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Move events/ to engine/events/
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265
engine/events/heal_machine_anim.asm
Executable file
265
engine/events/heal_machine_anim.asm
Executable file
@@ -0,0 +1,265 @@
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HealMachineAnim: ; 12324
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; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
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ld a, [PartyCount]
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and a
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ret z
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; The location of the healing machine relative to the player is stored in ScriptVar.
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; 0: Up and left (Pokemon Center)
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; 1: Left (Elm's Lab)
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; 2: Up (Hall of Fame)
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ld a, [ScriptVar]
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ld [Buffer1], a
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ld a, [rOBP1]
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ld [Buffer2], a
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call .DoJumptableFunctions
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ld a, [Buffer2]
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call DmgToCgbObjPal1
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ret
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; 1233e
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.DoJumptableFunctions: ; 1233e
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xor a
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ld [Buffer3], a
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.jumpable_loop
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ld a, [Buffer1]
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ld e, a
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ld d, 0
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ld hl, .Pointers
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add hl, de
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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [Buffer3]
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ld e, a
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inc a
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ld [Buffer3], a
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add hl, de
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ld a, [hl]
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cp 5
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jr z, .finish
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ld hl, .Jumptable
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rst JumpTable
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jr .jumpable_loop
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.finish
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ret
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; 12365
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.Pointers: ; 12365
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dw .Pokecenter
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dw .ElmLab
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dw .HallOfFame
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; 1236b
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.Pokecenter: ; 1236b
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db 0, 1, 3, 5
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.ElmLab: ; 1236f
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db 0, 1, 3, 5
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.HallOfFame: ; 12373
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db 0, 2, 4, 5
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; 12377
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.Jumptable: ; 12377
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dw .LoadGFX
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dw .PC_LoadBallsOntoMachine
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dw .HOF_LoadBallsOntoMachine
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dw .PlayHealMusic
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dw .HOF_PlaySFX
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dw .dummy_5 ; never encountered
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; 12383
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.LoadGFX: ; 12383
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call .LoadPalettes
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ld de, .HealMachineGFX
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ld hl, VTiles0 tile $7c
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lb bc, BANK(.HealMachineGFX), $2
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call Request2bpp
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ret
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; 12393
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.PC_LoadBallsOntoMachine: ; 12393
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ld hl, Sprites + $80
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ld de, .PC_ElmsLab_OAM
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call .PlaceHealingMachineTile
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call .PlaceHealingMachineTile
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jr .LoadBallsOntoMachine
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.HOF_LoadBallsOntoMachine: ; 123a1
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ld hl, Sprites + $80
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ld de, .HOF_OAM
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.LoadBallsOntoMachine: ; 123a7
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ld a, [PartyCount]
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ld b, a
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.party_loop
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call .PlaceHealingMachineTile
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push de
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ld de, SFX_SECOND_PART_OF_ITEMFINDER
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call PlaySFX
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pop de
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ld c, 30
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call DelayFrames
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dec b
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jr nz, .party_loop
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ret
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; 123bf
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.PlayHealMusic: ; 123bf
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ld de, MUSIC_HEAL
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call PlayMusic
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jp .FlashPalettes8Times
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; 123c8
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.HOF_PlaySFX: ; 123c8
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ld de, SFX_GAME_FREAK_LOGO_GS
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call PlaySFX
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call .FlashPalettes8Times
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call WaitSFX
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ld de, SFX_BOOT_PC
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call PlaySFX
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ret
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; 123db
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.dummy_5 ; 123db
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ret
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; 123dc
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.PC_ElmsLab_OAM: ; 123dc
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dsprite 4, 0, 4, 2, $7c, PAL_OW_TREE | OBP_NUM
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dsprite 4, 0, 4, 6, $7c, PAL_OW_TREE | OBP_NUM
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dsprite 4, 6, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 4, 6, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
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dsprite 5, 3, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 5, 3, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
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dsprite 6, 0, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 6, 0, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
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; 123fc
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.HealMachineGFX: ; 123fc
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INCBIN "gfx/overworld/heal_machine.2bpp"
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; 1241c
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.HOF_OAM: ; 1241c
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dsprite 7, 4, 10, 1, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 7, 4, 10, 6, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 7, 3, 9, 5, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 7, 3, 11, 2, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 7, 1, 9, 1, $7d, PAL_OW_TREE | OBP_NUM
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dsprite 7, 1, 11, 5, $7d, PAL_OW_TREE | OBP_NUM
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; 12434
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.LoadPalettes: ; 12434
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call IsCGB
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jr nz, .cgb
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ld a, %11100000
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ld [rOBP1], a
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ret
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.cgb
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ld hl, .palettes
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ld de, OBPals palette PAL_OW_TREE
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ld bc, 1 palettes
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ld a, $5
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call FarCopyWRAM
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ld a, $1
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ld [hCGBPalUpdate], a
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ret
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; 12451
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.palettes ; 12451
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RGB 31, 31, 31
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RGB 31, 19, 10
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RGB 31, 07, 01
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RGB 00, 00, 00
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; 12459
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.FlashPalettes8Times: ; 12459
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ld c, $8
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.palette_loop
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push bc
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call .FlashPalettes
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ld c, 10
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call DelayFrames
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pop bc
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dec c
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jr nz, .palette_loop
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ret
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; 12469
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.FlashPalettes: ; 12469
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call IsCGB
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jr nz, .go
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ld a, [rOBP1]
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xor %00101000
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ld [rOBP1], a
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ret
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.go
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ld a, [rSVBK]
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push af
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ld a, $5
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ld [rSVBK], a
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ld hl, OBPals palette PAL_OW_TREE
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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push de
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ld c, $3
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.palette_loop_2
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ld a, [hli]
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ld e, a
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ld a, [hld]
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ld d, a
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dec hl
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ld a, d
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ld [hld], a
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ld a, e
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ld [hli], a
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inc hl
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inc hl
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inc hl
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dec c
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jr nz, .palette_loop_2
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pop de
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dec hl
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ld a, d
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ld [hld], a
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ld a, e
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ld [hl], a
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pop af
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ld [rSVBK], a
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ld a, $1
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ld [hCGBPalUpdate], a
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ret
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; 124a3
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.PlaceHealingMachineTile: ; 124a3
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push bc
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ld a, [Buffer1]
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bcpixel 2, 4
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cp $1 ; ElmsLab
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jr z, .okay
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bcpixel 0, 0
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.okay
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ld a, [de]
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add c
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inc de
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ld [hli], a
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ld a, [de]
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add b
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inc de
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ld [hli], a
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ld a, [de]
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inc de
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ld [hli], a
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ld a, [de]
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inc de
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ld [hli], a
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pop bc
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ret
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; 124c1
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