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Document splash screen animation
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@ -221,7 +221,7 @@ DoAnimFrame:
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ret
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.GameFreakLogo:
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callfar PlaceGameFreakLogo
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callfar GameFreakLogoSpriteAnim
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ret
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.GSIntroStar
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@ -969,7 +969,7 @@ Intro_PlacePlayerSprite:
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NUM_TITLESCREENOPTIONS EQU const_value
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IntroSequence:
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callfar Copyright_GameFreakPresents
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callfar SplashScreen
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jr c, StartTitleScreen
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farcall CrystalIntro
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@ -1,7 +1,8 @@
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Copyright_GameFreakPresents:
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SplashScreen:
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; Play the copyright screen and GameFreak Presents sequence.
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; Return carry if user cancels animation by pressing a button.
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; Reinitialize everything
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ld de, MUSIC_NONE
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call PlayMusic
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call ClearBGPalettes
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@ -21,13 +22,19 @@ Copyright_GameFreakPresents:
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call SetPalettes
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ld c, 10
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call DelayFrames
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; Draw copyright screen
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callfar Copyright
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call WaitBGMap
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ld c, 100
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call DelayFrames
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call ClearTilemap
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; Stop here if not in GBC mode
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farcall GBCOnlyScreen
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call .GetGFLogoGFX
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; Play GameFreak logo animation
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call GameFreakPresentsInit
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.joy_loop
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call JoyTextDelay
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ldh a, [hJoyLast]
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@ -36,22 +43,22 @@ Copyright_GameFreakPresents:
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .finish
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call PlaceGameFreakPresents
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call GameFreakPresentsScene
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farcall PlaySpriteAnimations
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call DelayFrame
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jr .joy_loop
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.pressed_button
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call .StopGamefreakAnim
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call GameFreakPresentsEnd
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scf
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ret
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.finish
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call .StopGamefreakAnim
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call GameFreakPresentsEnd
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and a
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ret
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.GetGFLogoGFX:
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GameFreakPresentsInit:
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ld de, GameFreakLogoGFX
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ld hl, vTiles2
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lb bc, BANK(GameFreakLogoGFX), 28
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@ -86,28 +93,28 @@ Copyright_GameFreakPresents:
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld [hl], $a0
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ld [hl], 160
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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ld [hl], $60
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ld [hl], 96
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ld hl, SPRITEANIMSTRUCT_0D
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add hl, bc
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ld [hl], $30
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ld [hl], 48
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xor a
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ld [wJumptableIndex], a
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ld [wIntroSceneFrameCounter], a
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ld [wIntroSceneTimer], a
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ldh [hSCX], a
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ldh [hSCY], a
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ld a, $1
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ld a, 1
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ldh [hBGMapMode], a
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ld a, $90
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ld a, 144
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ldh [hWY], a
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lb de, %11100100, %11100100
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call DmgToCgbObjPals
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ret
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.StopGamefreakAnim:
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GameFreakPresentsEnd:
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farcall ClearSpriteAnims
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call ClearTilemap
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call ClearSprites
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@ -115,27 +122,27 @@ Copyright_GameFreakPresents:
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call DelayFrames
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ret
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PlaceGameFreakPresents:
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GameFreakPresentsScene:
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jumptable .scenes, wJumptableIndex
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.scenes
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dw GameFreakPresentsScene0
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dw GameFreakPresentsScene1
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dw GameFreakPresentsScene2
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dw GameFreakPresentsScene3
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dw GameFreakPresents_WaitSpriteAnim
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dw GameFreakPresents_PlaceGameFreak
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dw GameFreakPresents_PlacePresents
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dw GameFreakPresents_DelayEnd
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PlaceGameFreakPresents_NextScene:
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GameFreakPresents_NextScene:
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ld hl, wJumptableIndex
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inc [hl]
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ret
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GameFreakPresentsScene0:
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GameFreakPresents_WaitSpriteAnim:
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ret
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GameFreakPresentsScene1:
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GameFreakPresents_PlaceGameFreak:
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ld hl, wIntroSceneTimer
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ld a, [hl]
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cp $20
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cp 32
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jr nc, .PlaceGameFreak
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inc [hl]
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ret
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@ -146,7 +153,7 @@ GameFreakPresentsScene1:
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decoord 5, 10
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ld bc, .end - .GAME_FREAK
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call CopyBytes
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call PlaceGameFreakPresents_NextScene
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call GameFreakPresents_NextScene
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ld de, SFX_GAME_FREAK_PRESENTS
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call PlaySFX
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ret
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@ -157,10 +164,10 @@ GameFreakPresentsScene1:
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.end
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db "@"
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GameFreakPresentsScene2:
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GameFreakPresents_PlacePresents:
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ld hl, wIntroSceneTimer
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ld a, [hl]
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cp $40
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cp 64
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jr nc, .place_presents
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inc [hl]
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ret
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@ -171,7 +178,7 @@ GameFreakPresentsScene2:
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decoord 7, 11
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ld bc, .end - .presents
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call CopyBytes
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call PlaceGameFreakPresents_NextScene
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call GameFreakPresents_NextScene
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ret
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.presents
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@ -179,10 +186,10 @@ GameFreakPresentsScene2:
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.end
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db "@"
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GameFreakPresentsScene3:
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GameFreakPresents_DelayEnd:
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ld hl, wIntroSceneTimer
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ld a, [hl]
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cp $80
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cp 128
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jr nc, .finish
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inc [hl]
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ret
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@ -192,7 +199,7 @@ GameFreakPresentsScene3:
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set 7, [hl]
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ret
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PlaceGameFreakLogo:
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GameFreakLogoSpriteAnim:
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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ld e, [hl]
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@ -206,95 +213,110 @@ PlaceGameFreakLogo:
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jp hl
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.scenes:
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dw GameFreakLogoScene1
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dw GameFreakLogoScene2
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dw GameFreakLogoScene3
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dw GameFreakLogoScene4
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dw GameFreakLogoScene5
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dw GameFreakLogo_Init
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dw GameFreakLogo_Bounce
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dw GameFreakLogo_Ditto
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dw GameFreakLogo_Transform
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dw GameFreakLogo_Done
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GameFreakLogoScene1:
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GameFreakLogo_Init:
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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ret
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GameFreakLogoScene2:
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ld hl, SPRITEANIMSTRUCT_0C
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GameFreakLogo_Bounce:
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; Bounce with a height of 0C, 0C / 48 times.
