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Resolve #428: Use HIGH(X) and LOW(X) instead of X / $100 and X % $100 or X >> 8 and X & $ff
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@@ -237,16 +237,16 @@ Functioncc220: ; cc220
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; Appears to be unused.
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xor a
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ld [hBGMapMode], a
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ld a, (VBGMap0 tile $28) % $100
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ld a, LOW(VBGMap0 tile $28)
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ld [hBGMapAddress], a
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ld a, (VBGMap0 tile $28) / $100
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ld a, HIGH(VBGMap0 tile $28)
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ld [hBGMapAddress + 1], a
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call WaitBGMap2
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ld a, $60
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ld [hWY], a
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xor a
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xor a ; LOW(VBGMap0)
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ld [hBGMapAddress], a
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ld a, VBGMap0 / $100
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ld a, HIGH(VBGMap0)
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ld [hBGMapAddress + 1], a
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call BattleAnimDelayFrame
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ret
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@@ -1501,10 +1501,10 @@ BattleAnim_UpdateOAM_All: ; cc96e
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jr nz, .loop
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ld a, [wBattleAnimOAMPointerLo]
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ld l, a
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ld h, Sprites / $100
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ld h, HIGH(Sprites)
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.loop2
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ld a, l
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cp SpritesEnd % $100
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cp LOW(SpritesEnd)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -1223,7 +1223,7 @@ BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
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xor $ff
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inc a
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ld d, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld a, [hLYOverrideStart]
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ld l, a
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ld a, [hLYOverrideEnd]
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@@ -1264,7 +1264,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
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ld e, [hl]
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ld d, 2
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call Functionc8f2e
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld a, [hLYOverrideEnd]
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ld l, a
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ld [hl], $0
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@@ -1275,7 +1275,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
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.one
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ld a, [hLYOverrideEnd]
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ld l, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld e, l
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ld d, h
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dec de
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@@ -1554,7 +1554,7 @@ Functionc88a5: ; c88a5 (32:48a5)
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ld a, [hLYOverrideEnd]
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sub d
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ld d, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld a, [hSCY]
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or a
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jr nz, .skip1
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@@ -1846,7 +1846,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
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ld [hLYOverrideEnd], a
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ld a, [hLYOverrideStart]
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ld l, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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.loop
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ld a, [hLYOverrideEnd]
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cp l
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@@ -1900,7 +1900,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
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ld a, [hLYOverrideEnd]
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sub l
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srl a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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.loop2
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ld [hl], e
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inc hl
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@@ -2851,7 +2851,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
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ld l, a
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inc a
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ld e, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld d, h
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ld a, [hLYOverrideEnd]
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sub l
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@@ -2874,7 +2874,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
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BGEffect_FillLYOverridesBackup: ; c900b (32:500b)
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push af
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld a, [hLYOverrideStart]
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ld l, a
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ld a, [hLYOverrideEnd]
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@@ -2897,7 +2897,7 @@ BGEffect_DisplaceLYOverridesBackup: ; c901b (32:501b)
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sub l
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sub e
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ld d, a
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ld h, LYOverridesBackup / $100
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ld h, HIGH(LYOverridesBackup)
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ld a, [hLYOverrideStart]
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ld l, a
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ld a, $90
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@@ -2573,11 +2573,11 @@ WinTrainerBattle: ; 3cfa4
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.CheckMaxedOutMomMoney: ; 3d0b1
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ld hl, wMomsMoney + 2
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ld a, [hld]
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cp MAX_MONEY % $100
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cp LOW(MAX_MONEY)
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ld a, [hld]
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sbc MAX_MONEY / $100 % $100
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sbc HIGH(MAX_MONEY) ; mid
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ld a, [hl]
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sbc MAX_MONEY / $10000 % $100
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sbc HIGH(MAX_MONEY >> 8)
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ret
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; 3d0be
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@@ -2602,17 +2602,17 @@ AddBattleMoneyToAccount: ; 3d0be
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jr nz, .loop
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pop hl
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ld a, [hld]
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cp MAX_MONEY % $100
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cp LOW(MAX_MONEY)
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ld a, [hld]
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sbc MAX_MONEY / $100 % $100
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sbc HIGH(MAX_MONEY) ; mid
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ld a, [hl]
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sbc MAX_MONEY / $10000 % $100
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sbc HIGH(MAX_MONEY >> 8)
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ret c
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ld [hl], MAX_MONEY / $10000 % $100
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ld [hl], HIGH(MAX_MONEY >> 8)
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inc hl
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ld [hl], MAX_MONEY / $100 % $100
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ld [hl], HIGH(MAX_MONEY) ; mid
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inc hl
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ld [hl], MAX_MONEY % $100
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ld [hl], LOW(MAX_MONEY)
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ret
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; 3d0ea
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@@ -6384,25 +6384,25 @@ LoadEnemyMon: ; 3e8eb
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; We're clear if the length is < 1536
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ld a, [wMagikarpLength]
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cp $06 ; $600 = 1536
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cp HIGH(1536)
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jr nz, .CheckMagikarpArea
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; 5% chance of skipping size checks
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; 5% chance of skipping both size checks
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call Random
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cp $0c ; / $100
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cp 5 percent
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jr c, .CheckMagikarpArea
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; Try again if > 1614
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ld a, [wMagikarpLength + 1]
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cp $50
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cp LOW(1614) + 2
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jr nc, .GenerateDVs
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; 20% chance of skipping this check
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call Random
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cp $32 ; / $100
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cp 20 percent - 1
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jr c, .CheckMagikarpArea
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; Try again if > 1598
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ld a, [wMagikarpLength + 1]
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cp $40
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cp LOW(1598) + 2
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jr nc, .GenerateDVs
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.CheckMagikarpArea:
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@@ -6423,11 +6423,11 @@ LoadEnemyMon: ; 3e8eb
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jr z, .Happiness
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; 40% chance of not flooring
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call Random
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cp $64 ; / $100
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cp 40 percent - 2
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jr c, .Happiness
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; Floor at length 1024
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ld a, [wMagikarpLength]
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cp 1024 >> 8
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cp HIGH(1024)
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jr c, .GenerateDVs ; try again
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; Finally done with DVs
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@@ -6462,7 +6462,7 @@ LoadEnemyMon: ; 3e8eb
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.TreeMon:
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; If we're headbutting trees, some monsters enter battle asleep
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call CheckSleepingTreeMon
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ld a, SLP ; Asleep for 7 turns
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ld a, TREEMON_SLEEP_TURNS
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jr c, .UpdateStatus
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; Otherwise, no status
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xor a
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@@ -7009,14 +7009,14 @@ ApplyStatLevelMultiplier: ; 3ecb7
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; Cap at 999.
