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Correct documentation
Split out text_constants.asm
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@ -31,6 +31,7 @@ INCLUDE "constants/pokemon_data_constants.asm"
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INCLUDE "constants/icon_constants.asm"
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INCLUDE "constants/icon_constants.asm"
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INCLUDE "constants/serial_constants.asm"
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INCLUDE "constants/serial_constants.asm"
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INCLUDE "constants/mobile_constants.asm"
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INCLUDE "constants/mobile_constants.asm"
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INCLUDE "constants/text_constants.asm"
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INCLUDE "constants/misc_constants.asm"
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INCLUDE "constants/misc_constants.asm"
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INCLUDE "constants/std_constants.asm"
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INCLUDE "constants/std_constants.asm"
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INCLUDE "constants/deco_constants.asm"
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INCLUDE "constants/deco_constants.asm"
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@ -16,39 +16,13 @@ HP_GREEN EQU 0
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HP_YELLOW EQU 1
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HP_YELLOW EQU 1
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HP_RED EQU 2
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HP_RED EQU 2
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; save file corruption check values
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SAVE_CHECK_VALUE_1 EQU 99
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SAVE_CHECK_VALUE_2 EQU 127
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; name lengths
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; hMenuReturn
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NAME_LENGTH EQU 11
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HMENURETURN_SCRIPT EQU %10000000
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PLAYER_NAME_LENGTH EQU 8
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HMENURETURN_ASM EQU %11111111
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BOX_NAME_LENGTH EQU 9
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PKMN_NAME_LENGTH EQU 11
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MOVE_NAME_LENGTH EQU 13
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ITEM_NAME_LENGTH EQU 13
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TRAINER_CLASS_NAME_LENGTH EQU 13
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NAME_LENGTH_JAPANESE EQU 6
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; GetName types (see home/names.asm)
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PKMN_NAME EQU 1
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MOVE_NAME EQU 2
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; dummied out EQU 3
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ITEM_NAME EQU 4
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PARTY_OT_NAME EQU 5
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ENEMY_OT_NAME EQU 6
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TRAINER_NAME EQU 7
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; broken ptr EQU 8
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; printing text
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const_value set 5
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const PRINTNUM_MONEY_F ; 5
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const PRINTNUM_RIGHTALIGN_F ; 6
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const PRINTNUM_LEADINGZEROS_F ; 7
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; PrintNum arguments (see engine/printnum.asm)
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PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F
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PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F
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PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
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; DoPlayerMovement.DoStep arguments (see engine/player_movement.asm)
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; DoPlayerMovement.DoStep arguments (see engine/player_movement.asm)
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const_def
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const_def
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@ -61,17 +35,6 @@ PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
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const STEP_BACK_LEDGE ; 6
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const STEP_BACK_LEDGE ; 6
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const STEP_WALK_IN_PLACE ; 7
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const STEP_WALK_IN_PLACE ; 7
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; hMenuReturn
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HMENURETURN_SCRIPT EQU %10000000
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HMENURETURN_ASM EQU %11111111
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; save file corruption check values
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SAVE_CHECK_VALUE_1 EQU 99
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SAVE_CHECK_VALUE_2 EQU 127
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; time of day boundaries
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; time of day boundaries
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MORN_HOUR EQU 4 ; 4 AM
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MORN_HOUR EQU 4 ; 4 AM
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DAY_HOUR EQU 10 ; 10 AM
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DAY_HOUR EQU 10 ; 10 AM
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@ -79,7 +42,6 @@ NITE_HOUR EQU 18 ; 6 PM
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NOON_HOUR EQU 12 ; 12 PM
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NOON_HOUR EQU 12 ; 12 PM
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MAX_HOUR EQU 24 ; 12 AM
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MAX_HOUR EQU 24 ; 12 AM
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; boxes
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; boxes
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MONS_PER_BOX EQU 20
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MONS_PER_BOX EQU 20
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NUM_BOXES EQU 14
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NUM_BOXES EQU 14
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@ -91,14 +53,12 @@ NUM_HOF_TEAMS = 30
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MAX_LINK_RECORD EQU 9999
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MAX_LINK_RECORD EQU 9999
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; significant money values
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; significant money values
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START_MONEY EQU 3000
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START_MONEY EQU 3000
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MOM_MONEY EQU 2300
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MOM_MONEY EQU 2300
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MAX_MONEY EQU 999999
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MAX_MONEY EQU 999999
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MAX_COINS EQU 9999
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MAX_COINS EQU 9999
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; ChangeHappiness arguments (see data/happiness_changes.asm)
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; ChangeHappiness arguments (see data/happiness_changes.asm)
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const_value = 1
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const_value = 1
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const HAPPINESS_GAINLEVEL ; 01
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const HAPPINESS_GAINLEVEL ; 01
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@ -121,4 +81,5 @@ const_value = 1
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const HAPPINESS_MASSAGE ; 12
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const HAPPINESS_MASSAGE ; 12
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const HAPPINESS_GAINLEVELATHOME ; 13
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const HAPPINESS_GAINLEVELATHOME ; 13
