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Document design flaws
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docs/design_flaws.md
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docs/design_flaws.md
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# Design Flaws
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## Contents
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- [Pic banks are offset by `PICS_FIX`](#pic-banks-are-offset-by-pics_fix)
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- [`PokemonPicPointers` and `UnownPicPointers` are assumed to start at the same address](#pokemonpicpointers-and-unownpicpointers-are-assumed-to-start-at-the-same-address)
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- [Footprints are split into top and bottom halves](#footprints-are-split-into-top-and-bottom-halves)
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- [Pokédex entry banks are derived from their species IDs](#pokédex-entry-banks-are-derived-from-their-species-ids)
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- [`ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items](#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items)
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## Pic banks are offset by `PICS_FIX`
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[data/pokemon/pic_pointers.asm](/data/pokemon/pic_pointers.asm), [data/pokemon/unown_pic_pointers.asm](/data/pokemon/unown_pic_pointers.asm), and [data/trainers/pic_pointers.asm](/data/trainers/pic_pointers.asm) all have to use `dba_pic` instead of `dba`. This is a macro in [macros/data.asm](/macros/data.asm) that offsets banks by `PICS_FIX`:
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```asm
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dba_pic: MACRO ; dbw bank, address
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db BANK(\1) - PICS_FIX
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dw \1
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ENDM
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```
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The offset is translated into a correct bank by `FixPicBank` in [gfx/load_pics.asm](/gfx/load_pics.asm):
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```asm
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FixPicBank: ; 511c5
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; This is a thing for some reason.
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PICS_FIX EQU $36
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GLOBAL PICS_FIX
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push hl
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push bc
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sub BANK(Pics_1) - PICS_FIX
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ld c, a
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ld b, 0
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ld hl, .PicsBanks
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add hl, bc
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ld a, [hl]
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pop bc
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pop hl
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ret
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.PicsBanks: ; 511d4
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db BANK(Pics_1) + 0
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db BANK(Pics_1) + 1
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db BANK(Pics_1) + 2
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db BANK(Pics_1) + 3
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db BANK(Pics_1) + 4
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db BANK(Pics_1) + 5
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db BANK(Pics_1) + 6
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db BANK(Pics_1) + 7
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db BANK(Pics_1) + 8
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db BANK(Pics_1) + 9
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db BANK(Pics_1) + 10
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db BANK(Pics_1) + 11
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db BANK(Pics_1) + 12
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db BANK(Pics_1) + 13
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db BANK(Pics_1) + 14
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db BANK(Pics_1) + 15
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db BANK(Pics_1) + 16
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db BANK(Pics_1) + 17
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db BANK(Pics_1) + 18
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db BANK(Pics_1) + 19
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db BANK(Pics_1) + 20
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db BANK(Pics_1) + 21
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db BANK(Pics_1) + 22
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db BANK(Pics_1) + 23
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```
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## `PokemonPicPointers` and `UnownPicPointers` are assumed to start at the same address
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In [gfx/pics.asm](/gfx/pics.asm):
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```asm
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; PokemonPicPointers and UnownPicPointers are assumed to start at the same
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; address, but in different banks. This is enforced in pokecrystal.link.
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SECTION "Pic Pointers", ROMX
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INCLUDE "data/pokemon/pic_pointers.asm"
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SECTION "Unown Pic Pointers", ROMX
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INCLUDE "data/pokemon/unown_pic_pointers.asm"
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```
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Two routines in [gfx/load_pics.asm](/gfx/load_pics.asm) make this assumption; `GetFrontpicPointer`:
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```asm
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ld a, [CurPartySpecies]
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cp UNOWN
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jr z, .unown
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ld a, [CurPartySpecies]
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ld d, BANK(PokemonPicPointers)
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jr .ok
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.unown
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ld a, [UnownLetter]
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ld d, BANK(UnownPicPointers)
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.ok
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ld hl, PokemonPicPointers ; UnownPicPointers
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dec a
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ld bc, 6
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call AddNTimes
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```
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And `GetMonBackpic`:
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```asm
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; These are assumed to be at the same
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; address in their respective banks.
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GLOBAL PokemonPicPointers, UnownPicPointers
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ld hl, PokemonPicPointers ; UnownPicPointers
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ld a, b
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ld d, BANK(PokemonPicPointers)
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cp UNOWN
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jr nz, .ok
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ld a, c
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ld d, BANK(UnownPicPointers)
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.ok
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dec a
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ld bc, 6
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call AddNTimes
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```
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## Footprints are split into top and bottom halves
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In [gfx/footprints.asm](/gfx/footprints.asm):
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```asm
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; Footprints are 2x2 tiles each, but are stored as a 16x64-tile image
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; (32 rows of 8 footprints per row).
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; That means there's a row of the top two tiles for eight footprints,
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; then a row of the bottom two tiles for those eight footprints.
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; These macros help extract the first and the last two tiles, respectively.
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footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
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footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
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; Entries correspond to Pokémon species, two apiece, 8 tops then 8 bottoms
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; 001-008 top halves
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INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_top
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INCBIN "gfx/footprints/ivysaur.1bpp", footprint_top
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INCBIN "gfx/footprints/venusaur.1bpp", footprint_top
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INCBIN "gfx/footprints/charmander.1bpp", footprint_top
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INCBIN "gfx/footprints/charmeleon.1bpp", footprint_top
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INCBIN "gfx/footprints/charizard.1bpp", footprint_top
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INCBIN "gfx/footprints/squirtle.1bpp", footprint_top
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INCBIN "gfx/footprints/wartortle.1bpp", footprint_top
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; 001-008 bottom halves
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INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/ivysaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/venusaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charmander.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charmeleon.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charizard.1bpp", footprint_bottom
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INCBIN "gfx/footprints/squirtle.1bpp", footprint_bottom
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INCBIN "gfx/footprints/wartortle.1bpp", footprint_bottom
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...
