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dec [hl]
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ret nz
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ld a, $8
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ld [wcf18], a
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ld a, 8
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ld [wScriptedNPCWalkCounter], a
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ld hl, wNPCMovementDirections2Index
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inc [hl]
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ret
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@ -793,8 +797,8 @@ DoScriptedNPCMovement: ; 5236 (1:5236)
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InitScriptedNPCMovement: ; 52a6 (1:52a6)
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xor a
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ld [wNPCMovementDirections2Index], a
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ld a, $8
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ld [wcf18], a
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ld a, 8
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ld [wScriptedNPCWalkCounter], a
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jp AnimScriptedNPCMovement
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GetSpriteScreenYPointer: ; 52b2 (1:52b2)
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@ -44,22 +44,25 @@ _EndNPCMovementScript: ; 1a41d (6:641d)
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ld [wSimulatedJoypadStatesEnd], a
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ret
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ProfOakMovementScriptPointerTable: ; 1a442 (6:6442)
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dw Func_1a44c
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dw Func_1a485
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dw Func_1a4a1
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dw Func_1a4a6
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dw Func_1a4f4
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PalletMovementScriptPointerTable: ; 1a442 (6:6442)
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dw PalletMovementScript_OakMoveLeft
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dw PalletMovementScript_PlayerMoveLeft
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dw PalletMovementScript_WaitAndWalkToLab
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dw PalletMovementScript_WalkToLab
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dw PalletMovementScript_Done
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Func_1a44c: ; 1a44c (6:644c)
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PalletMovementScript_OakMoveLeft: ; 1a44c (6:644c)
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ld a, [W_XCOORD]
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sub $a
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ld [wcca1], a
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jr z, .asm_1a475
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ld b, $0
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ld [wNumStepsToTake], a
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jr z, .playerOnLeftTile
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; The player is on the right tile of the northern path out of Pallet Town and
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; Prof. Oak is below.
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; Make Prof. Oak step to the left.
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ld b, 0
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ld c, a
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ld hl, wNPCMovementDirections2
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ld a, $80
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ld a, NPC_MOVEMENT_LEFT
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call FillMemory
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ld [hl], $ff
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ld a, [wSpriteIndex]
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@ -68,36 +71,39 @@ Func_1a44c: ; 1a44c (6:644c)
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call MoveSprite
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ld a, $1
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ld [wNPCMovementScriptFunctionNum], a
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jr .asm_1a47a
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.asm_1a475
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jr .done
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; The player is on the left tile of the northern path out of Pallet Town and
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; Prof. Oak is below.
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; Prof. Oak is already on the right tile.
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.playerOnLeftTile
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ld a, $3
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ld [wNPCMovementScriptFunctionNum], a
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.asm_1a47a
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.done
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ld hl, W_FLAGS_D733
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set 1, [hl]
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ld a, $fc
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ld [wJoyIgnore], a
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ret
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Func_1a485: ; 1a485 (6:6485)
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PalletMovementScript_PlayerMoveLeft: ; 1a485 (6:6485)
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ld a, [wd730]
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bit 0, a
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ret nz
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ld a, [wcca1]
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bit 0, a ; is an NPC being moved by a script?
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ret nz ; return if Oak is still moving
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ld a, [wNumStepsToTake]
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ld [wSimulatedJoypadStatesIndex], a
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ld [$ff95], a
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ld [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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ld [wNPCMovementScriptFunctionNum], a
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ret
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Func_1a4a1: ; 1a4a1 (6:64a1)
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PalletMovementScript_WaitAndWalkToLab: ; 1a4a1 (6:64a1)
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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and a ; is the player done moving left yet?
