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Rename some labels
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@ -55,7 +55,7 @@ PrintBeginningBattleText: ; 58d99 (16:4d99)
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ld hl, UnveiledGhostText
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call PrintText
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callab LoadEnemyMonData
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callab DoGhostMarowakRevelationAnimation
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callab MarowakAnim
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ld hl, WildMonAppearedText
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call PrintText
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@ -1,4 +1,5 @@
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DoGhostMarowakRevelationAnimation: ; 708ca (1c:48ca)
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MarowakAnim: ; 708ca (1c:48ca)
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; animate the ghost being unveiled as a Marowak
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ld a, $e4
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ld [rOBP1], a
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call CopyMonPicFromBGToSpriteVRAM ; cover the BG ghost pic with a sprite ghost pic that looks the same
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@ -578,7 +578,7 @@ TradeCenter_SelectMon:
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ReturnToCableClubRoom: ; 577d (1:577d)
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call GBPalWhiteOutWithDelay3
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ld hl, wCharRAMInUseForText
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ld hl, wFontLoaded
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ld a, [hl]
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push af
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push hl
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@ -159,7 +159,7 @@ LoadMapSpriteTilePatterns: ; 17871 (5:7871)
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ld l,e
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pop de
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ld b,a
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ld a,[wCharRAMInUseForText]
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.skipFirstLoad ; if so, skip loading data into the lower half
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ld a,b
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@ -180,7 +180,7 @@ LoadMapSpriteTilePatterns: ; 17871 (5:7871)
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jr nc,.noCarry3
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inc d
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.noCarry3
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ld a,[wCharRAMInUseForText]
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.loadWhileLCDOn
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pop af
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@ -264,7 +264,7 @@ InitOutsideMapSprites: ; 1797b (5:797b)
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cp a,$f0 ; does the map have 2 sprite sets?
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call nc,GetSplitMapSpriteSetID ; if so, choose the appropriate one
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ld b,a ; b = spriteSetID
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ld a,[wCharRAMInUseForText]
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
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ld a,[W_SPRITESETID]
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@ -52,7 +52,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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jr .asm_4eab
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.asm_4e86
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ld [wSpriteStateData1 + 9], a
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ld a, [wCharRAMInUseForText]
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ld a, [wFontLoaded]
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bit 0, a
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jr nz, .asm_4e7d
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.asm_4e90
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@ -130,7 +130,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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bit 7, a
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jp nz, InitializeSpriteFacingDirection ; c1x1 >= $80
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ld b, a
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ld a, [wCharRAMInUseForText]
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ld a, [wFontLoaded]
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bit 0, a
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jp nz, notYetMoving
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ld a, b
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4
home.asm
4
home.asm
@ -1183,7 +1183,7 @@ CloseTextDisplay:: ; 29e8 (0:29e8)
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ld [H_LOADEDROMBANK],a
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ld [$2000],a
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call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
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ld hl,wCharRAMInUseForText
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ld hl,wFontLoaded
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res 0,[hl]
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ld a,[wd732]
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bit 3,a ; used fly warp
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@ -4540,7 +4540,7 @@ GetHealthBarColor::
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; Copy the current map's sprites' tile patterns to VRAM again after they have
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; been overwritten by other tile patterns.
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ReloadMapSpriteTilePatterns:: ; 3e08 (0:3e08)
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ld hl, wCharRAMInUseForText
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ld hl, wFontLoaded
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ld a, [hl]
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push af
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res 0, [hl]
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2
main.asm
2
main.asm
@ -1022,7 +1022,7 @@ DisplayTextIDInit: ; 7096 (1:7096)
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.drawTextBoxBorder
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call TextBoxBorder
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.skipDrawingTextBoxBorder
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ld hl,wCharRAMInUseForText
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ld hl,wFontLoaded
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set 0,[hl]
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ld hl,wFlags_0xcd60
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bit 4,[hl]
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9
wram.asm
9
wram.asm
@ -820,10 +820,11 @@ wcf97:: ds 1
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; LoadMonData copies mon data here
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wLoadedMon:: party_struct wLoadedMon ; cf98
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wCharRAMInUseForText:: ; cfc4
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; bit 0: the space in VRAM that is used to store walking tile patterns for
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; the player and NPCs is in use for text tile patterns. this means
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; that movement must be disabled.
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wFontLoaded:: ; cfc4
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; bit 0: The space in VRAM that is used to store walk animation tile patterns
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; for the player and NPCs is in use for font tile patterns.
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; This means that NPC movement must be disabled.
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; The other bits are unused.
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ds 1
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wWalkCounter:: ; cfc5
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