pokecrystal-board/engine/events/specials.asm

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Special::
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; Run script special de.
ld hl, SpecialsPointers
add hl, de
add hl, de
add hl, de
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ld b, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
ld a, b
rst FarCall
ret
INCLUDE "data/events/special_pointers.asm"
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SetPlayerPalette:
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ldh a, [hScriptVar]
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ld d, a
farcall _SetPlayerPalette
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ret
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GameCornerPrizeMonCheckDex:
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ldh a, [hScriptVar]
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dec a
call CheckCaughtMon
ret nz
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ldh a, [hScriptVar]
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dec a
call SetSeenAndCaughtMon
call FadeToMenu
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ldh a, [hScriptVar]
ld [wNamedObjectIndex], a
farcall NewPokedexEntry
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call ExitAllMenus
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ret
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UnusedSetSeenMon:
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ldh a, [hScriptVar]
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dec a
call SetSeenMon
ret
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FindPartyMonAboveLevel:
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ldh a, [hScriptVar]
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ld b, a
farcall _FindPartyMonAboveLevel
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jr z, FoundNone
jr FoundOne
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FindPartyMonAtLeastThatHappy:
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ldh a, [hScriptVar]
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ld b, a
farcall _FindPartyMonAtLeastThatHappy
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jr z, FoundNone
jr FoundOne
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FindPartyMonThatSpecies:
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ldh a, [hScriptVar]
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ld b, a
farcall _FindPartyMonThatSpecies
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jr z, FoundNone
jr FoundOne
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FindPartyMonThatSpeciesYourTrainerID:
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ldh a, [hScriptVar]
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ld b, a
farcall _FindPartyMonThatSpeciesYourTrainerID
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jr z, FoundNone
jr FoundOne
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FoundOne:
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ld a, TRUE
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ldh [hScriptVar], a
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ret
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FoundNone:
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xor a
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ldh [hScriptVar], a
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ret
NameRival:
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ld b, NAME_RIVAL
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ld de, wRivalName
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farcall _NamingScreen
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ld hl, wRivalName
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ld de, .DefaultName
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call InitName
ret
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.DefaultName:
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db "SILVER@"
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NameRater:
farcall _NameRater
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ret
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OverworldTownMap:
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call FadeToMenu
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farcall _TownMap
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call ExitAllMenus
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ret
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UnownPrinter:
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call FadeToMenu
farcall _UnownPrinter
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call ExitAllMenus
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ret
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DisplayLinkRecord:
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call FadeToMenu
farcall _DisplayLinkRecord
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call ExitAllMenus
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ret
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PlayersHousePC:
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xor a
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ldh [hScriptVar], a
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farcall _PlayersHousePC
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ld a, c
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ldh [hScriptVar], a
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ret
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BugContestJudging:
farcall _BugContestJudging
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ld a, b
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ldh [hScriptVar], a
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ret
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MapRadio:
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ldh a, [hScriptVar]
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ld e, a
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farcall PlayRadio
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ret
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UnownPuzzle:
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call FadeToMenu
farcall _UnownPuzzle
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ld a, [wSolvedUnownPuzzle]
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ldh [hScriptVar], a
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call ExitAllMenus
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ret
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SlotMachine:
call CheckChipsAndChipCase
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ret c
ld a, BANK(_SlotMachine)
ld hl, _SlotMachine
call StartGameCornerGame
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ret
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CardFlip:
call CheckChipsAndChipCase
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ret c
ld a, BANK(_CardFlip)
ld hl, _CardFlip
call StartGameCornerGame
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ret
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UnusedMemoryGame:
call CheckChipsAndChipCase
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ret c
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ld a, BANK(_MemoryGame)
ld hl, _MemoryGame
call StartGameCornerGame
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ret
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StartGameCornerGame:
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call FarQueueScript
