mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-07 16:15:23 +13:00
Rename map files, labels, and constants to be consistent and work with Polished Map
This commit is contained in:
parent
90430e6dee
commit
c779602459
1398 changed files with 6631 additions and 6166 deletions
450
scripts/RocketHideoutB2F.asm
Executable file
450
scripts/RocketHideoutB2F.asm
Executable file
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@ -0,0 +1,450 @@
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RocketHideoutB2F_Script:
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call EnableAutoTextBoxDrawing
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ld hl, RocketHideout2TrainerHeader0
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ld de, RocketHideoutB2F_ScriptPointers
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ld a, [wRocketHideoutB2FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wRocketHideoutB2FCurScript], a
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ret
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RocketHideoutB2F_ScriptPointers:
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dw RocketHideout2Script0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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dw RocketHideout2Script3
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RocketHideout2Script0:
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ld a, [wYCoord]
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ld b, a
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ld a, [wXCoord]
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ld c, a
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ld hl, RocketHideout2ArrowTilePlayerMovement
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call DecodeArrowMovementRLE
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cp $ff
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jp z, CheckFightingMapTrainers
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ld hl, wd736
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set 7, [hl]
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call StartSimulatingJoypadStates
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ld a, SFX_ARROW_TILES
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call PlaySound
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ld a, $ff
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ld [wJoyIgnore], a
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ld a, $3
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ld [wCurMapScript], a
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ret
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;format:
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;db y,x
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;dw pointer to movement
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RocketHideout2ArrowTilePlayerMovement:
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db $9,$4
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dw RocketHideout2ArrowMovement1
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db $b,$4
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dw RocketHideout2ArrowMovement2
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db $f,$4
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dw RocketHideout2ArrowMovement3
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db $10,$4
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dw RocketHideout2ArrowMovement4
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db $13,$4
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dw RocketHideout2ArrowMovement1
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db $16,$4
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dw RocketHideout2ArrowMovement5
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db $e,$5
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dw RocketHideout2ArrowMovement6
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db $16,$6
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dw RocketHideout2ArrowMovement7
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db $18,$6
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dw RocketHideout2ArrowMovement8
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db $9,$8
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dw RocketHideout2ArrowMovement9
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db $c,$8
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dw RocketHideout2ArrowMovement10
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db $f,$8
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dw RocketHideout2ArrowMovement8
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db $13,$8
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dw RocketHideout2ArrowMovement9
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db $17,$8
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dw RocketHideout2ArrowMovement11
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db $e,$9
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dw RocketHideout2ArrowMovement12
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db $16,$9
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dw RocketHideout2ArrowMovement12
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db $9,$a
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dw RocketHideout2ArrowMovement13
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db $a,$a
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dw RocketHideout2ArrowMovement14
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db $f,$a
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dw RocketHideout2ArrowMovement15
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db $11,$a
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dw RocketHideout2ArrowMovement16
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db $13,$a
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dw RocketHideout2ArrowMovement17
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db $19,$a
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dw RocketHideout2ArrowMovement2
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db $e,$b
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dw RocketHideout2ArrowMovement18
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db $10,$b
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dw RocketHideout2ArrowMovement19
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db $12,$b
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dw RocketHideout2ArrowMovement12
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db $9,$c
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dw RocketHideout2ArrowMovement20
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db $b,$c
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dw RocketHideout2ArrowMovement21
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db $d,$c
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dw RocketHideout2ArrowMovement22
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db $11,$c
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dw RocketHideout2ArrowMovement23
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db $a,$d
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dw RocketHideout2ArrowMovement24
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db $c,$d
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dw RocketHideout2ArrowMovement25
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db $10,$d
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dw RocketHideout2ArrowMovement26
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db $12,$d
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dw RocketHideout2ArrowMovement27
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db $13,$d
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dw RocketHideout2ArrowMovement28
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db $16,$d
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dw RocketHideout2ArrowMovement29
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db $17,$d
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dw RocketHideout2ArrowMovement30
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db $11,$e
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dw RocketHideout2ArrowMovement31
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db $10,$f
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dw RocketHideout2ArrowMovement12
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db $e,$10
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dw RocketHideout2ArrowMovement32
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db $10,$10
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dw RocketHideout2ArrowMovement33
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db $12,$10
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dw RocketHideout2ArrowMovement34
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db $a,$11
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dw RocketHideout2ArrowMovement35
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db $b,$11
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dw RocketHideout2ArrowMovement36
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db $FF
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;format: direction, count
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;each list is read starting from the $FF and working backwards
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RocketHideout2ArrowMovement1:
