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Use {interpolation} to generate sequences of RAM labels
This makes the table_width/assert_table_length usages unnecessary, and also keeps the labels automatically up to date if the length constants change.
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@@ -6392,7 +6392,7 @@ LoadEnemyMon:
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and a
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ret z
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; Update enemy nick
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; Update enemy nickname
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ld hl, wStringBuffer1
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ld de, wEnemyMonNickname
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ld bc, MON_NAME_LENGTH
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@@ -2294,7 +2294,7 @@ BattleBGEffect_Rollout:
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ldh [hSCY], a
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xor $ff
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inc a
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ld [wAnimObject01YOffset], a
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ld [wAnimObject1YOffset], a
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ret
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BattleBGEffect_ShakeScreenX:
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@@ -309,9 +309,9 @@ ReadBTTrainerParty:
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.skip_mon_3
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; Add the terminator character to each of these names
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ld a, "@"
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ld [wBT_OTTempMon1NameEnd - 1], a
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ld [wBT_OTTempMon2NameEnd - 1], a
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ld [wBT_OTTempMon3NameEnd - 1], a
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ld [wBT_OTTempMon1Name + MON_NAME_LENGTH - 1], a
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ld [wBT_OTTempMon2Name + MON_NAME_LENGTH - 1], a
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ld [wBT_OTTempMon3Name + MON_NAME_LENGTH - 1], a
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; Fix errors in the movesets
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call CheckBTMonMovesForErrors
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; Repair the trainer name if needed, then copy it to wOTPlayerName
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