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; By default, this is twice, with a height of 96 pixels and 48 pixels.
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; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum
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; value of the sine wave (i.e. the top of the screen).
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ld hl, SPRITEANIMSTRUCT_0C ; jump height
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add hl, bc
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ld a, [hl]
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and a
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jr z, .asm_e4747
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jr z, .done
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; Load the sine offset, make sure it doesn't reach the negative part of the wave
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ld d, a
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ld hl, SPRITEANIMSTRUCT_0D
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ld hl, SPRITEANIMSTRUCT_0D ; sine offset
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add hl, bc
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ld a, [hl]
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and %111111
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cp %100000
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jr nc, .asm_e4723
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add %100000
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.asm_e4723
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and $3f ; full circle = 2*pi = 2*32
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cp 32
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jr nc, .no_negative
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add 32
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.no_negative
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ld e, a
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farcall BattleAnim_Sine_e
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farcall BattleAnim_Sine_e ; e = d * sin(e * pi/32)
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld [hl], e
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ld hl, SPRITEANIMSTRUCT_0D
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; Decrement the sine offset
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ld hl, SPRITEANIMSTRUCT_0D ; sine offset
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add hl, bc
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ld a, [hl]
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dec [hl]
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and $1f
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and $1f ; a%32 == 0
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ret nz
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ld hl, SPRITEANIMSTRUCT_0C
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; If the ditto's reached the ground, decrement the jump height and play the sfx
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ld hl, SPRITEANIMSTRUCT_0C ; jump height
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add hl, bc
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ld a, [hl]
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sub $30
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sub 48
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ld [hl], a
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ld de, SFX_DITTO_BOUNCE
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call PlaySFX
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ret
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.asm_e4747
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.done
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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ld hl, SPRITEANIMSTRUCT_0D
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add hl, bc
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ld [hl], $0
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ld [hl], 0
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ld de, SFX_DITTO_POP_UP
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call PlaySFX
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ret
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GameFreakLogoScene3:
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ld hl, SPRITEANIMSTRUCT_0D
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GameFreakLogo_Ditto:
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; Wait a little, then start transforming
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ld hl, SPRITEANIMSTRUCT_0D ; frame count
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add hl, bc
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ld a, [hl]
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cp $20
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jr nc, .asm_e4764
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cp 32
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jr nc, .start_transform
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inc [hl]
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ret
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.asm_e4764
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.start_transform
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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ld hl, SPRITEANIMSTRUCT_0D
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add hl, bc
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ld [hl], $0
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ld [hl], 0
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ld de, SFX_DITTO_TRANSFORM
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call PlaySFX
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ret
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GameFreakLogoScene4:
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ld hl, SPRITEANIMSTRUCT_0D
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GameFreakLogo_Transform:
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ld hl, SPRITEANIMSTRUCT_0D ; frame count
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add hl, bc
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ld a, [hl]
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cp $40
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jr z, .asm_e47a3
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cp 64
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jr z, .done
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inc [hl]
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; Fade ditto's palettes while it's transforming
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srl a
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srl 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, GameFreakDittoPaletteFade
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add hl, de
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add hl, de
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@ -312,12 +334,12 @@ GameFreakLogoScene4:
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ldh [hCGBPalUpdate], a
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ret
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.asm_e47a3
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.done
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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call PlaceGameFreakPresents_NextScene
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GameFreakLogoScene5:
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call GameFreakPresents_NextScene
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GameFreakLogo_Done:
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ret
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GameFreakDittoPaletteFade:
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