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https://github.com/thornAvery/kep-hack.git
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Merge branch 'master' of https://github.com/YamaArashi/pokered
Conflicts: engine/town_map.asm
This commit is contained in:
commit
e25a7148d0
43 changed files with 1136 additions and 847 deletions
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@ -336,14 +336,14 @@ LoadAnimationTileset: ; 781d2 (1e:41d2)
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ld d,0
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add hl,de
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ld a,[hli]
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ld [wd07d],a ; number of tiles
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ld [wTempTilesetNumTiles],a ; number of tiles
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ld a,[hli]
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ld e,a
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ld a,[hl]
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ld d,a ; de = address of tileset
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ld hl,vSprites + $310
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ld b, BANK(AnimationTileset1) ; ROM bank
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ld a,[wd07d]
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ld a,[wTempTilesetNumTiles]
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ld c,a ; number of tiles
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jp CopyVideoData ; load tileset
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@ -835,9 +835,9 @@ DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
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; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
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.shakeScreen
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ld b,1
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predef Func_48125 ; shake horizontally
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predef PredefShakeScreenHorizontally ; shake horizontally
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ld b,1
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predef_jump Func_480ff ; shake vertically
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predef_jump PredefShakeScreenVertically ; shake vertically
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FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
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ld a,[W_SUBANIMCOUNTER]
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@ -1225,14 +1225,14 @@ SetAnimationBGPalette: ; 791fc (1e:51fc)
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ld b, $5
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AnimationShakeScreenVertically: ; 79209 (1e:5209)
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predef_jump Func_480ff
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predef_jump PredefShakeScreenVertically
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AnimationShakeScreen: ; 7920e (1e:520e)
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; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
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ld b, $8
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AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210)
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predef_jump Func_48125
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predef_jump PredefShakeScreenHorizontally
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AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
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; Draws water droplets all over the screen and makes them
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@ -1292,12 +1292,12 @@ AnimationSlideMonUp: ; 7927a (1e:527a)
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ld c, $7
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ld a, [H_WHOSETURN]
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and a
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ld hl, wTileMap + $79
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ld de, wTileMap + $65
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hlCoord 1, 6
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deCoord 1, 5
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ld a, $30
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jr z, .asm_79291
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ld hl, wTileMap + $20
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ld de, wTileMap + $c
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hlCoord 12, 1
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deCoord 12, 0
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ld a, $ff
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.asm_79291
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ld [wd09f], a
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@ -1345,16 +1345,16 @@ _AnimationSlideMonUp: ; 792bf (1e:52bf)
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call CopyData
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pop de
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pop hl
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ld bc, $0028
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ld bc, SCREEN_WIDTH * 2
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add hl, bc
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pop bc
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dec b
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jr nz, .asm_792c4
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ld a, [H_WHOSETURN]
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and a
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ld hl, wTileMap + $dd
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hlCoord 1, 11
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jr z, .asm_792e2
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ld hl, wTileMap + $84
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hlCoord 12, 6
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.asm_792e2
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ld a, [wd09f]
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inc a
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@ -1513,11 +1513,11 @@ AnimationShakeBackAndForth: ; 793b1 (1e:53b1)
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; The mon's sprite disappears after this animation.
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ld a, [H_WHOSETURN]
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and a
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ld hl, wTileMap + $64
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ld de, wTileMap + $66
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hlCoord 0, 5
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deCoord 2, 5
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jr z, .asm_793c2
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ld hl, wTileMap + $b
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ld de, wTileMap + $d
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hlCoord 11, 0
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deCoord 13, 0
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.asm_793c2
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xor a
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@ -2061,23 +2061,24 @@ CopySlowbroSpriteData: ; 7973f (1e:573f)
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ld a, BANK(SlowbroSprite)
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jp FarCopyData2
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Func_79747: ; 79747 (1e:5747)
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HideSubstituteShowMonAnim: ; 79747 (1e:5747)
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ld a, [H_WHOSETURN]
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and a
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ld hl, wccf7
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ld hl, wPlayerMonMinimized
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ld a, [W_PLAYERBATTSTATUS2]
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jr z, .asm_79758
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ld hl, wccf3
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jr z, .next1
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ld hl, wEnemyMonMinimized
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ld a, [W_ENEMYBATTSTATUS2]
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.asm_79758
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.next1
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push hl
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bit 4, a
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jr nz, .asm_79762
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; if the substitute broke, slide it down, else slide it offscreen horizontally
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bit HasSubstituteUp, a
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jr nz, .substituteStillUp
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call AnimationSlideMonDown
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jr .asm_79765
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.asm_79762
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jr .next2
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.substituteStillUp
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call AnimationSlideMonOut
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.asm_79765
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.next2
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pop hl
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ld a, [hl]
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and a
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@ -2085,7 +2086,7 @@ Func_79747: ; 79747 (1e:5747)
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call AnimationFlashMonPic
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jp AnimationShowMonPic
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Func_79771: ; 79771 (1e:5771)
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ReshowSubstituteAnim: ; 79771 (1e:5771)
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call AnimationSlideMonOut
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call AnimationSubstitute
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jp AnimationShowMonPic
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@ -2644,16 +2645,16 @@ Unknown_79c50: ; 79c50 (1e:5c50)
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AnimationLeavesFalling: ; 79c74 (1e:5c74)
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; Makes leaves float down from the top of the screen. This is used
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; in Razor Leaf's animation.
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ld a, [$ff48]
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ld a, [rOBP0]
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push af
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ld a, [wcc79]
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ld [$ff48], a
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ld [rOBP0], a
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ld d, $37
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ld a, $3
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ld [W_SUBANIMTRANSFORM], a
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call Func_79c97
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pop af
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ld [$ff48], a
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ld [rOBP0], a
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ret
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AnimationPetalsFalling: ; 79c8a (1e:5c8a)
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@ -2870,7 +2871,7 @@ Func_79de9: ; 79de9 (1e:5de9)
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Func_79e0d: ; 79e0d (1e:5e0d)
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ld a, h
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ld [$ffbd], a
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ld [H_AUTOBGTRANSFERDEST + 1], a
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ld a, l
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ld [H_AUTOBGTRANSFERDEST], a
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jp Delay3
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