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fix
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@ -8,7 +8,7 @@ Func_30db: ; 0x30db
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ld [wd5cb], a
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ret
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FillBottomMessageBufferWithBlackTile: ; 0x30e8
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FillBottomMessageBufferWithBlackTile: ; 0x30e8 wipes the message buffer and disables all text
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ld a, $81
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ld hl, wBottomMessageBuffer
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ld b, $40
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@ -584,27 +584,27 @@ Func_33a7: ; 0x33a7
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inc de
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ret
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HandleStationaryText: ; 0x33c3 Handles stationary text HandleStationaryText
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HandleStationaryText: ; 0x33c3 Handles stationary text
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ld a, [hli] ;+1
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and a
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ret z ;ret if var 1 is 0
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ld a, [hli] ;+2 load var2 into e
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ret z ;ret if not enabled
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ld a, [hli] ;load buffer offset into e
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ld e, a
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ld d, wBottomMessageBuffer / $100
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push hl
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ld l, [hl] ;Place text from var 2 in buffer into var3 in text
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ld l, [hl] ;Place text from buffer into text
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ld h, wBottomMessageText / $100
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call PlaceTextLow
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pop hl
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inc hl ;+3 dec Var4, ret if var not 0
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inc hl ;decrement timer
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ld a, [hl]
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dec a
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ld [hli], a ;+4
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ld [hli], a
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ret nz
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ld a, [hl] ;dec Var5
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ld a, [hl]
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dec a
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ld [hld], a ;+3
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bit 7, a ;if Var5 <= 128, ret, else toggle off
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ld [hld], a
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bit 7, a ;if Var5 <= 128, which is to say has not underflowed, ret, else disable text
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ret z
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dec hl
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dec hl
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@ -615,7 +615,7 @@ HandleStationaryText: ; 0x33c3 Handles stationary text HandleStationaryText
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Func_33e3: ; 0x33e3
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ld a, [wd5ca]
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and a
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jr nz, .asm_33ed ;if ??? = nz, load into ???, else jump
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jr nz, .asm_33ed ;if ??? = z, load 0 into ???, else jump
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ld [wd5cb], a
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ret
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@ -650,36 +650,36 @@ Func_33e3: ; 0x33e3
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.Scrolling3Off
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ld a, [wStationaryText1]
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and a
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jr z, .asm_342b
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jr z, .Stationary1Off
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push bc
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ld hl, wStationaryText1
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call HandleStationaryText
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pop bc
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inc c
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.asm_342b
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.Stationary1Off
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ld a, [wStationaryText2]
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and a
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jr z, .asm_343a
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jr z, .Stationary2Off
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push bc
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ld hl, wStationaryText2
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call HandleStationaryText
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pop bc
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inc c
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.asm_343a
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.Stationary2Off
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ld a, [wStationaryText3]
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and a
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jr z, .asm_3449
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jr z, .Stationary3Off
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push bc
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ld hl, wStationaryText3
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call HandleStationaryText
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pop bc
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inc c
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.asm_3449
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.Stationary3Off
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ld a, c
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and a
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ret nz
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ld [wd5ca], a
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call FillBottomMessageBufferWithBlackTile
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ret nz ;if text has displayed, we are done, else
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ld [wd5ca], a ;place 0 in ???
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call FillBottomMessageBufferWithBlackTile ;fill with default data?
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ld a, [hGameBoyColorFlag]
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and a
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jr nz, .gameboyColor
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14
main.asm
14
main.asm
@ -186,13 +186,13 @@ SECTION "bank4", ROMX
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Func_10000: ; 0x10000
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ld c, a
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ld a, [wInSpecialMode]
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ld a, [wInSpecialMode] ;special mode in c
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and a
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ret z
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ret z ;if mot in special mode, ret
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ld a, c
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ld [wd54c], a
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ld a, [wSpecialMode]
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cp SPECIAL_MODE_CATCHEM
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cp SPECIAL_MODE_CATCHEM ;branch based on mode
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jp z, Func_10a95
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cp SPECIAL_MODE_EVOLUTION
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jr nz, .next
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@ -1500,11 +1500,11 @@ CallTable_3021f: ; 0x3021f
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Func_3022b: ; 0x3022b
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xor a
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ld [wd5ca], a
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call FillBottomMessageBufferWithBlackTile
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ld [wd5ca], a ;turn text off
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call FillBottomMessageBufferWithBlackTile ;clear text
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xor a
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ld [wInSpecialMode], a
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ld [wSpecialMode], a
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ld [wSpecialMode], a ;no longer in special modes
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callba StopTimer
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ld a, [wCurrentStage]
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rst JumpTable ; calls JumpToFuncInTable
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@ -2081,7 +2081,7 @@ Func_31660: ; 0x31660
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ret
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Func_31672: ; 0x31672
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ld a, [wd5ca]
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ld a, [wd5ca] ;if text is off
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and a
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ret nz
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call FillBottomMessageBufferWithBlackTile
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16
wram.asm
16
wram.asm
@ -554,7 +554,7 @@ wInSpecialMode:: ; 0xd54b
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; Set to 1 if currently in special game mode. See wSpecialMode.
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ds $1
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wd54c:: ; 0xd54c
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wd54c:: ; 0xd54c 10000 sets it to c. red evo mode checks it for it's contents
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ds $1
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wd54d:: ; 0xd54d
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@ -728,7 +728,7 @@ wWildMonCollision:: ; 0xd5c7
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ds $1
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wd5ca:: ; 0xd5ca set to 1 by a commonly called text function that is called at the start of catch and raises the score bar
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wd5ca:: ; 0xd5ca set to 1 by a commonly called text function that is called at the start of catch and raises the score bar. set off by text handler if no text is ready to run. Possibly toggles if text is running?
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ds $1
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wd5cb:: ; 0xd5cb set to 0 if the above is 0 during Func_33e3
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@ -753,22 +753,22 @@ wScrollingText3:: ; 0xd5dc
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scrolling_text wScrollingText3
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stationary_text: MACRO
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\1Enabled:: ds 1 ; Toggles if enabled. 0 is off, non-0 is on
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\1Enabled::ds 1 ; Toggles if enabled. 0 is off, non-0 is on
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\1MessageBoxOffset:: ds 1 ; Offset in wBottomMessageBuffer to place first character of text
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\1SourceTextOffset:: ds 1 ; Offset in wBottomMessageText for the text to be displayed
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\1DurationLowByte:: ;how many frames to stay on screen
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\1DurationLowByte:: ;how many frames to stay on screen.
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\1Duration:: ds 1
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\1DurationHighByte:: ds 1
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\1DurationHighByte:: ds 1 ;thiswill trigger as 0 if >= 128
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ENDM
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wStationaryText1:: ; 0xd5e4
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ds $5
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stationary_text wStationaryText1
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wStationaryText2:: ; 0xd5e9
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ds $5
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stationary_text wStationaryText2
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wStationaryText3:: ; 0xd5ee
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ds $5
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stationary_text wStationaryText3
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wCapturingMon:: ; 0xd5f3
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; Set to 1 when the capturing animation starts.
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