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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Rename PAL_OW_EMOTE and PAL_NPC_EMOTE to *_GREY
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@ -19,7 +19,7 @@ DEF NUM_SPRITEDATA_FIELDS EQU _RS
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const PAL_OW_BLUE ; 1
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const PAL_OW_BLUE ; 1
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const PAL_OW_GREEN ; 2
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const PAL_OW_GREEN ; 2
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const PAL_OW_BROWN ; 3
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const PAL_OW_BROWN ; 3
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const PAL_OW_EMOTE ; 4
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const PAL_OW_GREY ; 4
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const PAL_OW_TREE ; 5
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const PAL_OW_TREE ; 5
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const PAL_OW_ROCK ; 6
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const PAL_OW_ROCK ; 6
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const PAL_OW_MISC ; 7
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const PAL_OW_MISC ; 7
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@ -31,7 +31,7 @@ DEF NUM_SPRITEDATA_FIELDS EQU _RS
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const PAL_NPC_BLUE ; 9
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const PAL_NPC_BLUE ; 9
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const PAL_NPC_GREEN ; a
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const PAL_NPC_GREEN ; a
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const PAL_NPC_BROWN ; b
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const PAL_NPC_BROWN ; b
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const PAL_NPC_PINK ; c
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const PAL_NPC_GREY ; c
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const PAL_NPC_EMOTE ; d
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const PAL_NPC_TREE ; d
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const PAL_NPC_TREE ; e
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const PAL_NPC_ROCK ; e
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const PAL_NPC_ROCK ; f
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const PAL_NPC_MISC ; f
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@ -101,7 +101,7 @@ OverworldSprites:
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overworld_sprite FamicomSpriteGFX, 4, STILL_SPRITE, PAL_OW_RED
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overworld_sprite FamicomSpriteGFX, 4, STILL_SPRITE, PAL_OW_RED
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overworld_sprite FruitTreeSpriteGFX, 4, STILL_SPRITE, PAL_OW_TREE
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overworld_sprite FruitTreeSpriteGFX, 4, STILL_SPRITE, PAL_OW_TREE
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overworld_sprite GoldTrophySpriteGFX, 4, STILL_SPRITE, PAL_OW_BROWN
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overworld_sprite GoldTrophySpriteGFX, 4, STILL_SPRITE, PAL_OW_BROWN
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overworld_sprite SilverTrophySpriteGFX, 4, STILL_SPRITE, PAL_OW_EMOTE
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overworld_sprite SilverTrophySpriteGFX, 4, STILL_SPRITE, PAL_OW_GREY
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overworld_sprite KrisSpriteGFX, 12, WALKING_SPRITE, PAL_OW_BLUE
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overworld_sprite KrisSpriteGFX, 12, WALKING_SPRITE, PAL_OW_BLUE
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overworld_sprite KrisBikeSpriteGFX, 12, WALKING_SPRITE, PAL_OW_BLUE
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overworld_sprite KrisBikeSpriteGFX, 12, WALKING_SPRITE, PAL_OW_BLUE
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overworld_sprite KurtOutsideSpriteGFX, 12, STANDING_SPRITE, PAL_OW_BROWN
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overworld_sprite KurtOutsideSpriteGFX, 12, STANDING_SPRITE, PAL_OW_BROWN
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@ -14,7 +14,7 @@ BoardMenuScript::
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.Upkeep:
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.Upkeep:
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; skip upkeep if we are re-entering after returning from View Map mode
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; skip upkeep if we are re-entering after returning from View Map mode
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_REDISPLAY_MENU
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cp BOARDEVENT_REDISPLAY_MENU
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ret z
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ret z
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; save after opentext to reanchor map first
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; save after opentext to reanchor map first
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@ -426,7 +426,7 @@ CheckBoardEvent:
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assert_table_length NUM_COLL_SPACES
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assert_table_length NUM_COLL_SPACES
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CheckTrainerEvent:
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CheckTrainerEvent:
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -450,7 +450,7 @@ CheckTileEvent:
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farcall CheckMovingOffEdgeOfMap
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farcall CheckMovingOffEdgeOfMap
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jr c, .map_connection
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jr c, .map_connection
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -458,7 +458,7 @@ CheckTileEvent:
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jr c, .warp_tile
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jr c, .warp_tile
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.connections_disabled
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.connections_disabled
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -537,7 +537,7 @@ SetMinTwoStepWildEncounterCooldown: ; unreferenced
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ret
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ret
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RunSceneScript:
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RunSceneScript:
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -589,7 +589,7 @@ endr
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ret
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ret
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CheckTimeEvents:
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CheckTimeEvents:
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -630,7 +630,7 @@ OWPlayerInput:
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jr nz, .NoAction
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jr nz, .NoAction
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; Can't perform button actions while in BOARDEVENT_HANDLE_BOARD or BOARDEVENT_VIEW_MAP_MODE
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; Can't perform button actions while in BOARDEVENT_HANDLE_BOARD or BOARDEVENT_VIEW_MAP_MODE
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_HANDLE_BOARD
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cp BOARDEVENT_HANDLE_BOARD
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jr z, .NoAction
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jr z, .NoAction
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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@ -1180,7 +1180,7 @@ WarpToSpawnPoint::
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ret
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ret
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RunMemScript::
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RunMemScript::
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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; If there is no script here, we don't need to be here.
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; If there is no script here, we don't need to be here.