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db D_LEFT,$02
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db $FF
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RocketHideout2ArrowMovement2:
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db D_RIGHT,$04
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db $FF
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RocketHideout2ArrowMovement3:
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db D_UP,$04
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db D_RIGHT,$04
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db $FF
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RocketHideout2ArrowMovement4:
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db D_UP,$04
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db D_RIGHT,$04
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db D_UP,$01
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db $FF
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RocketHideout2ArrowMovement5:
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db D_LEFT,$02
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db D_UP,$03
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db $FF
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RocketHideout2ArrowMovement6:
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db D_DOWN,$02
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db D_RIGHT,$04
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db $FF
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RocketHideout2ArrowMovement7:
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db D_UP,$02
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db $FF
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RocketHideout2ArrowMovement8:
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db D_UP,$04
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db $FF
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RocketHideout2ArrowMovement9:
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db D_LEFT,$06
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db $FF
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RocketHideout2ArrowMovement10:
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db D_UP,$01
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db $FF
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RocketHideout2ArrowMovement11:
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db D_LEFT,$06
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db D_UP,$04
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db $FF
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RocketHideout2ArrowMovement12:
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db D_DOWN,$02
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db $FF
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RocketHideout2ArrowMovement13:
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db D_LEFT,$08
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db $FF
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RocketHideout2ArrowMovement14:
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db D_LEFT,$08
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db D_UP,$01
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db $FF
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RocketHideout2ArrowMovement15:
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db D_LEFT,$08
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db D_UP,$06
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db $FF
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RocketHideout2ArrowMovement16:
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db D_UP,$02
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db D_RIGHT,$04
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db $FF
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RocketHideout2ArrowMovement17:
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db D_UP,$02
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db D_RIGHT,$04
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db D_UP,$02
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db $FF
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RocketHideout2ArrowMovement18:
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db D_DOWN,$02
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db D_RIGHT,$04
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db D_DOWN,$02
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db $FF
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RocketHideout2ArrowMovement19:
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db D_DOWN,$02
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db D_RIGHT,$04
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db $FF
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RocketHideout2ArrowMovement20:
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db D_LEFT,$0A
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db $FF
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RocketHideout2ArrowMovement21:
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db D_LEFT,$0A
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db D_UP,$02
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db $FF
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RocketHideout2ArrowMovement22:
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db D_LEFT,$0A
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db D_UP,$04
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db $FF
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RocketHideout2ArrowMovement23:
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db D_UP,$02
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db D_RIGHT,$02
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db $FF
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RocketHideout2ArrowMovement24:
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db D_RIGHT,$01
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db D_DOWN,$02
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db $FF
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RocketHideout2ArrowMovement25:
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db D_RIGHT,$01
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db $FF
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RocketHideout2ArrowMovement26:
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db D_DOWN,$02
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db D_RIGHT,$02
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db $FF
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RocketHideout2ArrowMovement27:
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db D_DOWN,$02
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db D_LEFT,$02
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db $FF
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RocketHideout2ArrowMovement28:
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db D_UP,$02
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db D_RIGHT,$04
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db D_UP,$02
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db D_LEFT,$03
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db $FF
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RocketHideout2ArrowMovement29:
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db D_DOWN,$02
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db D_LEFT,$04
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db $FF
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RocketHideout2ArrowMovement30:
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db D_LEFT,$06
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db D_UP,$04
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db D_LEFT,$05
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db $FF
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RocketHideout2ArrowMovement31:
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db D_UP,$02
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db $FF
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RocketHideout2ArrowMovement32:
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db D_UP,$01
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db $FF
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RocketHideout2ArrowMovement33:
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db D_UP,$03
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db $FF
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RocketHideout2ArrowMovement34:
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db D_UP,$05
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db $FF
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RocketHideout2ArrowMovement35:
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db D_RIGHT,$01
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db D_DOWN,$02
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db D_LEFT,$04
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db $FF
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RocketHideout2ArrowMovement36:
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db D_LEFT,$0A
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db D_UP,$02
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db D_LEFT,$05
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db $FF
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RocketHideout2Script3:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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jr nz, LoadSpinnerArrowTiles
