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Add subdirectories to engine/ similar to pokecrystal
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5559d51c86
commit
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124 changed files with 342 additions and 346 deletions
243
engine/movie/gamefreak.asm
Executable file
243
engine/movie/gamefreak.asm
Executable file
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LoadShootingStarGraphics:
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ld a, $f9
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ld [rOBP0], a
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ld a, $a4
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ld [rOBP1], a
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ld de, AnimationTileset2 + $30 ; star tile (top left quadrant)
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ld hl, vChars1 + $200
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lb bc, BANK(AnimationTileset2), $01
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call CopyVideoData
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ld de, AnimationTileset2 + $130 ; star tile (bottom left quadrant)
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ld hl, vChars1 + $210
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lb bc, BANK(AnimationTileset2), $01
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call CopyVideoData
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ld de, FallingStar
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ld hl, vChars1 + $220
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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 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 bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData
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jp CopyData
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AnimateShootingStar:
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call LoadShootingStarGraphics
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ld a, SFX_SHOOTING_STAR
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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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lb bc, $a0, $4
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.bigStarLoop
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push hl
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push bc
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.bigStarInnerLoop
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ld a, [hl] ; Y
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add 4
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ld [hli], a
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ld a, [hl] ; X
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add -4
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ld [hli], a
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inc hl
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inc hl
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dec c
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jr nz, .bigStarInnerLoop
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ld c, 1
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call CheckForUserInterruption
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pop bc
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pop hl
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ret c
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ld a, [hl]
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cp 80
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jr nz, .next
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jr .bigStarLoop
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.next
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cp b
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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 c, 4
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ld de, 4
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.clearOAMLoop
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ld [hl], 160
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add hl, de
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dec c
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jr nz, .clearOAMLoop
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; Make Gamefreak logo flash.
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ld b, 3
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.flashLogoLoop
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ld hl, rOBP0
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rrc [hl]
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rrc [hl]
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ld c, 10
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call CheckForUserInterruption
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ret c
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dec b
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jr nz, .flashLogoLoop
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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 a, 24
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.initSmallStarsOAMLoop
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push af
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ld hl, SmallStarsOAM
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ld bc, SmallStarsOAMEnd - SmallStarsOAM
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call CopyData
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pop af
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dec a
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jr nz, .initSmallStarsOAMLoop
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; Animate the small stars falling from the Gamefreak logo.
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xor a
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ld [wMoveDownSmallStarsOAMCount], a
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ld hl, SmallStarsWaveCoordsPointerTable
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ld c, 6
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.smallStarsLoop
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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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push bc
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push hl
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ld hl, wOAMBuffer + $50
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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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cp $ff
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jr z, .next2
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ld [hli], a ; Y
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inc de
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ld a, [de]
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ld [hli], a ; X
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inc de
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inc hl
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inc hl
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dec c
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jr nz, .smallStarsInnerLoop
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ld a, [wMoveDownSmallStarsOAMCount]
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cp 24
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jr z, .next2
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add 6 ; should be 4, but the extra 2 aren't visible on screen
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ld [wMoveDownSmallStarsOAMCount], a
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.next2
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call MoveDownSmallStars
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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 bc, $50
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call CopyData
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pop af
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pop hl
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pop bc
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ret c
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dec c
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jr nz, .smallStarsLoop
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and a
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ret
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SmallStarsOAM:
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db $00,$00,$A2,$90
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SmallStarsOAMEnd:
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SmallStarsWaveCoordsPointerTable:
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dw SmallStarsWave1Coords
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dw SmallStarsWave2Coords
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dw SmallStarsWave3Coords
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dw SmallStarsWave4Coords
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dw SmallStarsEmptyWave
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dw SmallStarsEmptyWave
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; The stars that fall from the Gamefreak logo come in 4 waves of 4 OAM entries.
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; These arrays contain the Y and X coordinates of each OAM entry.
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SmallStarsWave1Coords:
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db $68,$30
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db $68,$40
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db $68,$58
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db $68,$78
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SmallStarsWave2Coords:
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db $68,$38
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db $68,$48
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db $68,$60
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db $68,$70
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SmallStarsWave3Coords:
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db $68,$34
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db $68,$4C
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db $68,$54
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db $68,$64
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SmallStarsWave4Coords:
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db $68,$3C
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db $68,$5C
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db $68,$6C
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db $68,$74
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SmallStarsEmptyWave:
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db $FF
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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 a, [wMoveDownSmallStarsOAMCount]
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ld de, -4
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ld c, a
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.innerLoop
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inc [hl] ; Y
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add hl, de
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dec c
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jr nz, .innerLoop
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; Toggle the palette so that the lower star in the small stars tile blinks in
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; and out.
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ld a, [rOBP1]
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xor %10100000
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ld [rOBP1], a
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ld c, 3
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call CheckForUserInterruption
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ret c
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dec b
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jr nz, .loop
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ret
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GameFreakLogoOAMData:
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db $48,$50,$8D,$00
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db $48,$58,$8E,$00
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db $50,$50,$8F,$00
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db $50,$58,$90,$00
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db $58,$50,$91,$00
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db $58,$58,$92,$00
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db $60,$30,$80,$00
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db $60,$38,$81,$00
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db $60,$40,$82,$00
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db $60,$48,$83,$00
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db $60,$50,$93,$00
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db $60,$58,$84,$00
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db $60,$60,$85,$00
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db $60,$68,$83,$00
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db $60,$70,$81,$00
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db $60,$78,$86,$00
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GameFreakLogoOAMDataEnd:
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GameFreakShootingStarOAMData:
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db $00,$A0,$A0,$10
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db $00,$A8,$A0,$30
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db $08,$A0,$A1,$10
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db $08,$A8,$A1,$30
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GameFreakShootingStarOAMDataEnd:
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FallingStar:
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INCBIN "gfx/intro_credits/falling_star.2bpp"
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FallingStarEnd:
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