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https://github.com/thornAvery/kep-hack.git
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wOAMBuffer -> wShadowOAM (#370)
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b045ac4f16
commit
cc46b0e510
29 changed files with 105 additions and 105 deletions
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@ -147,7 +147,7 @@ DrawFrameBlock:
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jr z, .resetFrameBlockDestAddr
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call AnimationCleanOAM
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.resetFrameBlockDestAddr
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ld hl, wOAMBuffer ; OAM buffer
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ld hl, wShadowOAM
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ld a, l
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ld [wFBDestAddr + 1], a
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ld a, h
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@ -583,7 +583,7 @@ PlaySubanimation:
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call GetMoveSound
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call PlaySound
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.skipPlayingSound
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ld hl, wOAMBuffer ; base address of OAM buffer
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ld hl, wShadowOAM
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ld a, l
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ld [wFBDestAddr + 1], a
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ld a, h
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@ -855,7 +855,7 @@ TradeShakePokeball:
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; if it's the end of the animation, make the ball jump up
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ld de, BallMoveDistances1
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.loop
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ld hl, wOAMBuffer ; OAM buffer
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ld hl, wShadowOAM
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ld bc, 4
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.innerLoop
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ld a, [de]
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@ -885,7 +885,7 @@ BallMoveDistances1:
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TradeJumpPokeball:
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ld de, BallMoveDistances2
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.loop
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ld hl, wOAMBuffer ; OAM buffer
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ld hl, wShadowOAM
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ld bc, 4
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.innerLoop
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ld a, [de]
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@ -925,8 +925,8 @@ BallMoveDistances2:
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; this function copies the current musical note graphic
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; so that there are two musical notes flying towards the defending pokemon
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DoGrowlSpecialEffects:
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ld hl, wOAMBuffer ; OAM buffer
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ld de, wOAMBuffer + $10
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ld hl, wShadowOAM
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ld de, wShadowOAMSprite04
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ld bc, $10
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call CopyData ; copy the musical note graphic
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ld a, [wSubAnimCounter]
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@ -1136,7 +1136,7 @@ AnimationWaterDropletsEverywhere:
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ret
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_AnimationWaterDroplets:
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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.loop
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ld a, [wBaseCoordY]
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ld [hli], a ; Y
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@ -1264,7 +1264,7 @@ ShakeEnemyHUD_WritePlayerMonPicOAM:
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ld [wBaseCoordX], a
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ld a, $30
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ld [wBaseCoordY], a
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld d, 0
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ld c, 7
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.loop
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@ -1498,7 +1498,7 @@ AnimationSpiralBallsInward:
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.loop
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push hl
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ld c, 3
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ld de, wOAMBuffer
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ld de, wShadowOAM
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.innerLoop
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ld a, [hl]
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cp $ff
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@ -1637,7 +1637,7 @@ _AnimationShootBallsUpward:
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call LoadAnimationTileset
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pop bc
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ld d, $7a ; ball tile
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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push bc
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ld a, [wBaseCoordY]
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ld e, a
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@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
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ld [wNumShootingBalls], a
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.loop
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push bc
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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.innerLoop
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ld a, [wBaseCoordY]
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add 8
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@ -2080,7 +2080,7 @@ InitMultipleObjectsOAM:
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xor a
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ld e, a
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ld [wBaseCoordX], a
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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.loop
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call BattleAnimWriteOAMEntry
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dec c
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@ -2336,7 +2336,7 @@ AnimationFallingObjects:
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call InitMultipleObjectsOAM
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call FallingObjects_InitXCoords
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call FallingObjects_InitMovementData
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld [hl], 0
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.loop
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ld hl, wFallingObjectsMovementData
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@ -2363,7 +2363,7 @@ AnimationFallingObjects:
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dec c
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jr nz, .innerLoop
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call Delay3
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld a, [hl] ; Y
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cp 104 ; has the top falling object reached 104 yet?
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jr nz, .loop ; keep moving the falling objects down until it does
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@ -2372,7 +2372,7 @@ AnimationFallingObjects:
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FallingObjects_UpdateOAMEntry:
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; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
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; movement byte.
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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add hl, de
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ld a, [hl]
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inc a
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@ -2433,7 +2433,7 @@ FallingObjects_UpdateMovementByte:
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ret
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FallingObjects_InitXCoords:
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ld hl, wOAMBuffer + $01
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ld hl, wShadowOAMSprite00XCoord
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ld de, FallingObjects_InitialXCoords
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ld a, [wNumFallingObjects]
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ld c, a
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