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synced 2024-11-16 11:27:33 -08:00
Fix comments around BANK() statements
Found a couple BANK()s that reference multiple labels.
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@ -4154,7 +4154,7 @@ PursuitSwitch:
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ld a, [wLastPlayerMon]
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ld a, [wLastPlayerMon]
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ld [wCurBattleMon], a
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ld [wCurBattleMon], a
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.do_turn
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.do_turn
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ld a, BANK(DoPlayerTurn)
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ld a, BANK(DoPlayerTurn) ; and BANK(DoEnemyTurn)
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rst FarCall
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rst FarCall
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ld a, BATTLE_VARS_MOVE
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ld a, BATTLE_VARS_MOVE
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@ -4404,7 +4404,7 @@ UseHeldStatusHealingItem:
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.got_pointer
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.got_pointer
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call SwitchTurnCore
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call SwitchTurnCore
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ld a, BANK(CalcEnemyStats)
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ld a, BANK(CalcPlayerStats) ; and BANK(CalcEnemyStats)
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rst FarCall
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rst FarCall
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call SwitchTurnCore
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call SwitchTurnCore
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call ItemRecoveryAnim
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call ItemRecoveryAnim
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@ -59,7 +59,7 @@ BattleCommand_Present:
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jr z, .got_hp_fn_pointer
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jr z, .got_hp_fn_pointer
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ld hl, AICheckEnemyMaxHP
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ld hl, AICheckEnemyMaxHP
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.got_hp_fn_pointer
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.got_hp_fn_pointer
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ld a, BANK(AICheckPlayerMaxHP)
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ld a, BANK(AICheckPlayerMaxHP) ; and BANK(AICheckEnemyMaxHP)
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rst FarCall
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rst FarCall
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jr c, .already_fully_healed
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jr c, .already_fully_healed
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@ -1340,7 +1340,7 @@ BattleAnimAssignPals:
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call DmgToCgbObjPals
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call DmgToCgbObjPals
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ret
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ret
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ClearBattleAnims:
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ClearBattleAnims::
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; Clear animation block
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; Clear animation block
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ld hl, wLYOverrides
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ld hl, wLYOverrides
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ld bc, wBattleAnimEnd - wLYOverrides
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ld bc, wBattleAnimEnd - wLYOverrides
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@ -19,7 +19,7 @@ _UnownPrinter:
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ld de, UnownDexATile
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ld de, UnownDexATile
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ld hl, vTiles0 tile UNOWNSTAMP_BOLD_A
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ld hl, vTiles0 tile UNOWNSTAMP_BOLD_A
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lb bc, BANK(UnownDexBTile), 1
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lb bc, BANK(UnownDexATile), 1
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call Request1bpp
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call Request1bpp
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ld de, UnownDexBTile
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ld de, UnownDexBTile
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@ -190,7 +190,8 @@ GetBattleAnimPointer::
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ld a, [hl]
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ld a, [hl]
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ld [wBattleAnimAddress + 1], a
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ld [wBattleAnimAddress + 1], a
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ld a, BANK(BattleAnimCommands)
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; ClearBattleAnims is the only function that calls this...
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ld a, BANK(ClearBattleAnims)
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rst Bankswitch
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rst Bankswitch
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ret
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ret
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@ -97,7 +97,7 @@ Init::
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call ClearSprites
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call ClearSprites
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call ClearsScratch
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call ClearsScratch
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ld a, BANK(WriteOAMDMACodeToHRAM)
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ld a, BANK(GameInit) ; and BANK(WriteOAMDMACodeToHRAM)
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rst Bankswitch
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rst Bankswitch
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call WriteOAMDMACodeToHRAM
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call WriteOAMDMACodeToHRAM
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@ -3,7 +3,7 @@ ScrollingMenu::
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ldh a, [hROMBank]
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ldh a, [hROMBank]
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push af
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push af
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ld a, BANK(_ScrollingMenu)
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ld a, BANK(_ScrollingMenu) ; and BANK(_InitScrollingMenu)
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rst Bankswitch
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rst Bankswitch
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call _InitScrollingMenu
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call _InitScrollingMenu
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