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ret nz
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Func_1a4a6: ; 1a4a6 (6:64a6)
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PalletMovementScript_WalkToLab: ; 1a4a6 (6:64a6)
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xor a
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ld [wOverrideSimulatedJoypadStatesMask], a
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ld a, [wSpriteIndex]
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@ -122,12 +128,12 @@ Func_1a4a6: ; 1a4a6 (6:64a6)
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ret
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RLEList_ProfOakWalkToLab: ; 1a4dc (6:64dc)
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db $00, $05
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db $80, $01
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db $00, $05
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db $C0, $03
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db $40, $01
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db $E0, $01
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db NPC_MOVEMENT_DOWN, $05
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db NPC_MOVEMENT_LEFT, $01
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db NPC_MOVEMENT_DOWN, $05
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db NPC_MOVEMENT_RIGHT, $03
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db NPC_MOVEMENT_UP, $01
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db $E0, $01 ; stand still
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db $FF
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RLEList_PlayerWalkToLab: ; 1a4e9 (6:64e9)
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@ -138,7 +144,7 @@ RLEList_PlayerWalkToLab: ; 1a4e9 (6:64e9)
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db D_DOWN, $06
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db $FF
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Func_1a4f4: ; 1a4f4 (6:64f4)
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PalletMovementScript_Done: ; 1a4f4 (6:64f4)
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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ret nz
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@ -152,10 +158,10 @@ Func_1a4f4: ; 1a4f4 (6:64f4)
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jp EndNPCMovementScript
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PewterMuseumGuyMovementScriptPointerTable: ; 1a510 (6:6510)
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dw Func_1a514
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dw PewterMovementScriptDone
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dw PewterMovementScript_WalkToMuseum
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dw PewterMovementScript_Done
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Func_1a514: ; 1a514 (6:6514)
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PewterMovementScript_WalkToMuseum: ; 1a514 (6:6514)
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ld a, BANK(Music_MuseumGuy)
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ld [wc0ef], a
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ld [wc0f0], a
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@ -191,13 +197,13 @@ RLEList_PewterMuseumPlayer: ; 1a559 (6:6559)
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db $FF
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RLEList_PewterMuseumGuy: ; 1a562 (6:6562)
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db $40, $06
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db $80, $0D
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db $40, $03
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db $80, $01
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db NPC_MOVEMENT_UP, $06
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db NPC_MOVEMENT_LEFT, $0D
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db NPC_MOVEMENT_UP, $03
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db NPC_MOVEMENT_LEFT, $01
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db $FF
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PewterMovementScriptDone: ; 1a56b (6:656b)
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PewterMovementScript_Done: ; 1a56b (6:656b)
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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ret nz
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@ -208,10 +214,10 @@ PewterMovementScriptDone: ; 1a56b (6:656b)
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jp EndNPCMovementScript
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PewterGymGuyMovementScriptPointerTable: ; 1a57d (6:657d)
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dw Func_1a581
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dw PewterMovementScriptDone
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dw PewterMovementScript_WalkToGym
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dw PewterMovementScript_Done
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Func_1a581: ; 1a581 (6:6581)
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PewterMovementScript_WalkToGym: ; 1a581 (6:6581)
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ld a, BANK(Music_MuseumGuy)
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ld [wc0ef], a
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ld [wc0f0], a
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@ -252,12 +258,12 @@ RLEList_PewterGymPlayer: ; 1a5cd (6:65cd)
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db $FF
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RLEList_PewterGymGuy: ; 1a5da (6:65da)
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db $00, $02
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db $80, $0F
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db $40, $05
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db $80, $0B
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db $00, $05
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db $C0, $03
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db NPC_MOVEMENT_DOWN, $02
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db NPC_MOVEMENT_LEFT, $0F
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db NPC_MOVEMENT_UP, $05
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db NPC_MOVEMENT_LEFT, $0B
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db NPC_MOVEMENT_DOWN, $05
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db NPC_MOVEMENT_RIGHT, $03
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db $FF
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FreezeEnemyTrainerSprite: ; 1a5e7 (6:65e7)
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@ -16,10 +16,10 @@ PrepareOAMData:
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ld [hOAMBufferOffset], a
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.spriteLoop
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ld [hSpriteDataOffset2], a
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ld [hSpriteOffset2], a
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ld d, wSpriteStateData1 / $100
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ld a, [hSpriteDataOffset2]
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ld a, [hSpriteOffset2]
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ld e, a
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ld a, [de] ; c1x0
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and a
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@ -139,7 +139,7 @@ PrepareOAMData:
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ld [hOAMBufferOffset], a
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.nextSprite
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ld a, [hSpriteDataOffset2]
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ld a, [hSpriteOffset2]
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add $10
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cp $100 % $100
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jp nz, .spriteLoop
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