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synced 2024-11-16 11:27:33 -08:00
Do a little cleanup towards issue #465
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@ -123,6 +123,12 @@ const_value set 1
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const ATK_EQ_DEF
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; PP
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PP_UP_MASK EQU %11000000
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PP_UP_ONE EQU %01000000
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PP_MASK EQU %00111111
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; significant happiness values
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BASE_HAPPINESS EQU 70
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FRIEND_BALL_HAPPINESS EQU 200
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@ -16,12 +16,12 @@ HiddenPowerDamage: ; fbced
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; Attack
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ld a, [hl]
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swap a
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and 8
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and %1000
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; Defense
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ld b, a
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ld a, [hli]
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and 8
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and %1000
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srl a
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or b
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@ -29,7 +29,7 @@ HiddenPowerDamage: ; fbced
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ld b, a
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ld a, [hl]
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swap a
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and 8
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and %1000
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srl a
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srl a
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or b
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@ -37,7 +37,7 @@ HiddenPowerDamage: ; fbced
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; Special
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ld b, a
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ld a, [hl]
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and 8
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and %1000
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srl a
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srl a
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srl a
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@ -52,7 +52,7 @@ HiddenPowerDamage: ; fbced
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; Add Special & 3
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ld b, a
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ld a, [hld]
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and 3
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and %0011
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add b
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; Divide by 2 and add 30 + 1
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@ -67,12 +67,12 @@ HiddenPowerDamage: ; fbced
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; Def & 3
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ld a, [hl]
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and 3
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and %0011
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ld b, a
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; + (Atk & 3) << 2
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ld a, [hl]
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and 3 << 4
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and %0011 << 4
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swap a
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add a
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add a
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@ -853,7 +853,7 @@ ShrinkPlayer: ; 610f
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ld a, [hROMBank]
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push af
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ld a, 0 << 7 | 32 ; fade out
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ld a, 32 ; fade time
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ld [MusicFade], a
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ld de, MUSIC_NONE
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ld a, e
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@ -2291,7 +2291,7 @@ PokeDoll: ; f48f
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inc a
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ld [wForcedSwitch], a
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ld a, [wBattleResult]
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and 3 << 6
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and $c0
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or $2
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ld [wBattleResult], a
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jp UseItemText
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@ -2575,7 +2575,7 @@ Mysteryberry: ; f5bf
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ld bc, MON_PP - MON_MOVES
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add hl, bc
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ld a, [hl]
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cp 3 << 6 ; have 3 PP Ups already been used?
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cp PP_UP_MASK
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jr c, .do_ppup
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.CantUsePPUpOnSketch:
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@ -2586,7 +2586,7 @@ Mysteryberry: ; f5bf
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.do_ppup
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ld a, [hl]
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add 1 << 6 ; increase PP Up count by 1
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add PP_UP_ONE
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ld [hl], a
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ld a, $1
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ld [wd265], a
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@ -2714,7 +2714,7 @@ RestorePP: ; f6e8
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ld a, [wd265]
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ld b, a
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ld a, [hl]
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and (1 << 6) - 1
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and PP_MASK
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cp b
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jr nc, .dont_restore
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@ -2732,7 +2732,7 @@ RestorePP: ; f6e8
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.restore_some
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ld a, [hl]
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and (1 << 6) - 1
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and PP_MASK
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add c
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cp b
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jr nc, .restore_all
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@ -2740,7 +2740,7 @@ RestorePP: ; f6e8
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.restore_all
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ld a, [hl]
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and 3 << 6
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and PP_UP_MASK
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or b
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ld [hl], a
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ret
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@ -3125,7 +3125,7 @@ ApplyPPUp: ; f84c
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.use
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ld a, [hl]
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and 3 << 6
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and PP_UP_MASK
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ld a, [de] ; wasted cycle
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call nz, ComputeMaxPP
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@ -3209,7 +3209,7 @@ RestoreAllPP: ; f8b9
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pop bc
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pop de
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ld a, [de]
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and 3 << 6
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and PP_UP_MASK
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ld b, a
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ld a, [wd265]
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add b
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@ -3282,7 +3282,7 @@ GetMaxPPOfMove: ; f8ec
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.notwild
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add hl, bc
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ld a, [hl]
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and 3 << 6
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and PP_UP_MASK
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pop bc
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or b
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@ -3293,7 +3293,7 @@ GetMaxPPOfMove: ; f8ec
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ld a, b ; this gets lost anyway
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call ComputeMaxPP
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ld a, [hl]
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and (1 << 6) - 1
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and PP_MASK
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ld [wd265], a
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pop af
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@ -2422,7 +2422,7 @@ Pokedex_LoadCurrentFootprint: ; 41478 (10:5478)
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Pokedex_LoadAnyFootprint: ; 4147b
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ld a, [wd265]
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dec a
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and ($ff ^ $07) ; $f8 ; $1f << 3
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and %11111000
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srl a
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srl a
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srl a
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@ -2430,7 +2430,7 @@ Pokedex_LoadAnyFootprint: ; 4147b
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ld d, a
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ld a, [wd265]
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dec a
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and 7
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and %111
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swap a ; * $10
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ld l, a
