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Identified another user of wBattleAnimTemp
QueueBattleAnimation loads an object using these wram addresses. Usually populated by the anim_obj command, but in a couple of cases also manually.
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@ -595,13 +595,13 @@ BattleAnimCmd_IfParamAnd:
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BattleAnimCmd_Obj:
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BattleAnimCmd_Obj:
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; index, x, y, param
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; index, x, y, param
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld [wBattleAnimTemp0], a
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ld [wBattleObjectTempID], a
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld [wBattleAnimTemp1], a
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ld [wBattleObjectTempXCoord], a
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld [wBattleAnimTemp2], a
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ld [wBattleObjectTempYCoord], a
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld [wBattleAnimTemp3], a
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ld [wBattleObjectTemp0b], a
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call QueueBattleAnimation
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call QueueBattleAnimation
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ret
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ret
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@ -427,20 +427,20 @@ BattleBGEffect_FeetFollow:
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call BGEffect_CheckBattleTurn
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn
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jr nz, .player_turn
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ld a, ANIM_OBJ_PLAYERFEETFOLLOW
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ld a, ANIM_OBJ_PLAYERFEETFOLLOW
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ld [wBattleAnimTemp0], a
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ld [wBattleObjectTempID], a
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ld a, 16 * 8 + 4
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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jr .okay
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.player_turn
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.player_turn
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ld a, ANIM_OBJ_ENEMYFEETFOLLOW
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ld a, ANIM_OBJ_ENEMYFEETFOLLOW
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ld [wBattleAnimTemp0], a
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ld [wBattleObjectTempID], a
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ld a, 6 * 8
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ld a, 6 * TILE_WIDTH
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.okay
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.okay
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ld [wBattleAnimTemp1], a
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ld [wBattleObjectTempXCoord], a
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ld a, 8 * 8
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ld a, 8 * TILE_WIDTH
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ld [wBattleAnimTemp2], a
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ld [wBattleObjectTempYCoord], a
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xor a
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xor a
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ld [wBattleAnimTemp3], a
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ld [wBattleObjectTemp0b], a
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call _QueueBattleAnimation
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call _QueueBattleAnimation
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pop bc
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pop bc
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ret
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ret
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@ -494,20 +494,20 @@ BattleBGEffect_HeadFollow:
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call BGEffect_CheckBattleTurn
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn
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jr nz, .player_turn
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ld a, ANIM_OBJ_PLAYERHEADFOLLOW
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ld a, ANIM_OBJ_PLAYERHEADFOLLOW
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ld [wBattleAnimTemp0], a
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ld [wBattleObjectTempID], a
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ld a, 16 * 8 + 4
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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jr .okay
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.player_turn
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.player_turn
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ld a, ANIM_OBJ_ENEMYHEADFOLLOW
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ld a, ANIM_OBJ_ENEMYHEADFOLLOW
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ld [wBattleAnimTemp0], a
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ld [wBattleObjectTempID], a
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ld a, 6 * 8
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ld a, 6 * TILE_WIDTH
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.okay
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.okay
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ld [wBattleAnimTemp1], a
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ld [wBattleObjectTempXCoord], a
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ld a, 8 * 8
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ld a, 8 * TILE_WIDTH
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ld [wBattleAnimTemp2], a
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ld [wBattleObjectTempYCoord], a
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xor a
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xor a
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ld [wBattleAnimTemp3], a
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ld [wBattleObjectTemp0b], a
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call _QueueBattleAnimation
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call _QueueBattleAnimation
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pop bc
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pop bc
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ret
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ret
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@ -27,7 +27,7 @@ DeinitBattleAnimation:
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ret
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ret
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InitBattleAnimation:
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InitBattleAnimation:
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ld a, [wBattleAnimTemp0]
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ld a, [wBattleObjectTempID]
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ld e, a
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ld e, a
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ld d, 0
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ld d, 0
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ld hl, BattleAnimObjects
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ld hl, BattleAnimObjects
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@ -58,14 +58,14 @@ endr
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ld a, [de]
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ld a, [de]
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call GetBattleAnimTileOffset
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call GetBattleAnimTileOffset
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ld [hli], a ; Tile ID
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ld [hli], a ; Tile ID
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ld a, [wBattleAnimTemp1]
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ld a, [wBattleObjectTempXCoord]
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ld [hli], a ; X Coord
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ld [hli], a ; X Coord
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ld a, [wBattleAnimTemp2]
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ld a, [wBattleObjectTempYCoord]
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ld [hli], a ; Y Coord
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ld [hli], a ; Y Coord
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xor a
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xor a
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ld [hli], a ; X Offset
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ld [hli], a ; X Offset
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ld [hli], a ; Y Offset
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ld [hli], a ; Y Offset
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ld a, [wBattleAnimTemp3]
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ld a, [wBattleObjectTemp0b]
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ld [hli], a ; 0b
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ld [hli], a ; 0b
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xor a
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xor a
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ld [hli], a ; 0c
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ld [hli], a ; 0c
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6
wram.asm
6
wram.asm
@ -3057,6 +3057,12 @@ wBattleAnimTemp1:: db
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wBattleAnimTemp2:: db
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wBattleAnimTemp2:: db
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wBattleAnimTemp3:: db
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wBattleAnimTemp3:: db
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NEXTU ; d419
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wBattleObjectTempID:: db
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wBattleObjectTempXCoord:: db
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wBattleObjectTempYCoord:: db
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wBattleObjectTemp0b:: db
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NEXTU ; d419
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NEXTU ; d419
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wBattleAnimTempOAMFlags:: db
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wBattleAnimTempOAMFlags:: db
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wBattleAnimTempField02:: db
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wBattleAnimTempField02:: db
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