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ld a, [hQuotient + 2]
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sub MAX_STAT_VALUE % $100
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sub LOW(MAX_STAT_VALUE)
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ld a, [hQuotient + 1]
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp c, .okay3
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ld a, MAX_STAT_VALUE / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hQuotient + 1], a
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ld a, MAX_STAT_VALUE % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hQuotient + 2], a
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.okay3
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@@ -7132,13 +7132,13 @@ BoostStat: ; 3ed7c
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; Cap at 999.
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ld a, [hld]
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sub MAX_STAT_VALUE % $100
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sub LOW(MAX_STAT_VALUE)
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ld a, [hl]
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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ret c
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ld a, MAX_STAT_VALUE / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hli], a
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ld a, MAX_STAT_VALUE % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hld], a
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ret
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; 3ed9f
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@@ -7217,7 +7217,7 @@ _BattleRandom:: ; 3edd8
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ld b, 10 ; number of seeds
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; Generate next number in the sequence for each seed
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; The algorithm takes the form *5 + 1 % 256
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; a[n+1] = (a[n] * 5 + 1) % 256
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.loop
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; get last #
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ld a, [hl]
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@@ -9135,10 +9135,10 @@ AddLastMobileBattleToLinkRecord: ; 3fa42
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dec hl
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ld a, [hl]
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inc hl
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cp MAX_LINK_RECORD / $100
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cp HIGH(MAX_LINK_RECORD)
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ret c
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ld a, [hl]
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cp MAX_LINK_RECORD % $100
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cp LOW(MAX_LINK_RECORD)
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ret
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; 3fac8
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@@ -3576,14 +3576,14 @@ BattleCommand_DamageCalc: ; 35612
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jr nz, .Cap
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ld a, [hProduct + 2]
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cp 998 / $100
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cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_2
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cp 998 / $100 + 1
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cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
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jr nc, .Cap
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ld a, [hProduct + 3]
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cp 998 % $100
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cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
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jr nc, .Cap
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.dont_cap_2
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@@ -3601,21 +3601,21 @@ BattleCommand_DamageCalc: ; 35612
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jr c, .Cap
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ld a, [hl]
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cp 998 / $100
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cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_3
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cp 998 / $100 + 1
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cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
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jr nc, .Cap
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inc hl
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ld a, [hld]
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cp 998 % $100
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cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_3
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.Cap:
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ld a, 997 / $100
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ld a, HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
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ld [hli], a
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ld a, 997 % $100
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ld a, LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
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ld [hld], a
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@@ -3623,7 +3623,7 @@ BattleCommand_DamageCalc: ; 35612
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; Minimum neutral damage is 2 (bringing the cap to 999).
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inc hl
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ld a, [hl]
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add 2
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add MIN_NEUTRAL_DAMAGE
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ld [hld], a
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jr nc, .dont_floor
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inc [hl]
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@@ -5651,10 +5651,10 @@ CheckIfStatCanBeRaised: ; 361ef
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.no_carry
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pop bc
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ld a, [hld]
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sub MAX_STAT_VALUE % $100
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sub LOW(MAX_STAT_VALUE)
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jr nz, .not_already_max
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ld a, [hl]
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp z, .stats_already_max
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.not_already_max
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ld a, [hBattleTurn]
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@@ -6417,14 +6417,14 @@ CalcStats: ; 3661d
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.check_maxed_out
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ld a, [hQuotient + 2]
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cp MAX_STAT_VALUE % $100
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cp LOW(MAX_STAT_VALUE)
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ld a, b
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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jr c, .not_maxed_out
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ld a, MAX_STAT_VALUE % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hQuotient + 2], a
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ld a, MAX_STAT_VALUE / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hQuotient + 1], a
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.not_maxed_out
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@@ -8367,7 +8367,7 @@ BattleCommand_Heal: ; 3713e
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call GetBattleVarAddr
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ld a, [hl]
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and a
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ld [hl], REST_TURNS + 1
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ld [hl], REST_SLEEP_TURNS + 1
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ld hl, WentToSleepText
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jr z, .no_status_to_heal
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ld hl, RestedText
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@@ -106,7 +106,7 @@ BattleAnimOAMUpdate: ; cca09
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ld l, a
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ld a, [wBattleAnimOAMPointerLo]
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ld e, a
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ld d, Sprites / $100
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ld d, HIGH(Sprites)
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.loop
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ld a, [wBattleAnimTempYCoord]
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ld b, a
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