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@ -2034,7 +2034,7 @@ SpawnShadow:
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.ShadowObject:
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.ShadowObject:
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; vtile, palette, movement
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; vtile, palette, movement
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db $00, PAL_OW_EMOTE, SPRITEMOVEDATA_SHADOW
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db $00, PAL_OW_GREY, SPRITEMOVEDATA_SHADOW
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SpawnStrengthBoulderDust:
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SpawnStrengthBoulderDust:
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push bc
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push bc
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@ -2046,7 +2046,7 @@ SpawnStrengthBoulderDust:
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.BoulderDustObject:
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.BoulderDustObject:
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; vtile, palette, movement
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; vtile, palette, movement
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db $00, PAL_OW_EMOTE, SPRITEMOVEDATA_BOULDERDUST
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db $00, PAL_OW_GREY, SPRITEMOVEDATA_BOULDERDUST
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SpawnEmote:
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SpawnEmote:
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push bc
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push bc
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@ -2058,7 +2058,7 @@ SpawnEmote:
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.EmoteObject:
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.EmoteObject:
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; vtile, palette, movement
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; vtile, palette, movement
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db $00, PAL_OW_EMOTE, SPRITEMOVEDATA_EMOTE
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db $00, PAL_OW_GREY, SPRITEMOVEDATA_EMOTE
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ShakeGrass:
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ShakeGrass:
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push bc
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push bc
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@ -2085,7 +2085,7 @@ ShakeScreen:
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.ScreenShakeObject:
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.ScreenShakeObject:
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; vtile, palette, movement
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; vtile, palette, movement
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db $00, PAL_OW_EMOTE, SPRITEMOVEDATA_SCREENSHAKE
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db $00, PAL_OW_GREY, SPRITEMOVEDATA_SCREENSHAKE
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DespawnEmote:
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DespawnEmote:
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push bc
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push bc
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@ -3216,7 +3216,7 @@ InitBranchArrowsSprites:
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gender_to_pal
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gender_to_pal
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ld b, a
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ld b, a
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jr nz, .available
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jr nz, .available
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ld b, PAL_OW_EMOTE ; draw grey arrow if this direction is unavailable
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ld b, PAL_OW_GREY ; draw grey arrow if this direction is unavailable
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.available
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.available
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; draw this arrow and advance hUsedSpriteIndex
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; draw this arrow and advance hUsedSpriteIndex
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@ -3227,7 +3227,7 @@ InitBranchArrowsSprites:
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ld e, a
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ld e, a
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ld d, HIGH(wShadowOAM)
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ld d, HIGH(wShadowOAM)
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; copy all bytes minus the attributes one. the palette matches the
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; copy all bytes minus the attributes one. the palette matches the
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; player's color palette, or is PAL_OW_EMOTE if direction is unavailable
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; player's color palette, or is PAL_OW_GREY if direction is unavailable
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push bc
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push bc
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ld bc, SPRITEOAMSTRUCT_LENGTH - 1
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ld bc, SPRITEOAMSTRUCT_LENGTH - 1
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call CopyBytes
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call CopyBytes
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@ -41,7 +41,7 @@ DoPlayerMovement::
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ret
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ret
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.TranslateIntoMovement:
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.TranslateIntoMovement:
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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jp z, .ViewMapMode
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jp z, .ViewMapMode
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@ -87,7 +87,7 @@ UpdatePlayerCoords:
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jr nz, .check_step_down
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jr nz, .check_step_down
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ld hl, wYCoord
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ld hl, wYCoord
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inc [hl]
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inc [hl]
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret nz
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ret nz
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ld hl, wViewMapModeDisplacementY
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ld hl, wViewMapModeDisplacementY
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@ -99,7 +99,7 @@ UpdatePlayerCoords:
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jr nz, .check_step_left
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jr nz, .check_step_left
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ld hl, wYCoord
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ld hl, wYCoord
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dec [hl]
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dec [hl]
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret nz
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ret nz
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ld hl, wViewMapModeDisplacementY
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ld hl, wViewMapModeDisplacementY
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@ -111,7 +111,7 @@ UpdatePlayerCoords:
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jr nz, .check_step_right
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jr nz, .check_step_right
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ld hl, wXCoord
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ld hl, wXCoord
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dec [hl]
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dec [hl]
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret nz
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ret nz
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ld hl, wViewMapModeDisplacementX
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ld hl, wViewMapModeDisplacementX
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@ -123,7 +123,7 @@ UpdatePlayerCoords:
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ret nz
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ret nz
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ld hl, wXCoord
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ld hl, wXCoord
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inc [hl]
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inc [hl]
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret nz
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ret nz
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ld hl, wViewMapModeDisplacementX
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ld hl, wViewMapModeDisplacementX
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@ -1517,7 +1517,7 @@ SaveScreen_LoadConnection::
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GetMovementPermissions::
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GetMovementPermissions::
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; permissions are ignored in View Map mode
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; permissions are ignored in View Map mode
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; collisions are handled differently in View Map mode
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; collisions are handled differently in View Map mode
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ld a, [hCurBoardEvent]
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ldh a, [hCurBoardEvent]
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cp BOARDEVENT_VIEW_MAP_MODE
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cp BOARDEVENT_VIEW_MAP_MODE
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ret z
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ret z
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@ -402,6 +402,3 @@ DEF happinesschecknpc EQUS "HappinessCheckScript"
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; constants/sprite_constants.asm
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; constants/sprite_constants.asm
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DEF SPRITE_BUENA EQUS "SPRITE_BEAUTY"
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DEF SPRITE_BUENA EQUS "SPRITE_BEAUTY"
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DEF PAL_NPC_SILVER EQUS "PAL_NPC_EMOTE"
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DEF PAL_OW_SILVER EQUS "PAL_OW_EMOTE"
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