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xor a
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ld [wJoyIgnore], a
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ld hl, wd736
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res 7, [hl]
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ld a, $0
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ld [wCurMapScript], a
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ret
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LoadSpinnerArrowTiles:
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ld a, [wSpriteStateData1 + 2]
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srl a
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srl a
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ld hl, SpinnerPlayerFacingDirections
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ld c, a
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ld b, $0
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add hl, bc
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ld a, [hl]
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ld [wSpriteStateData1 + 2], a
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ld a, [wCurMapTileset]
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cp FACILITY
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ld hl, FacilitySpinnerArrows
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jr z, .asm_44ff6
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ld hl, GymSpinnerArrows
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.asm_44ff6
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ld a, [wSimulatedJoypadStatesIndex]
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bit 0, a
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jr nz, .asm_45001
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ld de, $18
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add hl, de
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.asm_45001
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ld a, $4
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ld bc, $0
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.asm_45006
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push af
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push hl
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push bc
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add hl, bc
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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ld a, [hli]
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ld c, a
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ld a, [hli]
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ld b, a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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call CopyVideoData
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pop bc
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ld a, $6
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add c
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ld c, a
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pop hl
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pop af
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dec a
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jr nz, .asm_45006
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ret
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spinner: MACRO
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; \1: source
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; \2: offset (BANK() chokes on literals)
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; \3: length
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; \4: dest
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dw \1 + \2
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db \3, BANK(\1)
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dw \4
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ENDM
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FacilitySpinnerArrows:
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FACILITY_SPINNER EQU $20 * $10
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vFacilitySpinner EQU vTileset + FACILITY_SPINNER
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spinner SpinnerArrowAnimTiles, $00, 1, vFacilitySpinner
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spinner SpinnerArrowAnimTiles, $10, 1, vFacilitySpinner + $10
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spinner SpinnerArrowAnimTiles, $20, 1, vFacilitySpinner + $100
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spinner SpinnerArrowAnimTiles, $30, 1, vFacilitySpinner + $110
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spinner Facility_GFX, FACILITY_SPINNER + $000, 1, vFacilitySpinner
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spinner Facility_GFX, FACILITY_SPINNER + $010, 1, vFacilitySpinner + $10
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spinner Facility_GFX, FACILITY_SPINNER + $100, 1, vFacilitySpinner + $100
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spinner Facility_GFX, FACILITY_SPINNER + $110, 1, vFacilitySpinner + $110
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GymSpinnerArrows:
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GYM_SPINNER EQU $3c * $10
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vGymSpinner EQU vTileset + GYM_SPINNER
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spinner SpinnerArrowAnimTiles, $10, 1, vGymSpinner
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spinner SpinnerArrowAnimTiles, $30, 1, vGymSpinner + $10
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spinner SpinnerArrowAnimTiles, $00, 1, vGymSpinner + $100
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spinner SpinnerArrowAnimTiles, $20, 1, vGymSpinner + $110
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spinner Gym_GFX, GYM_SPINNER + $000, 1, vGymSpinner
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spinner Gym_GFX, GYM_SPINNER + $010, 1, vGymSpinner + $10
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spinner Gym_GFX, GYM_SPINNER + $100, 1, vGymSpinner + $100
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spinner Gym_GFX, GYM_SPINNER + $110, 1, vGymSpinner + $110
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SpinnerPlayerFacingDirections:
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; This isn't the order of the facing directions. Rather, it's a list of
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; the facing directions that come next. For example, when the player is
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; facing down (00), the next facing direction is left (08).
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db $08 ; down -> left
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db $0C ; up -> right
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db $04 ; left -> up
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db $00 ; right -> down
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; these tiles are the animation for the tiles that push the player in dungeons like Rocket HQ
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SpinnerArrowAnimTiles:
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INCBIN "gfx/spinner_arrow.2bpp"
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RocketHideoutB2F_TextPointers:
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dw RocketHideout2Text1
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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dw PickUpItemText
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RocketHideout2TrainerHeader0:
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dbEventFlagBit EVENT_BEAT_ROCKET_HIDEOUT_2_TRAINER_0
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db ($4 << 4) ; trainer's view range
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dwEventFlagAddress EVENT_BEAT_ROCKET_HIDEOUT_2_TRAINER_0
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dw RocketHideout2BattleText2 ; TextBeforeBattle
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dw RocketHideout2AfterBattleTxt2 ; TextAfterBattle
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dw RocketHideout2EndBattleText2 ; TextEndBattle
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dw RocketHideout2EndBattleText2 ; TextEndBattle
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db $ff
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RocketHideout2Text1:
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TX_ASM
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ld hl, RocketHideout2TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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RocketHideout2BattleText2:
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TX_FAR _RocketHideout2BattleText2
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db "@"
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RocketHideout2EndBattleText2:
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TX_FAR _RocketHideout2EndBattleText2
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db "@"
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RocketHideout2AfterBattleTxt2:
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TX_FAR _RocketHideout2AfterBattleTxt2
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db "@"
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