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eb1e3636bb
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
27 lines
370 B
NASM
27 lines
370 B
NASM
BattleCommand_Spikes:
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; spikes
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ld hl, wEnemyScreens
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ldh a, [hBattleTurn]
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and a
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jr z, .asm_3768e
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ld hl, wPlayerScreens
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.asm_3768e
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; Fails if spikes are already down!
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bit SCREENS_SPIKES, [hl]
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jr nz, .failed
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; Nothing else stops it from working.
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set SCREENS_SPIKES, [hl]
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call AnimateCurrentMove
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ld hl, SpikesText
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jp StdBattleTextBox
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.failed
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jp FailMove
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