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Add code for the Extremespeed Dratini.
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2
Makefile
2
Makefile
@ -4,7 +4,7 @@ TEXTFILES =
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all: pokecrystal.gbc
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pokecrystal.o: pokecrystal.asm main.tx constants.asm ${TEXTFILES}
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pokecrystal.o: pokecrystal.asm main.tx constants.asm wram.asm ${TEXTFILES}
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rgbasm -o pokecrystal.o pokecrystal.asm
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.asm.tx:
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158
main.asm
158
main.asm
@ -1,5 +1,40 @@
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SECTION "bank0",HOME
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INCBIN "baserom.gbc",$0,$4000
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INCBIN "baserom.gbc",$0,$304d
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GetFarByte: ; 0x304d
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; retrieve a single byte from a:hl, and return it in a.
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; bankswitch to new bank
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ld [$ff00+$8b], a
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ld a, [$ff00+$9d]
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push af
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ld a, [$ff00+$8b]
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rst $10
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; get byte from new bank
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ld a, [hl]
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ld [$ff00+$8b], a
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; bankswitch to previous bank
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pop af
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rst $10
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; return retrieved value in a
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ld a, [$ff00+$8b]
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ret
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INCBIN "baserom.gbc",$305d,$30fe-$305d
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AddNTimes ; 0x30fe
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and a
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ret z
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.loop
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add hl, bc
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dec a
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jr nz, .loop
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ret
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; 0x3105
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INCBIN "baserom.gbc",$3105,$4000-$3105
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SECTION "bank1",DATA,BANK[$1]
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INCBIN "baserom.gbc",$4000,$4000
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SECTION "bank2",DATA,BANK[$2]
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@ -156,7 +191,7 @@ SpecialsPointers: ; 0xc029
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dbw $13,$70bc
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dbw $22,$6f6b
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dbw $22,$6fd4
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dbw $22,$7170
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dbw BANK(SpecialDratini),SpecialDratini
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dbw $04,$5485
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dbw $12,$66e8
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dbw $12,$6711
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@ -3135,6 +3170,7 @@ Moves: ; 0x41afb
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; characteristics of each move
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; animation, effect, power, type, accuracy, PP, XXX something else
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db POUND,$00,40,NORMAL,$ff,35,$00
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Move1:
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db KARATE_CHOP,$00,50,FIGHTING,$ff,25,$00
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db DOUBLESLAP,$1d,15,NORMAL,$d8,10,$00
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db COMET_PUNCH,$1d,18,NORMAL,$d8,15,$00
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@ -3681,8 +3717,124 @@ SECTION "bank20",DATA,BANK[$20]
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INCBIN "baserom.gbc",$80000,$4000
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SECTION "bank21",DATA,BANK[$21]
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INCBIN "baserom.gbc",$84000,$4000
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SECTION "bank22",DATA,BANK[$22]
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INCBIN "baserom.gbc",$88000,$4000
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INCBIN "baserom.gbc",$88000,$3170
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SpecialDratini: ; 0x8b170
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; if $c2dd is 0 or 1, change the moveset of the last Dratini in the party.
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; 0: give it a special moveset with Extremespeed.
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; 1: give it the normal moveset of a level 15 Dratini.
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ld a, [$c2dd]
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cp $2
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ret nc
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ld bc, TeamCount
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ld a, [bc]
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ld hl, 0
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call GetNthTeamMon
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ld a, [bc]
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ld c, a
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ld de, TeamMon2 - TeamMon1
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.CheckForDratini
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; start at the end of the party and search backwards for a Dratini
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ld a, [hl]
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cp DRATINI
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jr z, .GiveMoveset
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ld a, l
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sub e
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ld l, a
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ld a, h
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sbc d
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ld h, a
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dec c
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jr nz, .CheckForDratini
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ret
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.GiveMoveset
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push hl
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ld a, [$c2dd]
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ld hl, .Movesets
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ld bc, .Moveset1 - .Moveset0
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call AddNTimes
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; get address of mon's first move
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pop de
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inc de
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inc de
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.GiveMoves
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ld a, [hl]
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and a ; is the move 00?
