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wVirtualOAM -> wShadowOAM and hTransferVirtualOAM -> hTransferShadowOAM (#971)
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145d8dd5c2
@@ -40,7 +40,7 @@ DEF SPRITEOAMSTRUCT_XCOORD rb ; 1
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DEF SPRITEOAMSTRUCT_TILE_ID rb ; 2
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DEF SPRITEOAMSTRUCT_ATTRIBUTES rb ; 3
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DEF SPRITEOAMSTRUCT_LENGTH EQU _RS
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DEF NUM_SPRITE_OAM_STRUCTS EQU 40 ; see wVirtualOAM
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DEF NUM_SPRITE_OAM_STRUCTS EQU 40 ; see wShadowOAM
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DEF SPRITE_GFX_LIST_CAPACITY EQU 32 ; see wUsedSprites
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@@ -9025,7 +9025,7 @@ CopyBackpic:
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ret
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.LoadTrainerBackpicAsOAM:
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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xor a
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ldh [hMapObjectIndex], a
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ld b, 6
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@@ -57,7 +57,7 @@ BattleIntroSlidingPics:
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ret
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.subfunction3
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ld hl, wVirtualOAMSprite00XCoord
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ld hl, wShadowOAMSprite00XCoord
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ld c, $12 ; 18
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ld de, SPRITEOAMSTRUCT_LENGTH
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.loop3
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@@ -26,7 +26,7 @@ ShowPlayerMonsRemaining:
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ld [hl], a
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ld a, 8
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ld [wPlaceBallsDirection], a
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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jp LoadTrainerHudOAM
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ShowOTTrainerMonsRemaining:
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@@ -41,7 +41,7 @@ ShowOTTrainerMonsRemaining:
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ld [hl], 4 * 8
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ld a, -8
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ld [wPlaceBallsDirection], a
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ld hl, wVirtualOAMSprite00 + PARTY_LENGTH * SPRITEOAMSTRUCT_LENGTH
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ld hl, wShadowOAMSprite00 + PARTY_LENGTH * SPRITEOAMSTRUCT_LENGTH
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jp LoadTrainerHudOAM
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StageBallTilesData:
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@@ -187,7 +187,7 @@ LinkBattle_TrainerHuds:
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ld [hl], 8 * 8
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ld a, 8
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ld [wPlaceBallsDirection], a
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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call LoadTrainerHudOAM
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ld hl, wOTPartyMon1HP
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@@ -197,7 +197,7 @@ LinkBattle_TrainerHuds:
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ld a, 10 * 8
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ld [hli], a
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ld [hl], 13 * 8
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ld hl, wVirtualOAMSprite00 + PARTY_LENGTH * SPRITEOAMSTRUCT_LENGTH
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ld hl, wShadowOAMSprite00 + PARTY_LENGTH * SPRITEOAMSTRUCT_LENGTH
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jp LoadTrainerHudOAM
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LoadTrainerHudOAM:
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@@ -245,7 +245,7 @@ BattleAnim_ClearOAM:
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jr z, .delete
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; Instead of deleting the sprites, make them all use PAL_BATTLE_OB_ENEMY
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ld hl, wVirtualOAMSprite00Attributes
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ld hl, wShadowOAMSprite00Attributes
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ld c, NUM_SPRITE_OAM_STRUCTS
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.loop
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ld a, [hl]
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@@ -260,8 +260,8 @@ endr
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ret
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.delete
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ld hl, wVirtualOAM
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ld c, wVirtualOAMEnd - wVirtualOAM
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ld hl, wShadowOAM
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ld c, wShadowOAMEnd - wShadowOAM
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xor a
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.loop2
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ld [hli], a
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@@ -1477,10 +1477,10 @@ BattleAnim_UpdateOAM_All:
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jr nz, .loop
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ld a, [wBattleAnimOAMPointerLo]
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ld l, a
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ld h, HIGH(wVirtualOAM)
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ld h, HIGH(wShadowOAM)
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.loop2
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ld a, l
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cp LOW(wVirtualOAMEnd)
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cp LOW(wShadowOAMEnd)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -106,7 +106,7 @@ BattleAnimOAMUpdate:
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ld l, a
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ld a, [wBattleAnimOAMPointerLo]
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ld e, a
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ld d, HIGH(wVirtualOAM)
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ld d, HIGH(wShadowOAM)
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.loop
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; Y Coord
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@@ -179,7 +179,7 @@ BattleAnimOAMUpdate:
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inc de
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ld a, e
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ld [wBattleAnimOAMPointerLo], a
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cp LOW(wVirtualOAMEnd)
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cp LOW(wShadowOAMEnd)
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jr nc, .exit_set_carry
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dec c
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jr nz, .loop
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@@ -1026,7 +1026,7 @@ DebugColor_PlaceCursor:
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ld b, $70 ; initial tile id
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ld c, 5 ; initial palette
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ld hl, wVirtualOAM
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ld hl, wShadowOAM
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ld de, wDebugRedChannel
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call .placesprite
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ld de, wDebugGreenChannel
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@@ -55,7 +55,7 @@ CelebiShrineEvent:
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ret
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.RestorePlayerSprite_DespawnLeaves:
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ld hl, wVirtualOAMSprite00TileID
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ld hl, wShadowOAMSprite00TileID
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xor a