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```
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`Pokedex_LoadAnyFootprint` in [engine/pokedex.asm](/engine/pokedex.asm):
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```asm
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push hl
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ld e, l
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ld d, h
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ld hl, VTiles2 tile $62
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lb bc, BANK(Footprints), 2
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call Request1bpp
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pop hl
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; Whoever was editing footprints forgot to fix their
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; tile editor. Now each bottom half is 8 tiles off.
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ld de, 8 tiles
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add hl, de
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ld e, l
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ld d, h
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ld hl, VTiles2 tile $64
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lb bc, BANK(Footprints), 2
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call Request1bpp
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```
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## Pokédex entry banks are derived from their species IDs
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`PokedexDataPointerTable` in [data/pokemon/dex_entry_pointers.asm](/data/pokemon/dex_entry_pointers.asm) is a table of `dw`, not `dba`, yet there are four banks used for Pokédex entries. The correct bank is derived from the species ID at the beginning of each entry. (This is the only use that species ID has.)
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Three separate routines do the same derivation; `GetDexEntryPointer` in [engine/pokedex_2.asm](/engine/pokedex_2.asm):
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```asm
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GetDexEntryPointer: ; 44333
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; return dex entry pointer b:de
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push hl
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ld hl, PokedexDataPointerTable
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ld a, b
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dec a
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ld d, 0
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ld e, a
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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push de
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rlca
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rlca
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and $3
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ld hl, .PokedexEntryBanks
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ld d, 0
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ld e, a
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add hl, de
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ld b, [hl]
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pop de
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pop hl
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ret
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.PokedexEntryBanks: ; 44351
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GLOBAL PokedexEntries1
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GLOBAL PokedexEntries2
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GLOBAL PokedexEntries3
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GLOBAL PokedexEntries4
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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`GetPokedexEntryBank` in [engine/item_effects.asm](/engine/item_effects.asm):
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```asm
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GetPokedexEntryBank:
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push hl
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push de
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ld a, [EnemyMonSpecies]
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rlca
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rlca
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and 3
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ld hl, .PokedexEntryBanks
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ld d, 0
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ld e, a
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add hl, de
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ld a, [hl]
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pop de
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pop hl
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ret
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.PokedexEntryBanks:
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GLOBAL PokedexEntries1
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GLOBAL PokedexEntries2
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GLOBAL PokedexEntries3
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GLOBAL PokedexEntries4
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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And `PokedexShow_GetDexEntryBank` in [engine/radio.asm](/engine/radio.asm):
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```asm
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PokedexShow_GetDexEntryBank:
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push hl
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push de
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ld a, [CurPartySpecies]
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dec a
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rlca
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rlca
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and 3
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ld hl, .pokedexbanks
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ld d, 0
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ld e, a
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add hl, de
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ld a, [hl]
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pop de
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pop hl
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ret
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.pokedexbanks
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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## `ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items
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[constants/item_constants.asm](/constants/item_constants.asm) defined the 50 TMs in order with `add_tm`, but `ITEM_C3` and `ITEM_DC` break up that sequence.
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```asm
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add_tm DYNAMICPUNCH ; $BF
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...
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add_tm ROLLOUT ; $C2
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const ITEM_C3 ; $C3
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add_tm ROAR ; $C4
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...
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add_tm DIG ; $DB
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const ITEM_DC ; $DC
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add_tm PSYCHIC_M ; $DD
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...
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add_tm NIGHTMARE ; $F2
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NUM_TMS = const_value - TM01 - 2 ; discount ITEM_C3 and ITEM_DC
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```
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`GetTMHMNumber` and `GetNumberedTMHM` in [engine/items.asm](/engine/items.asm) have to compensate for this:
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```asm
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GetTMHMNumber:: ; d407
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; Return the number of a TM/HM by item id c.
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ld a, c
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; Skip any dummy items.
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cp ITEM_C3 ; TM04-05
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jr c, .done
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cp ITEM_DC ; TM28-29
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jr c, .skip
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dec a
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.skip
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dec a
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.done
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sub TM01
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inc a
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ld c, a
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ret
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GetNumberedTMHM: ; d417
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; Return the item id of a TM/HM by number c.
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ld a, c
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; Skip any gaps.
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cp ITEM_C3 - (TM01 - 1)
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jr c, .done
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cp ITEM_DC - (TM01 - 1) - 1
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jr c, .skip_one
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.skip_two
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inc a
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.skip_one
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inc a
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.done
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add TM01
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dec a
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ld c, a
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ret
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```
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GetTMHMNumber:: ; d407
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; Return the number of a TM/HM by item id c.
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ld a, c
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; Skip any dummy items.
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cp ITEM_C3 ; TM04-05
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jr c, .done
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cp ITEM_DC ; TM28-29
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jr c, .skip
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dec a
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.skip
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dec a
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@ -475,15 +472,12 @@ GetTMHMNumber:: ; d407
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GetNumberedTMHM: ; d417
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; Return the item id of a TM/HM by number c.
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ld a, c
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; Skip any gaps.
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cp ITEM_C3 - (TM01 - 1)
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jr c, .done
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cp ITEM_DC - (TM01 - 1) - 1
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jr c, .skip_one
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.skip_two
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inc a
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.skip_one
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