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ret z ; if so, we're done here
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push hl
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push de
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ld [de], a ; give the Pokémon the new move
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; get the PP of the new move
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dec a
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ld hl, Moves + 5
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ld bc, Move1 - Moves
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call AddNTimes
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ld a, BANK(Moves)
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call GetFarByte
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; get the address of the move's PP and update the PP
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ld hl, TeamMon1PP - TeamMon1Moves
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add hl, de
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ld [hl], a
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pop de
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pop hl
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inc de
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inc hl
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jr .GiveMoves
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.Movesets
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.Moveset0
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; Dratini does not normally learn Extremespeed. This is a special gift.
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db WRAP
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db THUNDER_WAVE
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db TWISTER
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db EXTREMESPEED
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db 0
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.Moveset1
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; This is the normal moveset of a level 15 Dratini
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db WRAP
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db LEER
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db THUNDER_WAVE
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db TWISTER
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db 0
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GetNthTeamMon: ; 0x8b1ce
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; inputs:
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; hl must be set to 0 before calling this function.
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; a must be set to the number of Pokémon in the party.
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; outputs:
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; returns the address of the last Pokémon in the party in hl.
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; sets carry if a is 0.
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ld de, TeamMon1
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add hl, de
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and a
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jr z, .EmptyParty
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dec a
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ret z
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ld de, TeamMon2 - TeamMon1
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.loop
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add hl, de
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dec a
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jr nz, .loop
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ret
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.EmptyParty
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scf
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ret
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INCBIN "baserom.gbc",$8b1e1,$8c000-$8b1e1
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SECTION "bank23",DATA,BANK[$23]
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INCBIN "baserom.gbc",$8C000,$4000
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SECTION "bank24",DATA,BANK[$24]
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@ -1,2 +1,3 @@
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INCLUDE "wram.asm"
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INCLUDE "constants.asm"
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INCLUDE "main.tx"
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67
wram.asm
Normal file
67
wram.asm
Normal file
@ -0,0 +1,67 @@
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SECTION "PlayerTeam",BSS[$dcd7]
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TeamCount: ; 0xdcd7
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ds 1 ; number of Pokémon in party
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TeamSpecies: ; 0xdcd8
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ds 6 ; species of each Pokémon in party
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; 0xdcde
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; XXX what is this
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ds 1
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TeamMon1:
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TeamMon1Species: ; 0xdcdf
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ds 1
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TeamMon1Item: ; 0xdce0
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ds 1
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TeamMon1Moves: ; 0xdce1
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ds 4
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TeamMon1ID: ; 0xdce5
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ds 2
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TeamMon1Exp: ; 0xdce7
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ds 3
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TeamMon1HPExp: ; 0xdcea
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ds 2
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TeamMon1AtkExp: ; 0xdcec
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ds 2
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TeamMon1DefExp: ; 0xdcee
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ds 2
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TeamMon1SpdExp: ; 0xdcf0
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ds 2
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TeamMon1SpclExp: ; 0xdcf2
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ds 2
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TeamMon1DVs: ; 0xdcf4
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ds 2 ; Atk/Def/Spd/Spcl, HP is the high bits of these four nybbles
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TeamMon1PP: ; 0xdcf6
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ds 4
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TeamMon1Happiness: ; 0xdcfa
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ds 1
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TeamMon1PokerusStatus: ; 0xdcfb
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ds 1
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TeamMon1SeerModifier: ; 0xdcfc
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ds 2
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TeamMon1Level: ; 0xdcfe
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ds 1
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TeamMon1Status: ; 0xdcff
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ds 1
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; 0xdd00
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; XXX what is this
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ds 1
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TeamMon1CurHP: ; 0xdd01
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ds 2
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TeamMon1MaxHP: ; 0xdd03
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ds 2
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TeamMon1Atk: ; 0xdd05
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ds 2
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TeamMon1Def: ; 0xdd07
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ds 2
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TeamMon1Spd: ; 0xdd09
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ds 2
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TeamMon1SpclAtk: ; 0xdd0b
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ds 2
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TeamMon1SpclDef: ; 0xdd0d
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ds 2
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TeamMon2: ; 0xdd00
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ds 5 * (TeamMon2 - TeamMon1)
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