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; day-care
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MAX_DAY_CARE_EXP EQU $500000
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MAX_DAY_CARE_EXP EQU $500000
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41
constants/text_constants.asm
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41
constants/text_constants.asm
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@ -0,0 +1,41 @@
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; name lengths
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NAME_LENGTH EQU 11
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PLAYER_NAME_LENGTH EQU 8
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BOX_NAME_LENGTH EQU 9
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PKMN_NAME_LENGTH EQU 11
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MOVE_NAME_LENGTH EQU 13
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ITEM_NAME_LENGTH EQU 13
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TRAINER_CLASS_NAME_LENGTH EQU 13
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NAME_LENGTH_JAPANESE EQU 6
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; GetName types (see home/names.asm)
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PKMN_NAME EQU 1
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MOVE_NAME EQU 2
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; dummied out EQU 3
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ITEM_NAME EQU 4
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PARTY_OT_NAME EQU 5
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ENEMY_OT_NAME EQU 6
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TRAINER_NAME EQU 7
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; broken ptr EQU 8
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; see home/text.asm
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BORDER_WIDTH EQU 2
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TEXTBOX_WIDTH EQU SCREEN_WIDTH
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TEXTBOX_INNERW EQU TEXTBOX_WIDTH - BORDER_WIDTH
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TEXTBOX_HEIGHT EQU 6
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TEXTBOX_INNERH EQU TEXTBOX_HEIGHT - BORDER_WIDTH
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TEXTBOX_X EQU 0
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TEXTBOX_INNERX EQU TEXTBOX_X + 1
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TEXTBOX_Y EQU SCREEN_HEIGHT - TEXTBOX_HEIGHT
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TEXTBOX_INNERY EQU TEXTBOX_Y + 2
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; PrintNum bit flags
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const_value set 5
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const PRINTNUM_MONEY_F ; 5
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const PRINTNUM_RIGHTALIGN_F ; 6
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const PRINTNUM_LEADINGZEROS_F ; 7
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; PrintNum arguments (see engine/printnum.asm)
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PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F
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PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F
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PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
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@ -1,4 +1,5 @@
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PokemonPalettes: ; a8ce
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PokemonPalettes: ; a8ce
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; entries correspond to Pokémon species, two apiece
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; 000
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; 000
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RGB 30, 22, 17
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RGB 30, 22, 17
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@ -1,5 +1,5 @@
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PicPointers::
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PicPointers::
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; entries correspond to constants/pokemon_constants.asm, two apiece
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; entries correspond to Pokémon species, two apiece
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dba_pic BulbasaurFrontpic
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dba_pic BulbasaurFrontpic
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dba_pic BulbasaurBackpic
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dba_pic BulbasaurBackpic
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dba_pic IvysaurFrontpic
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dba_pic IvysaurFrontpic
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@ -1,6 +1,6 @@
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# Effect Commands
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# Effect Commands
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Defined in [macros/scripts/effect_commands.asm](/macros/scripts/effect_commands.asm) and [battle/effect_command_pointers.asm:BattleCommandPointers](/battle/effect_command_pointers.asm).
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Defined in [macros/scripts/effect_commands.asm](/macros/scripts/effect_commands.asm) and [data/moves/effect_command_pointers.asm:BattleCommandPointers](/data/moves/effect_command_pointers.asm).
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## `$01`: `checkturn`
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## `$01`: `checkturn`
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@ -2,7 +2,7 @@
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Defined in [macros/scripts/audio.asm](/macros/scripts/audio.asm) and [audio/engine.asm:MusicCommands](/audio/engine.asm).
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Defined in [macros/scripts/audio.asm](/macros/scripts/audio.asm) and [audio/engine.asm:MusicCommands](/audio/engine.asm).
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See also: [Sound Engine Commands](https://github.com/pret/pokecrystal/wiki/Sound-Engine-Commands)
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*See also: [Sound Engine Commands](https://github.com/pret/pokecrystal/wiki/Sound-Engine-Commands)*
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## `musicheader` *n*, *index*, *address*
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## `musicheader` *n*, *index*, *address*
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BORDER_WIDTH EQU 2
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TEXTBOX_WIDTH EQU SCREEN_WIDTH
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TEXTBOX_INNERW EQU TEXTBOX_WIDTH - BORDER_WIDTH
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TEXTBOX_HEIGHT EQU 6
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TEXTBOX_INNERH EQU TEXTBOX_HEIGHT - BORDER_WIDTH
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TEXTBOX_X EQU 0
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TEXTBOX_INNERX EQU TEXTBOX_X + 1
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TEXTBOX_Y EQU SCREEN_HEIGHT - TEXTBOX_HEIGHT
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TEXTBOX_INNERY EQU TEXTBOX_Y + 2
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ClearBox:: ; fb6
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ClearBox:: ; fb6
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; Fill a c*b box at hl with blank tiles.
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; Fill a c*b box at hl with blank tiles.
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ld a, " "
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ld a, " "
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; fallthrough
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FillBoxWithByte::
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FillBoxWithByte::
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.row
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.row
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@ -56,7 +46,6 @@ ClearScreen:: ; fdb
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; fe8
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; fe8
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TextBox:: ; fe8
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TextBox:: ; fe8
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; Draw a text box at hl with room for
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; Draw a text box at hl with room for
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; b lines of c characters each.
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; b lines of c characters each.
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