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I've commented out the code relating to this, which allows for us to test move animations better. It also frees up a WRAM slot.
39 lines
851 B
NASM
39 lines
851 B
NASM
InitBattleVariables:
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ldh a, [hTileAnimations]
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ld [wSavedTileAnimations], a
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xor a
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ld [wActionResultOrTookBattleTurn], a
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ld [wBattleResult], a
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ld hl, wPartyAndBillsPCSavedMenuItem
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ld [hli], a
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ld [hli], a
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ld [hli], a
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ld [hl], a
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ld [wListScrollOffset], a
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ld [wCriticalHitOrOHKO], a
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ld [wBattleMonSpecies], a
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ld [wPartyGainExpFlags], a
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ld [wPlayerMonNumber], a
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ld [wEscapedFromBattle], a
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ld [wMapPalOffset], a
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ld hl, wPlayerHPBarColor
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ld [hli], a ; wPlayerHPBarColor
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ld [hl], a ; wEnemyHPBarColor
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ld hl, wCanEvolveFlags
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ld b, $3c
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.loop
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ld [hli], a
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dec b
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jr nz, .loop
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;inc a ; POUND
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;ld [wTestBattlePlayerSelectedMove], a
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ld a, [wCurMap]
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cp SAFARI_ZONE_EAST
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jr c, .notSafariBattle
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cp SAFARI_ZONE_CENTER_REST_HOUSE
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jr nc, .notSafariBattle
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ld a, BATTLE_TYPE_SAFARI
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ld [wBattleType], a
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.notSafariBattle
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jpfar PlayBattleMusic
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