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Organize the engine/ directory
This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
This commit is contained in:
95
engine/link/link_2.asm
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95
engine/link/link_2.asm
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LinkMonStatsScreen: ; 4d319
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ld a, [wMenuCursorY]
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dec a
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ld [wCurPartyMon], a
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call LowVolume
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predef StatsScreenInit
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ld a, [wCurPartyMon]
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inc a
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ld [wMenuCursorY], a
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call ClearScreen
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call ClearBGPalettes
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call MaxVolume
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farcall LoadTradeScreenBorder
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farcall Link_WaitBGMap
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farcall InitTradeSpeciesList
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farcall SetTradeRoomBGPals
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call WaitBGMap2
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ret
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Link_WaitBGMap: ; 4d354
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call WaitBGMap
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call WaitBGMap2
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ret
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LinkTextbox2: ; 4d35b
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ld h, d
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ld l, e
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push bc
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push hl
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call .PlaceBorder
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pop hl
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pop bc
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ld de, wAttrMap - wTileMap
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add hl, de
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inc b
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inc b
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inc c
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inc c
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ld a, PAL_BG_TEXT
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.row
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push bc
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push hl
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.col
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ld [hli], a
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dec c
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jr nz, .col
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pop hl
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ld de, SCREEN_WIDTH
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add hl, de
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pop bc
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dec b
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jr nz, .row
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ret
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; 4d37e
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.PlaceBorder: ; 4d37e
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push hl
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ld a, $76
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ld [hli], a
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inc a
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call .PlaceRow
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inc a
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ld [hl], a
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pop hl
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ld de, SCREEN_WIDTH
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add hl, de
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.loop
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push hl
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ld a, "┌"
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ld [hli], a
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ld a, " "
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call .PlaceRow
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ld [hl], "─"
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pop hl
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ld de, SCREEN_WIDTH
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add hl, de
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dec b
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jr nz, .loop
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ld a, "┐"
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ld [hli], a
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ld a, "│"
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call .PlaceRow
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ld [hl], "└"
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ret
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; 4d3ab
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.PlaceRow: ; 4d3ab
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ld d, c
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.row_loop
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ld [hli], a
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dec d
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jr nz, .row_loop
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ret
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