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ld h, 0
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@ -898,7 +898,7 @@ Script_musicfadeout:
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call GetScriptByte
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ld [MusicFadeID + 1], a
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call GetScriptByte
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and $7f
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and $ff ^ (1 << MUSIC_FADE_IN_F)
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ld [MusicFade], a
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ret
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@ -1157,7 +1157,7 @@ CheckFaintedFrzSlp: ; 4e53f
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ld hl, MON_STATUS
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add hl, bc
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ld a, [hl]
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and (1 << FRZ) | SLP
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and 1 << FRZ | SLP
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jr nz, .fainted_frz_slp
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and a
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ret
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@ -237,11 +237,11 @@ SuicuneFrameIterator: ; 10eea7
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inc [hl]
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; Only do this once every eight frames
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and (1 << 3) - 1
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and %111
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ret nz
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ld a, c
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and 3 << 3
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and %11000
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sla a
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swap a
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ld e, a
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@ -319,7 +319,7 @@ Unused_FadeOutMusic:: ; 3ca8
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; 3cae
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FadeInMusic:: ; 3cae
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ld a, 4 | 1 << 7
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ld a, 4 | (1 << MUSIC_FADE_IN_F)
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ld [MusicFade], a
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ret
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; 3cb4
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@ -303,7 +303,7 @@ WaitTileAnimation: ; fc2fe
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StandingTileFrame8: ; fc2ff
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ld a, [TileAnimationTimer]
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inc a
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and 7
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and %111
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ld [TileAnimationTimer], a
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ret
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; fc309
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@ -313,9 +313,9 @@ ScrollTileRightLeft: ; fc309
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; Scroll right for 4 ticks, then left for 4 ticks.
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ld a, [TileAnimationTimer]
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inc a
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and 7
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and %111
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ld [TileAnimationTimer], a
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and 4
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and %100
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jr nz, ScrollTileLeft
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jr ScrollTileRight
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; fc318
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@ -324,9 +324,9 @@ ScrollTileUpDown: ; fc318
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; Scroll up for 4 ticks, then down for 4 ticks.
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ld a, [TileAnimationTimer]
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inc a
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and 7
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and %111
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ld [TileAnimationTimer], a
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and 4
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and %100
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jr nz, ScrollTileDown
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jr ScrollTileUp
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; fc327
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@ -424,7 +424,7 @@ AnimateFountain: ; fc387
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ld c, l
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ld hl, .frames
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ld a, [TileAnimationTimer]
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and 7
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and %111
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add a
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add l
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ld l, a
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@ -468,7 +468,7 @@ AnimateWaterTile: ; fc402
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ld a, [TileAnimationTimer]
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; 4 tile graphics, updated every other frame.
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and 3 << 1
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and %110
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; 2 x 8 = 16 bytes per tile
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add a
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@ -676,7 +676,7 @@ AnimateFlowerTile: ; fc56d
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; Alternate tile graphic every other frame
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ld a, [TileAnimationTimer]
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and 1 << 1
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and %10
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ld e, a
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; CGB has different color mappings for flowers.
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@ -684,14 +684,14 @@ AnimateFlowerTile: ; fc56d
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and 1
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add e
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swap a ; << 4 (16 bytes)
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swap a
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ld e, a
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ld d, 0
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ld hl, FlowerTileFrames
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add hl, de
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ld sp, hl
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ld hl, vTiles2 + $30 ; tile 4
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ld hl, vTiles2 tile $03
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jp WriteTile
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; fc58c
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@ -710,11 +710,11 @@ LavaBubbleAnim1: ; fc5cc
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ld b, h
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ld c, l
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ld a, [TileAnimationTimer]
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and 6
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and %110
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srl a
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inc a
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inc a
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and 3
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and %011
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swap a
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ld e, a
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ld d, 0
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@ -732,7 +732,7 @@ LavaBubbleAnim2: ; fc5eb
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ld b, h
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ld c, l
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ld a, [TileAnimationTimer]
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and 6
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and %110
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add a
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add a
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add a
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@ -764,7 +764,7 @@ AnimateSproutPillarTile: ; fc645
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ld c, l
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ld a, [TileAnimationTimer]
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and 7
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and %111
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; Get frame index a
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ld hl, .frames
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@ -948,7 +948,7 @@ TileAnimationPalette: ; fc6d7
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ld a, l
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and %110 ; frames 0 2 4 6
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jr z, .color0
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cp 4
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cp %100 ; frame 4
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jr z, .color2
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.color1
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@ -992,7 +992,7 @@ FlickeringCaveEntrancePalette: ; fc71e
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ret nz
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; We only want to be here if we're in a dark cave.
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ld a, [wTimeOfDayPalset]
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cp $ff ; 3,3,3,3
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cp %11111111 ; 3,3,3,3
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ret nz
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ld a, [rSVBK]
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@ -1003,7 +1003,7 @@ FlickeringCaveEntrancePalette: ; fc71e
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ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW
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ld [rBGPI], a
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ld a, [hVBlankCounter]
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and 1 << 1
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and %10
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jr nz, .bit1set
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ld hl, wBGPals1 palette PAL_BG_YELLOW
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jr .okay
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