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Fix triple newlines left over from removing address comments
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@@ -221,7 +221,6 @@ Credits_LYOverride:
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jr nz, .loop
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ret
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ParseCredits:
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ld hl, wJumptableIndex
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bit 7, [hl]
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@@ -393,7 +392,6 @@ ParseCredits:
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pop hl
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ret
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ConstructCreditsTilemap:
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xor a
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ld [hBGMapMode], a
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@@ -598,7 +596,6 @@ Credits_TheEnd:
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jr nz, .loop
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ret
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CreditsBorderGFX: INCBIN "gfx/credits/border.2bpp"
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CreditsMonsGFX: ; used only for BANK(CreditsMonsGFX)
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@@ -198,7 +198,6 @@ PlaceGameFreakPresents_3:
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set 7, [hl]
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ret
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GameFreakLogoJumper:
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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@@ -1736,14 +1735,12 @@ Intro_Scene20_AppearUnown:
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RGB 12, 00, 31
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RGB 00, 00, 00
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.pal2
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RGB 24, 12, 09
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RGB 31, 31, 31
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RGB 31, 31, 31
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RGB 31, 31, 31
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Intro_FadeUnownWordPals:
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add a
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add a
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@@ -348,7 +348,6 @@ endr
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call DelayFrame
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ret
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.GFX:
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INCBIN "gfx/evo/bubble_large.2bpp"
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INCBIN "gfx/evo/bubble.2bpp"
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@@ -38,7 +38,6 @@ GBCOnlyScreen:
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call DelayFrame
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jr .loop
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DrawGBCOnlyScreen:
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call DrawGBCOnlyBorder
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@@ -63,7 +62,6 @@ DrawGBCOnlyScreen:
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ret
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DrawGBCOnlyBorder:
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hlcoord 0, 0
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@@ -111,7 +109,6 @@ DrawGBCOnlyBorder:
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jr nz, .next_row
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ret
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DrawGBCOnlyGraphic:
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ld de, SCREEN_WIDTH
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.y
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@@ -129,13 +126,11 @@ DrawGBCOnlyGraphic:
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jr nz, .y
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ret
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GBCOnlyString:
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db "This Game Pak is"
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next "designed only for"
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next "use on the"
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next "Game Boy Color.@"
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GBCOnlyGFX:
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INCBIN "gfx/sgb/gbc_only.2bpp.lz"
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@@ -18,25 +18,21 @@ _TitleScreen:
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; Turn LCD off
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call DisableLCD
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; VRAM bank 1
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ld a, 1
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ld [rVBK], a
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; Decompress running Suicune gfx
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ld hl, TitleSuicuneGFX
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ld de, vTiles1
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call Decompress
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; Clear screen palettes
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hlbgcoord 0, 0
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ld bc, 20 * BG_MAP_WIDTH
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xor a
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call ByteFill
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; Fill tile palettes:
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; BG Map 1:
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@@ -47,7 +43,6 @@ _TitleScreen:
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ld a, 7 ; palette
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call ByteFill
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; BG Map 0:
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; Apply logo gradient:
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@@ -78,7 +73,6 @@ _TitleScreen:
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ld a, 6
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call ByteFill
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; 'CRYSTAL VERSION'
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hlbgcoord 5, 9
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ld bc, NAME_LENGTH ; length of version text
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@@ -91,12 +85,10 @@ _TitleScreen:
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ld a, 0 | VRAM_BANK_1
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call ByteFill
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; Back to VRAM bank 0
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ld a, $0
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ld [rVBK], a
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; Decompress logo
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ld hl, TitleLogoGFX
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ld de, vTiles1
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@@ -107,7 +99,6 @@ _TitleScreen:
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ld de, vTiles0
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call Decompress
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; Clear screen tiles
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hlbgcoord 0, 0
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ld bc, 64 * BG_MAP_WIDTH
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@@ -157,7 +148,6 @@ _TitleScreen:
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pop af
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ld [rSVBK], a
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; LY/SCX trickery starts here
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ld a, [rSVBK]
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@@ -194,7 +184,6 @@ _TitleScreen:
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pop af
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ld [rSVBK], a
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; Reset audio
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call ChannelsOff
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call EnableLCD
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@@ -263,7 +252,6 @@ SuicuneFrameIterator:
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db $00 ; vTiles5 tile $00
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db $08 ; vTiles5 tile $08
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LoadSuicuneFrame:
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hlcoord 6, 12
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ld b, 6
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@@ -353,7 +341,6 @@ InitializeBackground:
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jr nz, .loop2
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ret
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AnimateTitleCrystal:
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; Move the title screen crystal downward until it's fully visible
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