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Some work on battle animations
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@@ -309,3 +309,53 @@ GLOBAL BattleText
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rst Bankswitch
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ret
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; 3ae1
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GetBattleAnimPointer:: ; 3ae1
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GLOBAL BattleAnimations
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GLOBAL BattleAnimCommands
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ld a, BANK(BattleAnimations)
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rst Bankswitch
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ld a, [hli]
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ld [BattleAnimAddress], a
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ld a, [hl]
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ld [BattleAnimAddress + 1], a
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ld a, BANK(BattleAnimCommands)
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rst Bankswitch
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ret
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; 3af0
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GetBattleAnimByte:: ; 3af0
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push hl
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push de
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ld hl, BattleAnimAddress
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld a, BANK(BattleAnimations)
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rst Bankswitch
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ld a, [de]
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ld [BattleAnimByte], a
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inc de
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ld a, BANK(BattleAnimCommands)
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rst Bankswitch
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ld [hl], d
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dec hl
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ld [hl], e
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pop de
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pop hl
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ld a, [BattleAnimByte]
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ret
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; 3b0c
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10
home/map.asm
10
home/map.asm
@@ -124,9 +124,10 @@ LoadMapPart:: ; 217a
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; 2198
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LoadMetatiles:: ; 2198
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; de <- wd194
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ld a, [wd194]
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ld e, a
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ld a, [wd195]
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ld a, [wd194 + 1]
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ld d, a
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ld hl, wMisc
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ld b, 5 ; SCREEN_WIDTH / 4
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@@ -163,20 +164,21 @@ endr
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ld h, a
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rept 3
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; copy 4 bytes from hl to de
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rept 4
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ld a, [hli]
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ld [de], a
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inc de
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endr
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; next row
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ld a, e
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add 5 * 4
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add SCREEN_WIDTH
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ld e, a
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jr nc, .next\@
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inc d
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.next\@
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endr
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; copy 4 more bytes from hl to de
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rept 4
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ld a, [hli]
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ld [de], a
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@@ -79,7 +79,7 @@ DmgToCgbBGPals:: ; c9f
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ld [rBGP], a
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push af
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; Don't need to be here if CGB
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; Don't need to be here if DMG
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ld a, [hCGB]
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and a
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jr z, .end
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