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Split battle/ into data/ and engine/ components
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@@ -1,4 +1,3 @@
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BattleTowerText_0x1ec000: ; 0x1ec000
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text "Hello, glad to"
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line "meet you!"
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149
text/types.asm
149
text/types.asm
@@ -1,149 +0,0 @@
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PrintMonTypes: ; 5090d
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; Print one or both types of [CurSpecies]
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; on the stats screen at hl.
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push hl
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call GetBaseData
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pop hl
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push hl
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ld a, [BaseType1]
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call .Print
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; Single-typed monsters really
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; have two of the same type.
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ld a, [BaseType1]
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ld b, a
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ld a, [BaseType2]
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cp b
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pop hl
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jr z, .hide_type_2
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ld bc, SCREEN_WIDTH
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add hl, bc
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.Print:
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ld b, a
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jr PrintType
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.hide_type_2
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; Erase any type name that was here before.
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; Seems to be pointless in localized versions.
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ld a, " "
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ld bc, SCREEN_WIDTH - 3
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add hl, bc
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ld [hl], a
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inc bc
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add hl, bc
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ld bc, 5
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jp ByteFill
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; 5093a
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PrintMoveType: ; 5093a
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; Print the type of move b at hl.
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push hl
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ld a, b
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dec a
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ld bc, MOVE_LENGTH
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ld hl, Moves
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call AddNTimes
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ld de, StringBuffer1
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ld a, BANK(Moves)
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call FarCopyBytes
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ld a, [StringBuffer1 + MOVE_TYPE]
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pop hl
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ld b, a
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PrintType: ; 50953
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; Print type b at hl.
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ld a, b
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push hl
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add a
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ld hl, TypeNames
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ld e, a
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ld d, 0
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add hl, de
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ld a, [hli]
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ld e, a
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ld d, [hl]
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pop hl
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jp PlaceString
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; 50964
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GetTypeName: ; 50964
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; Copy the name of type [wd265] to StringBuffer1.
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ld a, [wd265]
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ld hl, TypeNames
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ld e, a
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ld d, 0
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add hl, de
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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld de, StringBuffer1
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ld bc, 13
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jp CopyBytes
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; 5097b
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TypeNames: ; 5097b
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dw Normal
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dw Fighting
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dw Flying
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dw Poison
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dw Ground
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dw Rock
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dw Bird
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dw Bug
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dw Ghost
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dw Steel
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw Normal
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dw CurseType
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dw Fire
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dw Water
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dw Grass
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dw Electric
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dw Psychic
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dw Ice
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dw Dragon
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dw Dark
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Normal: db "NORMAL@"
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Fighting: db "FIGHTING@"
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Flying: db "FLYING@"
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Poison: db "POISON@"
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CurseType: db "???@"
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Fire: db "FIRE@"
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Water: db "WATER@"
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Grass: db "GRASS@"
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Electric: db "ELECTRIC@"
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Psychic: db "PSYCHIC@"
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Ice: db "ICE@"
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Ground: db "GROUND@"
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Rock: db "ROCK@"
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Bird: db "BIRD@"
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Bug: db "BUG@"
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Ghost: db "GHOST@"
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Steel: db "STEEL@"
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Dragon: db "DRAGON@"
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Dark: db "DARK@"
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; 50a28
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