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Identify more uses of wBuffer1-6
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@@ -1,5 +1,5 @@
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AIChooseMove:
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; Score each move in wEnemyMonMoves starting from wBuffer1. Lower is better.
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; Score each move of wEnemyMonMoves in wEnemyAIMoveScores. Lower is better.
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; Pick the move with the lowest score.
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; Wildmons attack at random.
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@@ -17,7 +17,7 @@ AIChooseMove:
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; The default score is 20. Unusable moves are given a score of 80.
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ld a, 20
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld [hli], a
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ld [hli], a
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ld [hli], a
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@@ -37,14 +37,14 @@ AIChooseMove:
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inc hl
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jr .CheckDisabledMove
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.ScoreDisabledMove:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld b, 0
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add hl, bc
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ld [hl], 80
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; Don't pick moves with 0 PP.
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.CheckPP:
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonPP
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ld b, 0
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.CheckMovePP:
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@@ -117,7 +117,7 @@ AIChooseMove:
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; Decrement the scores of all moves one by one until one reaches 0.
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.DecrementScores:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES
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@@ -152,7 +152,7 @@ AIChooseMove:
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cp NUM_MOVES + 1
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jr nz, .move_loop
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES
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@@ -182,7 +182,7 @@ AIChooseMove:
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; Randomly choose one of the moves with a score of 1
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.ChooseMove:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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call Random
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maskbits NUM_MOVES
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ld c, a
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@@ -6,7 +6,7 @@ AI_Basic:
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; -Using status-only moves if the player can't be statused
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; -Using moves that fail if they've already been used
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -73,7 +73,7 @@ AI_Setup:
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; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon.
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; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -147,7 +147,7 @@ AI_Types:
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; Discourage not very effective moves unless
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; all damaging moves are of the same type.
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -234,7 +234,7 @@ AI_Types:
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AI_Offensive:
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; Greatly discourage non-damaging moves.
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -261,7 +261,7 @@ AI_Offensive:
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AI_Smart:
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; Context-specific scoring.
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -518,7 +518,7 @@ AI_Smart_LockOn:
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.player_locked_on
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push hl
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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@@ -2893,7 +2893,7 @@ AI_Opportunist:
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ret c
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.lowhp
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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.checkmove
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@@ -2987,7 +2987,7 @@ AI_Aggressive:
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jr z, .done
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; Discourage moves that do less damage unless they're reckless too.
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, 0
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.checkmove2
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@@ -3060,7 +3060,7 @@ AI_Cautious:
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and a
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ret z
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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.loop
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@@ -3098,7 +3098,7 @@ INCLUDE "data/battle/ai/residual_moves.asm"
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AI_Status:
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; Dismiss status moves that don't affect the player.
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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@@ -3161,7 +3161,7 @@ AI_Risky:
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; Use any move that will KO the target.
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; Risky moves will often be an exception (see below).
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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.checkmove
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@@ -5358,7 +5358,7 @@ MoveSelectionScreen:
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hlcoord 6, 17 - NUM_MOVES - 4
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.got_start_coord
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ld a, SCREEN_WIDTH
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ld [wBuffer1], a
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ld [wListMovesLineSpacing], a
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predef ListMoves
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ld b, 5
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@@ -6334,8 +6334,7 @@ LoadEnemyMon:
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ld [hli], a
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ld [hli], a
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ld [hl], a
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; Make sure the predef knows this isn't a partymon
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ld [wEvolutionOldSpecies], a
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ld [wSkipMovesBeforeLevelUp], a
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; Fill moves based on level
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predef FillMoves
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@@ -7616,9 +7615,10 @@ SendOutMonText:
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and a
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jr z, .not_linked
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ld hl, GoMonText ; If we're in a LinkBattle print just "Go <PlayerMon>"
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ld a, [wBattleHasJustStarted] ; unless this (unidentified) variable is set
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; If we're in a LinkBattle print just "Go <PlayerMon>"
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; unless DoBattle already set [wBattleHasJustStarted]
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ld hl, GoMonText
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ld a, [wBattleHasJustStarted]
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and a
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jr nz, .skip_to_textbox
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@@ -47,7 +47,7 @@ ShowOTTrainerMonsRemaining:
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StageBallTilesData:
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ld a, [de]
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push af
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ld de, wBuffer1
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ld de, wBattleHUDTiles
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ld c, PARTY_LENGTH
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ld a, $34 ; empty slot
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.loop1
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@@ -56,7 +56,8 @@ StageBallTilesData:
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dec c
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jr nz, .loop1
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pop af
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ld de, wBuffer1
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ld de, wBattleHUDTiles
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.loop2
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push af
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call .GetHUDTile
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@@ -200,7 +201,7 @@ LinkBattle_TrainerHuds:
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jp LoadTrainerHudOAM
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LoadTrainerHudOAM:
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ld de, wBuffer1
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ld de, wBattleHUDTiles
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ld c, PARTY_LENGTH
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.loop
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ld a, [wPlaceBallsY]
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