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https://gitlab.com/xCrystal/pokecrystal-board.git
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Fewer uses of 'Thing2 - Thing1' for sizeof(Thing)
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@ -55,8 +55,8 @@ OddEgg1:
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bigdw 8 ; SAtk
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bigdw 8 ; SAtk
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bigdw 8 ; SDef
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bigdw 8 ; SDef
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db "EGG@@@@@@@@"
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db "EGG@@@@@@@@"
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OddEgg1End:
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OddEgg2:
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db PICHU
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db PICHU
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db NO_ITEM
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db NO_ITEM
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db THUNDERSHOCK, CHARM, DIZZY_PUNCH, 0
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db THUNDERSHOCK, CHARM, DIZZY_PUNCH, 0
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@ -3619,10 +3619,10 @@ CheckPlayerPartyForFitMon:
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ld e, a
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ld e, a
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xor a
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xor a
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ld hl, wPartyMon1HP
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ld hl, wPartyMon1HP
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ld bc, wPartyMon2 - (wPartyMon1 + 1)
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ld bc, PARTYMON_STRUCT_LENGTH - 1
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.loop
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.loop
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or [hl]
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or [hl]
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inc hl
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inc hl ; + 1
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or [hl]
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or [hl]
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add hl, bc
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add hl, bc
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dec e
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dec e
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@ -104,7 +104,7 @@ Function_LoadRandomBattleTowerMon:
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ld a, [wBTChoiceOfLvlGroup]
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ld a, [wBTChoiceOfLvlGroup]
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dec a
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dec a
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ld hl, BattleTowerMons
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ld hl, BattleTowerMons
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ld bc, BattleTowerMons2 - BattleTowerMons1
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ld bc, BattleTowerMons2 - BattleTowerMons1 ; size of one level group
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call AddNTimes
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call AddNTimes
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ld a, [hRandomAdd]
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ld a, [hRandomAdd]
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@ -39,7 +39,7 @@ _GiveOddEgg:
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.done
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.done
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ld hl, OddEggs
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ld hl, OddEggs
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ld a, OddEgg2 - OddEgg1
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ld a, OddEgg1End - OddEgg1
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call AddNTimes
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call AddNTimes
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ld de, wOddEggSpecies
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ld de, wOddEggSpecies
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@ -2039,7 +2039,7 @@ CheckTimeCapsuleCompatibility:
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jr nc, .move_too_new
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jr nc, .move_too_new
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dec c
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dec c
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jr nz, .move_next
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jr nz, .move_next
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ld de, wPartyMon2 - (wPartyMon1 + NUM_MOVES)
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ld de, PARTYMON_STRUCT_LENGTH - NUM_MOVES
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add hl, de
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add hl, de
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dec b
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dec b
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jr nz, .move_loop
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jr nz, .move_loop
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@ -562,8 +562,8 @@ DoPlayerMovement::
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.GetAction:
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.GetAction:
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; Poll player input and update movement info.
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; Poll player input and update movement info.
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ld hl, .table
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ld hl, .action_table
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ld de, .table2 - .table1
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ld de, .action_table_1_end - .action_table_1
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ld a, [wCurInput]
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ld a, [wCurInput]
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bit D_DOWN_F, a
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bit D_DOWN_F, a
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jr nz, .d_down
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jr nz, .d_down
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@ -597,25 +597,20 @@ DoPlayerMovement::
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ld [wWalkingTile], a
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ld [wWalkingTile], a
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ret
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ret
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.table
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player_action: MACRO
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; struct:
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; walk direction, facing, x movement, y movement, tile collision pointer
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; walk direction
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db \1, \2, \3, \4
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; facing
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dw \5
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; x movement
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ENDM
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; y movement
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; tile collision pointer
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.action_table:
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.table1
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.action_table_1
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db STANDING, FACE_CURRENT, 0, 0
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player_action STANDING, FACE_CURRENT, 0, 0, wPlayerStandingTile
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dw wPlayerStandingTile
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.action_table_1_end
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.table2
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player_action RIGHT, FACE_RIGHT, 1, 0, wTileRight
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db RIGHT, FACE_RIGHT, 1, 0
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player_action LEFT, FACE_LEFT, -1, 0, wTileLeft
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dw wTileRight
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player_action UP, FACE_UP, 0, -1, wTileUp
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db LEFT, FACE_LEFT, -1, 0
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player_action DOWN, FACE_DOWN, 0, 1, wTileDown
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dw wTileLeft
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db UP, FACE_UP, 0, -1
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dw wTileUp
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db DOWN, FACE_DOWN, 0, 1
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dw wTileDown
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.CheckNPC:
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.CheckNPC:
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; Returns 0 if there is an NPC in front that you can't move
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; Returns 0 if there is an NPC in front that you can't move
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