mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
eb1e3636bb
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
305 lines
4.2 KiB
NASM
305 lines
4.2 KiB
NASM
QueueBattleAnimation:
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ld hl, wActiveAnimObjects
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ld e, 10
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.loop
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ld a, [hl]
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and a
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jr z, .done
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ld bc, BATTLEANIMSTRUCT_LENGTH
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add hl, bc
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dec e
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jr nz, .loop
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scf
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ret
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.done
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ld c, l
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ld b, h
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ld hl, wNumActiveBattleAnims
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inc [hl]
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call InitBattleAnimation
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ret
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DeinitBattleAnimation:
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ld hl, BATTLEANIMSTRUCT_INDEX
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add hl, bc
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ld [hl], $0
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ret
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InitBattleAnimation:
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ld a, [wBattleAnimTemp0]
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ld e, a
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ld d, 0
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ld hl, BattleAnimObjects
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rept 6
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add hl, de
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endr
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ld e, l
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ld d, h
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ld hl, BATTLEANIMSTRUCT_INDEX
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add hl, bc
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ld a, [wNumActiveBattleAnims]
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ld [hli], a ; Index
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ld a, [de]
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inc de
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ld [hli], a ; 01
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ld a, [de]
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inc de
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ld [hli], a ; 02
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ld a, [de]
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inc de
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ld [hli], a ; Frameset ID
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ld a, [de]
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inc de
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ld [hli], a ; Function
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ld a, [de]
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inc de
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ld [hli], a ; 05
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ld a, [de]
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call GetBattleAnimTileOffset
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ld [hli], a ; Tile ID
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ld a, [wBattleAnimTemp1]
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ld [hli], a ; X Coord
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ld a, [wBattleAnimTemp2]
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ld [hli], a ; Y Coord
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xor a
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ld [hli], a ; X Offset
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ld [hli], a ; Y Offset
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ld a, [wBattleAnimTemp3]
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ld [hli], a ; 0b
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xor a
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ld [hli], a ; 0c
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dec a
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ld [hli], a ; 0d
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xor a
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ld [hli], a ; 0e
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ld [hli], a ; 0f
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ld [hl], a ; 10
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ret
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BattleAnimOAMUpdate:
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call InitBattleAnimBuffer
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call GetBattleAnimFrame
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cp -3
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jp z, .done
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cp -4
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jp z, .delete
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push af
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ld hl, wBattleAnimTempOAMFlags
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ld a, [wBattleAnimTempAddSubFlags]
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xor [hl]
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and $e0
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ld [hl], a
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pop af
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push bc
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call GetBattleAnimOAMPointer
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ld a, [wBattleAnimTempTileID]
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add [hl]
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ld [wBattleAnimTempTileID], a
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inc hl
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ld a, [hli]
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ld c, a
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ld a, [hli]
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ld h, [hl]
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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, HIGH(wVirtualOAM)
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.loop
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ld a, [wBattleAnimTempYCoord]
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ld b, a
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ld a, [wBattleAnimTempYOffset]
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add b
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ld b, a
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push hl
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ld a, [hl]
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ld hl, wBattleAnimTempOAMFlags
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bit 6, [hl]
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jr z, .no_yflip
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add $8
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xor $ff
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inc a
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.no_yflip
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pop hl
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add b
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ld [de], a
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inc hl
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inc de
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ld a, [wBattleAnimTempXCoord]
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ld b, a
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ld a, [wBattleAnimTempXOffset]
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add b
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ld b, a
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push hl
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ld a, [hl]
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ld hl, wBattleAnimTempOAMFlags
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bit 5, [hl]
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jr z, .no_xflip
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add $8
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xor $ff
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inc a
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.no_xflip
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pop hl
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add b
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ld [de], a
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inc hl
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inc de
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ld a, [wBattleAnimTempTileID]
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add $31
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add [hl]
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ld [de], a
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inc hl
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inc de
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ld a, [wBattleAnimTempOAMFlags]
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ld b, a
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ld a, [hl]
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xor b
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and $e0
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ld b, a
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ld a, [hl]
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and $10
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or b
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ld b, a
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ld a, [wBattleAnimTempPalette]
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and $f
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or b
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ld [de], a
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inc hl
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inc de
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ld a, e
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ld [wBattleAnimOAMPointerLo], a
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cp $a0
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jr nc, .exit_set_carry
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dec c
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jr nz, .loop
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pop bc
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jr .done
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.delete
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call DeinitBattleAnimation
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.done
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and a
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ret
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.exit_set_carry
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pop bc
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scf
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ret
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InitBattleAnimBuffer:
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ld hl, BATTLEANIMSTRUCT_01
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add hl, bc
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ld a, [hl]
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and %10000000
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ld [wBattleAnimTempOAMFlags], a
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xor a
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ld [wBattleAnimTempAddSubFlags], a
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ld hl, BATTLEANIMSTRUCT_PALETTE
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add hl, bc
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ld a, [hl]
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ld [wBattleAnimTempPalette], a
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ld hl, BATTLEANIMSTRUCT_02
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add hl, bc
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ld a, [hl]
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ld [wBattleAnimTempField02], a
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ld hl, BATTLEANIMSTRUCT_TILEID
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add hl, bc
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ld a, [hli]
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ld [wBattleAnimTempTileID], a
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ld a, [hli]
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ld [wBattleAnimTempXCoord], a
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ld a, [hli]
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ld [wBattleAnimTempYCoord], a
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ld a, [hli]
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ld [wBattleAnimTempXOffset], a
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ld a, [hli]
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ld [wBattleAnimTempYOffset], a
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ldh a, [hBattleTurn]
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and a
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ret z
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ld hl, BATTLEANIMSTRUCT_01
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add hl, bc
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ld a, [hl]
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ld [wBattleAnimTempOAMFlags], a
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bit 0, [hl]
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ret z
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
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ld a, [hli]
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ld d, a
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ld a, (-10 * 8) + 4
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sub d
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ld [wBattleAnimTempXCoord], a
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ld a, [hli]
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ld d, a
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ld a, [wBattleAnimTempField02]
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cp $ff
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jr nz, .check_kinesis_softboiled_milkdrink
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ld a, 5 * 8
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add d
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jr .done
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.check_kinesis_softboiled_milkdrink
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sub d
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push af
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ld a, [wFXAnimID + 1]
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or a
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jr nz, .no_sub
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ld a, [wFXAnimID]
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cp KINESIS
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jr z, .kinesis
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cp SOFTBOILED
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jr z, .softboiled
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cp MILK_DRINK
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jr nz, .no_sub
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.kinesis
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.softboiled
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.milk_drink
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pop af
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sub 1 * 8
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jr .done
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.no_sub
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pop af
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.done
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ld [wBattleAnimTempYCoord], a
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ld a, [hli]
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xor $ff
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inc a
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ld [wBattleAnimTempXOffset], a
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ret
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GetBattleAnimTileOffset:
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push hl
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push bc
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ld hl, wBattleAnimTileDict
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ld b, a
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ld c, 10 / 2
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.loop
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ld a, [hli]
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cp b
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jr z, .load
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inc hl
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dec c
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jr nz, .loop
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xor a
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jr .done
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.load
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ld a, [hl]
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.done
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pop bc
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pop hl
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ret
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_ExecuteBGEffects:
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callfar ExecuteBGEffects
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ret
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_QueueBGEffect:
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callfar QueueBGEffect
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ret
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