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call FadeToMenu
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ld hl, wQueuedScriptBank
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ld a, [hli]
push af
ld a, [hli]
ld h, [hl]
ld l, a
pop af
rst FarCall
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call ExitAllMenus
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ret
CheckChipsAndChipCase:
ld hl, wChips
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ld a, [hli]
or [hl]
jr z, .no_chips
ld a, CHIP_CASE
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ld [wCurItem], a
ld hl, wNumItems
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call CheckItem
jr nc, .no_chip_case
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and a
ret
.no_chips
ld hl, .NoChipsText
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jr .print
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.no_chip_case
ld hl, .NoChipCaseText
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.print
call PrintText2bpp
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scf
ret
.NoChipsText:
text_far _NoChipsText
text_end
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.NoChipCaseText:
text_far _NoChipCaseText
text_end
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ClearBGPalettesBufferScreen:
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call ClearBGPalettes
call BufferScreen
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ret
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ScriptReturnCarry:
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jr c, .carry
xor a
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ldh [hScriptVar], a
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ret
.carry
ld a, 1
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ldh [hScriptVar], a
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ret
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ActivateFishingSwarm:
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ldh a, [hScriptVar]
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ld [wFishingSwarmFlag], a
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ret
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StoreSwarmMapIndices::
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ld a, c
and a
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jr nz, .yanma
; swarm dark cave violet entrance
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ld a, d
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ld [wDunsparceMapGroup], a
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ld a, e
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ld [wDunsparceMapNumber], a
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ret
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.yanma
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ld a, d
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ld [wYanmaMapGroup], a
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ld a, e
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ld [wYanmaMapNumber], a
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ret
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CheckPokerus:
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; Check if a monster in your party has Pokerus
farcall _CheckPokerus
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jp ScriptReturnCarry
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ResetLuckyNumberShowFlag:
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farcall RestartLuckyNumberCountdown
ld hl, wLuckyNumberShowFlag
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res LUCKYNUMBERSHOW_GAME_OVER_F, [hl]
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farcall LoadOrRegenerateLuckyIDNumber
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ret
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CheckLuckyNumberShowFlag:
farcall _CheckLuckyNumberShowFlag
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jp ScriptReturnCarry
SnorlaxAwake:
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; Check if the Poké Flute channel is playing, and if the player is standing
; next to Snorlax.
; outputs:
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; hScriptVar is 1 if the conditions are met, otherwise 0.
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; check background music
ld a, [wMapMusic]
cp MUSIC_POKE_FLUTE_CHANNEL
jr nz, .nope
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ld a, [wXCoord]
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ld b, a
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ld a, [wYCoord]
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ld c, a
ld hl, .ProximityCoords
.loop
ld a, [hli]
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cp -1
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jr z, .nope
cp b
jr nz, .nextcoord
ld a, [hli]
cp c
jr nz, .loop
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ld a, TRUE
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jr .done
.nextcoord
inc hl
jr .loop
.nope
xor a
.done
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ldh [hScriptVar], a
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ret
.ProximityCoords:
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; x, y
db 33, 8 ; left
db 34, 10 ; below
db 35, 10 ; below
db 36, 8 ; right
db 36, 9 ; right
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db -1
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PlayCurMonCry:
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ld a, [wCurPartySpecies]
jp PlayMonCry
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GameboyCheck:
ldh a, [hCGB]
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and a
jr nz, .cgb
ldh a, [hSGB]
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and a
jr nz, .sgb
; gb
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xor a ; GBCHECK_GB
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jr .done
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.sgb
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ld a, GBCHECK_SGB
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jr .done
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.cgb
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ld a, GBCHECK_CGB
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.done
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ldh [hScriptVar], a
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ret
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FadeOutMusic:
ld a, LOW(MUSIC_NONE)
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ld [wMusicFadeID], a
ld a, HIGH(MUSIC_NONE)
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ld [wMusicFadeID + 1], a
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ld a, $2
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ld [wMusicFade], a
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ret
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Diploma:
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call FadeToMenu
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farcall _Diploma
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call ExitAllMenus
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ret
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PrintDiploma:
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call FadeToMenu
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farcall _PrintDiploma
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call ExitAllMenus
ret