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ld c, 4
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.OAMloop:
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@@ -66,8 +66,8 @@ endr
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inc a
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dec c
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jr nz, .OAMloop
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ld hl, wVirtualOAMSprite04
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ld bc, wVirtualOAMEnd - wVirtualOAMSprite04
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ld hl, wShadowOAMSprite04
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ld bc, wShadowOAMEnd - wShadowOAMSprite04
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xor a
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call ByteFill
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ret
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@@ -64,8 +64,8 @@ ShakeHeadbuttTree:
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xor a
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ldh [hBGMapMode], a
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farcall ClearSpriteAnims
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ld hl, wVirtualOAMSprite36
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ld bc, wVirtualOAMEnd - wVirtualOAMSprite36
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ld hl, wShadowOAMSprite36
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ld bc, wShadowOAMEnd - wShadowOAMSprite36
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xor a
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call ByteFill
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ld de, Font
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@@ -369,7 +369,7 @@ FlyToAnim:
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ret
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.RestorePlayerSprite_DespawnLeaves:
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ld hl, wVirtualOAMSprite00TileID
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ld hl, wShadowOAMSprite00TileID
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xor a
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ld c, 4
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.OAMloop
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@@ -380,8 +380,8 @@ endr
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inc a
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dec c
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jr nz, .OAMloop
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ld hl, wVirtualOAMSprite04
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ld bc, wVirtualOAMEnd - wVirtualOAMSprite04
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ld hl, wShadowOAMSprite04
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ld bc, wShadowOAMEnd - wShadowOAMSprite04
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xor a
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call ByteFill
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ret
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@@ -91,14 +91,14 @@ ENDM
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ret
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.PC_LoadBallsOntoMachine:
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ld hl, wVirtualOAMSprite32
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ld hl, wShadowOAMSprite32
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ld de, .PC_ElmsLab_OAM
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call .PlaceHealingMachineTile
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call .PlaceHealingMachineTile
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jr .LoadBallsOntoMachine
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.HOF_LoadBallsOntoMachine:
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ld hl, wVirtualOAMSprite32
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ld hl, wShadowOAMSprite32
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ld de, .HOF_OAM
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.LoadBallsOntoMachine:
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@@ -557,7 +557,7 @@ CardFlip_CopyToBox:
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ret
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CardFlip_CopyOAM:
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ld de, wVirtualOAMSprite00
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ld de, wShadowOAMSprite00
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ld a, [hli]
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.loop
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push af
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@@ -258,7 +258,7 @@ AnimateSlotReelIcons: ; unreferenced
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inc [hl]
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and $7
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ret nz
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ld hl, wVirtualOAMSprite16TileID
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ld hl, wShadowOAMSprite16TileID
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ld c, NUM_SPRITE_OAM_STRUCTS - 16
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.loop
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ld a, [hl]
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@@ -667,7 +667,7 @@ Slots_InitReelTiles:
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ld bc, wReel1
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ld hl, REEL_OAM_ADDR
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add hl, bc
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ld de, wVirtualOAMSprite16
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ld de, wShadowOAMSprite16
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ld [hl], e
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inc hl
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ld [hl], d
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@@ -685,7 +685,7 @@ Slots_InitReelTiles:
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ld bc, wReel2
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ld hl, REEL_OAM_ADDR
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add hl, bc
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ld de, wVirtualOAMSprite24
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ld de, wShadowOAMSprite24
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ld [hl], e
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inc hl
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ld [hl], d
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@@ -703,7 +703,7 @@ Slots_InitReelTiles:
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ld bc, wReel3
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ld hl, REEL_OAM_ADDR
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add hl, bc
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ld de, wVirtualOAMSprite32
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ld de, wShadowOAMSprite32
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ld [hl], e
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inc hl
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ld [hl], d
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@@ -520,7 +520,7 @@ RedrawUnownPuzzlePieces:
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ld hl, .OAM_NotHoldingPiece
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.load
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ld de, wVirtualOAMSprite00
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ld de, wShadowOAMSprite00
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.loop
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ld a, [hli]
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cp -1
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@@ -1,5 +1,5 @@
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WriteOAMDMACodeToHRAM::
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ld c, LOW(hTransferVirtualOAM)
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ld c, LOW(hTransferShadowOAM)
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ld b, OAMDMACodeEnd - OAMDMACode
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ld hl, OAMDMACode
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.copy
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@@ -14,9 +14,9 @@ OAMDMACode:
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; This code is defined in ROM, but
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; copied to and called from HRAM.
