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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.
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39
engine/link/time_capsule_2.asm
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39
engine/link/time_capsule_2.asm
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ConvertMon_2to1: ; fb8f1
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; Takes the Gen-2 Pokemon number stored in wd265, finds it in the Pokered_MonIndices table, and returns its index in wd265.
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push bc
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push hl
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ld a, [wd265]
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ld b, a
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ld c, 0
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ld hl, Pokered_MonIndices
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.loop
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inc c
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ld a, [hli]
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cp b
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jr nz, .loop
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ld a, c
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ld [wd265], a
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pop hl
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pop bc
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ret
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; fb908
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ConvertMon_1to2: ; fb908
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; Takes the Gen-1 Pokemon number stored in wd265 and returns the corresponding value from Pokered_MonIndices in wd265.
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push bc
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push hl
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ld a, [wd265]
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dec a
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ld hl, Pokered_MonIndices
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ld b, 0
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ld c, a
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add hl, bc
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ld a, [hl]
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ld [wd265], a
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pop hl
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pop bc
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ret
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; fb91c
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INCLUDE "data/pokemon/gen1_order.asm"
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