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https://github.com/thornAvery/kep-hack.git
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wOAMBuffer -> wShadowOAM (#370)
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parent
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commit
cc46b0e510
29 changed files with 105 additions and 105 deletions
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@ -158,7 +158,7 @@ AnimateIntroNidorino:
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jr AnimateIntroNidorino
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UpdateIntroNidorinoOAM:
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld a, [wIntroNidorinoBaseTile]
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ld d, a
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.loop
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@ -177,7 +177,7 @@ UpdateIntroNidorinoOAM:
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ret
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InitIntroNidorinoOAM:
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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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.loop
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push bc
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@ -16,11 +16,11 @@ LoadShootingStarGraphics:
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lb bc, BANK(FallingStar), (FallingStarEnd - FallingStar) / $10
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call CopyVideoData
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ld hl, GameFreakLogoOAMData
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ld de, wOAMBuffer + $60
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ld de, wShadowOAMSprite24
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ld bc, GameFreakLogoOAMDataEnd - GameFreakLogoOAMData
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call CopyData
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ld hl, GameFreakShootingStarOAMData
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ld de, wOAMBuffer
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ld de, wShadowOAM
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ld bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData
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jp CopyData
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@ -30,7 +30,7 @@ AnimateShootingStar:
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call PlaySound
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; Move the big star down and left across the screen.
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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lb bc, $a0, $4
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.bigStarLoop
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push hl
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@ -60,7 +60,7 @@ AnimateShootingStar:
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jr nz, .bigStarLoop
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; Clear big star OAM.
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld c, 4
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ld de, 4
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.clearOAMLoop
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@ -83,7 +83,7 @@ AnimateShootingStar:
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; Copy 24 instances of the small stars OAM data.
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; Note that their coordinates put them off-screen.
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ld de, wOAMBuffer
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ld de, wShadowOAM
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ld a, 24
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.initSmallStarsOAMLoop
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push af
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@ -106,7 +106,7 @@ AnimateShootingStar:
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ld d, a
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push bc
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push hl
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ld hl, wOAMBuffer + $50
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ld hl, wShadowOAMSprite20
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ld c, 4
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.smallStarsInnerLoop ; introduce new wave of 4 small stars OAM entries
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ld a, [de]
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@ -131,8 +131,8 @@ AnimateShootingStar:
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push af
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; shift the existing OAM entries down to make room for the next wave
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ld hl, wOAMBuffer + $10
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ld de, wOAMBuffer
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ld hl, wShadowOAMSprite04
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ld de, wShadowOAM
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ld bc, $50
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call CopyData
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@ -186,7 +186,7 @@ SmallStarsEmptyWave:
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MoveDownSmallStars:
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ld b, 8
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.loop
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ld hl, wOAMBuffer + $5c
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ld hl, wShadowOAMSprite23
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ld a, [wMoveDownSmallStarsOAMCount]
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ld de, -4
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ld c, a
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@ -93,7 +93,7 @@ DisplayTitleScreen:
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call DrawPlayerCharacter
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; put a pokeball in the player's hand
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ld hl, wOAMBuffer + $28
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ld hl, wShadowOAMSprite10
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ld a, $74
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ld [hl], a
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@ -322,7 +322,7 @@ DrawPlayerCharacter:
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call ClearSprites
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xor a
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ld [wPlayerCharacterOAMTile], a
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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lb de, $60, $5a
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ld b, 7
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.loop
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@ -115,6 +115,6 @@ GetTitleBallY:
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pop de
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and a
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ret z
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ld [wOAMBuffer + $28], a
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ld [wShadowOAMSprite10YCoord], a
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inc e
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ret
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@ -315,7 +315,7 @@ Trade_AnimateBallEnteringLinkCable:
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xor $1
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ld [wLinkCableAnimBulgeToggle], a
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add $7e
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ld hl, wOAMBuffer + $02
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ld hl, wShadowOAMSprite00TileID
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ld de, 4
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ld c, e
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.cycleLinkCableBulgeTile
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@ -599,7 +599,7 @@ Trade_AnimCircledMon:
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ldh a, [rBGP]
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xor $3c ; make link cable flash
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ldh [rBGP], a
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ld hl, wOAMBuffer + $02
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ld hl, wShadowOAMSprite00TileID
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ld de, $4
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ld c, $14
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.loop
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@ -619,7 +619,7 @@ Trade_WriteCircledMonOAM:
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call Trade_WriteCircleOAM
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Trade_AddOffsetsToOAMCoords:
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld c, $14
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.loop
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ld a, [wBaseCoordY]
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