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Fix issues in review
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@ -25,7 +25,7 @@
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const BATTLEANIMSTRUCT_16
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const BATTLEANIMSTRUCT_17
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BATTLEANIMSTRUCT_LENGTH EQU const_value
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NUM_ANIM_OBJECTS EQUS "(wActiveAnimObjectsEnd - wActiveAnimObjects) / BATTLEANIMSTRUCT_LENGTH"
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NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects
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; Start tile for battle animation graphics
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BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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@ -818,7 +818,7 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const BG_EFFECT_STRUCT_BATTLE_TURN
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const BG_EFFECT_STRUCT_03
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BG_EFFECT_STRUCT_LENGTH EQU const_value
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NUM_BG_EFFECTS EQUS "(wActiveBGEffectsEnd - wActiveBGEffects) / BG_EFFECT_STRUCT_LENGTH"
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NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
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; battle palettes
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const_def
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@ -89,7 +89,7 @@ BattleAnimOAMUpdate:
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ld hl, wBattleAnimTempOAMFlags
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ld a, [wBattleAnimTempFrameOAMFlags]
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xor [hl]
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and $e0 ; Keep priority, x flip and y flip flags.
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and PRIORITY | Y_FLIP | X_FLIP
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ld [hl], a
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pop af
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@ -171,7 +171,7 @@ BattleAnimOAMUpdate:
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or b
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ld b, a
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ld a, [wBattleAnimTempPalette]
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and $f
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and (PRIORITY | Y_FLIP | X_FLIP | OBP_NUM) ^ $ff
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or b
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ld [de], a
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@ -203,7 +203,7 @@ InitBattleAnimBuffer:
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add hl, bc
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ld a, [hl]
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and %10000000
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and PRIORITY
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ld [wBattleAnimTempOAMFlags], a
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xor a
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ld [wBattleAnimTempFrameOAMFlags], a
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@ -37,7 +37,7 @@ GetBattleAnimFrame:
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push af
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ld a, [hl]
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push hl
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and %00111111
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and (Y_FLIP << 1 | X_FLIP << 1) ^ $ff
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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@ -55,6 +55,7 @@ GetBattleAnimFrame:
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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dec [hl]
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@ -315,8 +315,8 @@ UpdateAnimFrame:
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AddOrSubtractY:
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push hl
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ld a, [hl]
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ld hl, wCurSpriteAddSubFlags
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bit 6, [hl]
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ld hl, wCurSpriteOAMFlags
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bit OAM_Y_FLIP, [hl]
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jr z, .ok
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; 8 - a
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add $8
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@ -330,8 +330,8 @@ AddOrSubtractY:
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AddOrSubtractX:
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push hl
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ld a, [hl]
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ld hl, wCurSpriteAddSubFlags
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bit 5, [hl] ; x flip
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ld hl, wCurSpriteOAMFlags
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bit OAM_X_FLIP, [hl]
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jr z, .ok
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; 8 - a
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add $8
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@ -343,20 +343,20 @@ AddOrSubtractX:
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ret
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GetSpriteOAMAttr:
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ld a, [wCurSpriteAddSubFlags]
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ld a, [wCurSpriteOAMFlags]
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ld b, a
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ld a, [hl]
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xor b
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and $e0
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and PRIORITY | Y_FLIP | X_FLIP
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ld b, a
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ld a, [hl]
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and $1f
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and (PRIORITY | Y_FLIP | X_FLIP) ^ $ff
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or b
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ret
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InitSpriteAnimBuffer:
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xor a
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ld [wCurSpriteAddSubFlags], a
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ld [wCurSpriteOAMFlags], a
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld a, [hli]
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@ -436,7 +436,7 @@ GetSpriteAnimFrame:
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push af
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ld a, [hl]
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push hl
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and $3f
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and (Y_FLIP << 1 | X_FLIP << 1) ^ $ff
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ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
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add hl, bc
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add [hl]
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@ -446,9 +446,9 @@ GetSpriteAnimFrame:
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pop hl
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.okay
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ld a, [hl]
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and $c0
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and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro
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srl a
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ld [wCurSpriteAddSubFlags], a
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ld [wCurSpriteOAMFlags], a
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pop af
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ret
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@ -174,3 +174,6 @@ limited_interpret_data EQUS "text_dots"
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link_wait_button EQUS "text_linkwaitbutton"
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current_day EQUS "text_today"
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text_jump EQUS "text_far"
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; macros/scripts/battle_anims.asm
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anim_clearsprites EQUS "anim_keepsprites"
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