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Consistent if/else/endc (matches rept/endr) and DEF (matches BANK/HIGH/LOW)
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@@ -5,19 +5,19 @@ BattleTowerText:: ; 11c000
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; 3: Player won
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ld a, [rSVBK]
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push af
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ld a, 3 ; BANK(BT_OTTrainerClass)
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ld a, BANK(BT_OTTrainerClass)
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ld [rSVBK], a
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IF DEF(CRYSTAL11)
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if DEF(CRYSTAL11)
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ld hl, BT_OTTrainerClass
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ELSE
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ld hl, BT_OTName + 5
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else
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; BUG ALERT
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; Instead of loading the Trainer Class, this routine
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; loads the 6th character in the Trainer's name, then
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; uses it to get the gender of the trainer.
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; As a consequence, the enemy trainer's dialog will
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; always be sampled from the female array.
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ENDC
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ld hl, BT_OTName + 5
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endc
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ld a, [hl]
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dec a
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ld e, a
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@@ -936,11 +936,11 @@ GameBoyN64GFX:
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INCBIN "gfx/trade/game_boy_n64.2bpp"
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Tilemap_1733af:
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IF DEF(CRYSTAL11)
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if DEF(CRYSTAL11)
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INCBIN "gfx/unknown/1733af_corrupt.tilemap"
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ELSE
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else
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INCBIN "gfx/unknown/1733af.tilemap"
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ENDC
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endc
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Attrmap_173517:
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INCBIN "gfx/unknown/173517.attrmap"
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