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LOAD "OAM DMA", HRAM
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hTransferVirtualOAM::
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hTransferShadowOAM::
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; initiate DMA
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ld a, HIGH(wVirtualOAM)
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ld a, HIGH(wShadowOAM)
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ldh [rDMA], a
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; wait for DMA to finish
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ld a, NUM_SPRITE_OAM_STRUCTS
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@@ -21,7 +21,7 @@ PlaySpriteAnimations:
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push bc
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push af
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ld a, LOW(wVirtualOAM)
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ld a, LOW(wShadowOAM)
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ld [wCurSpriteOAMAddr], a
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call DoNextFrameForAllSprites
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@@ -57,11 +57,11 @@ DoNextFrameForAllSprites:
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ld a, [wCurSpriteOAMAddr]
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ld l, a
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ld h, HIGH(wVirtualOAM)
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ld h, HIGH(wShadowOAM)
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.loop2 ; Clear (wVirtualOAM + [wCurSpriteOAMAddr] --> wVirtualOAMEnd)
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.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd)
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ld a, l
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cp LOW(wVirtualOAMEnd)
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cp LOW(wShadowOAMEnd)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -96,11 +96,11 @@ DoNextFrameForFirst16Sprites:
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ld a, [wCurSpriteOAMAddr]
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ld l, a
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ld h, HIGH(wVirtualOAMSprite16)
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ld h, HIGH(wShadowOAMSprite16)
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.loop2 ; Clear (wVirtualOAM + [wCurSpriteOAMAddr] --> Sprites + $40)
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.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> Sprites + $40)
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ld a, l
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cp LOW(wVirtualOAMSprite16)
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cp LOW(wShadowOAMSprite16)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -246,7 +246,7 @@ UpdateAnimFrame:
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push bc
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ld a, [wCurSpriteOAMAddr]
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ld e, a
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ld d, HIGH(wVirtualOAM)
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ld d, HIGH(wShadowOAM)
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ld a, [hli]
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ld c, a ; number of objects
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.loop
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@@ -295,7 +295,7 @@ UpdateAnimFrame:
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inc de
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ld a, e
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ld [wCurSpriteOAMAddr], a
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cp LOW(wVirtualOAMEnd)
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cp LOW(wShadowOAMEnd)
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jr nc, .reached_the_end
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dec c
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jr nz, .loop
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@@ -570,7 +570,7 @@ AnimateEndOfExpBar:
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ret
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.AnimateFrame:
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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ld c, 8 ; number of animated circles
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.anim_loop
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ld a, c
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@@ -1642,7 +1642,7 @@ DoNameCardSwap:
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.SlideNameCardUpOffScreen:
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ld c, 16
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.loop
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ld hl, wVirtualOAMSprite00YCoord
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ld hl, wShadowOAMSprite00YCoord
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ld b, 8
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.dec_y_loop
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dec [hl]
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@@ -1651,7 +1651,7 @@ rept SPRITEOAMSTRUCT_LENGTH
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endr
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dec b
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jr nz, .dec_y_loop
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ld hl, wVirtualOAMSprite08YCoord
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ld hl, wShadowOAMSprite08YCoord
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ld b, 8
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.inc_y_loop
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inc [hl]
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@@ -1836,7 +1836,7 @@ InitNameCardLayout:
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ld [hl], $3c
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hlcoord 17, 15
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ld [hl], $3e
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ld de, wVirtualOAMSprite00
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ld de, wShadowOAMSprite00
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ld hl, .NameCardOAMData
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ld bc, 16 * SPRITEOAMSTRUCT_LENGTH
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call CopyBytes
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@@ -101,8 +101,8 @@ ResetWRAM:
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ret
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_ResetWRAM:
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ld hl, wVirtualOAM
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ld bc, wOptions - wVirtualOAM
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ld hl, wShadowOAM
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ld bc, wOptions - wShadowOAM
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xor a
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call ByteFill
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@@ -922,7 +922,7 @@ Intro_PlacePlayerSprite:
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ld hl, vTiles0
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call Request2bpp
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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ld de, .sprites
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ld a, [de]
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inc de
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@@ -478,7 +478,7 @@ TrainerCard_Page2_3_OAMUpdate:
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ld d, a
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ld a, [de]
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ld c, a
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ld de, wVirtualOAMSprite00
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ld de, wShadowOAMSprite00
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ld b, NUM_JOHTO_BADGES
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.loop
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srl c
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@@ -340,7 +340,7 @@ EvolutionAnimation:
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inc a
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and $7
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ld b, a
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ld hl, wVirtualOAMSprite00Attributes
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ld hl, wShadowOAMSprite00Attributes
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ld c, NUM_SPRITE_OAM_STRUCTS
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.loop6
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ld a, [hl]
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@@ -302,7 +302,7 @@ DrawTitleGraphic:
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ret
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InitializeBackground:
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ld hl, wVirtualOAMSprite00
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ld hl, wShadowOAMSprite00
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ld d, -$22
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ld e, $0
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ld c, 5
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@@ -342,7 +342,7 @@ AnimateTitleCrystal:
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; Stop at y=6
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; y is really from the bottom of the sprite, which is two tiles high
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ld hl, wVirtualOAMSprite00YCoord
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ld hl, wShadowOAMSprite00YCoord
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ld a, [hl]
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cp 6 + 2 * TILE_WIDTH
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ret z
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