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Delete SOURCE/Emerald Upgrade/Thumb/VBLANKINTR_IVCheckerSummaryOnly.txt
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IsWaiting:
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push {r0-r7}
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mov r2, #255 @If my vblankintr is running during a save, game will crash.
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add r2, #10 @IsWaiting is checking if a value in sUnused is 0.
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ldr r1, sUnused @if it's not, it increments it by 1 until we reach 265. This is about how long the game takes to save.
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ldr r0, [r1]
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cmp r0, #0 @if the value here is 0, we go to the code that checks if we're currently saving.
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beq AreInPartyMenu
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add r0, #1
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cmp r0, r2
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beq ClearWait
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str r0, [r1]
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b ExitToVblankIntr
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ClearWait:
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mov r0, #0
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str r0, [r1]
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AreInPartyMenu:
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ldr r0, gMain_CB2 @check if we're in party menu
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ldr r2, [r0]
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ldr r1, CB2_ReturnToPartyMenuFromSummaryScreen
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cmp r2, r1
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beq RestoreStats
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ldr r2, [r0]
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ldr r1, CB2_UpdatePartyMenu
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cmp r2, r1
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bne ExitToVblankIntr @if we're not, end.
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sub r0, #4 @if we are in a battle, don't allow.
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ldr r0, [r0]
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ldr r1, BattleMainCB1
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cmp r0, r1
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beq ExitToVblankIntr
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CheckButtonPress:
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mov r4, #39
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ldr r0, Buttons
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ldr r0, [r0]
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ldr r1, SelectR
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cmp r0, r1
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beq ChangeStats
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ldr r1, SelectStart
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cmp r0, r1
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beq SetEVs
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b ExitToVblankIntr
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SetEVs:
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mov r4, #26
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ChangeStats:
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ldr r0, sUnused @if not equal, hijack.
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mov r1, #255 @Once success state is triggered, place 1 into sUnused for IsWaiting to begin its loop of 265 frames.
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str r1, [r0]
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ldr r0, gPlayerParty @load pokemon iv I want to edit
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mov r5, r0 @copy r0 into r5
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mov r6, r0
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PokemonLoop:
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mov r2, pc @preserve lr to return to after function
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add r2, #9
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mov lr, r2
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mov r1, #11 @check if species is 0, if it is, exit loop.
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ldr r3, GetMonData2
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bx r3
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cmp r0, #0
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beq PlaySound
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mov r0, r5
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ldr r1, gEnemyParty
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cmp r0, r1
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beq PlaySound
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mov r7, #0
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add r5, #0x58
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@cmp r4, #1
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@beq EVLoop
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IVLoop:
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mov r2, pc @preserve lr to return to after function
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add r2, #11
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mov lr, r2
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mov r1, r4
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add r1, r7
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ldr r3, GetMonData2
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bx r3
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add r7, #1
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cmp r7, #6
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bgt NextPokemon
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strh r0, [r5]
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add r5, #2
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mov r0, r6
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b IVLoop
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@EVLoop:
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@mov r2, pc @preserve lr to return to after function
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@add r2, #11
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@mov lr, r2
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@mov r1, #26
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@add r1, r7
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@ldr r3, GetMonData2
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@bx r3
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@add r7, #1
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@cmp r7, #6
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@bgt NextPokemon
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@strh r0, [r5]
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@add r5, #2
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@mov r0, r6
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@.b EVLoop
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NextPokemon:
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mov r6, r5
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mov r0, r6
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b PokemonLoop
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PlaySound:
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mov r2, pc @preserve lr to return to after function
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add r2, #9
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mov lr, r2
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ldr r3, PlaySE
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mov r0, #01
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bx r3
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b ExitToVblankIntr
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RestoreStats:
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@add r0, #8
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@ldr r2, [r0]
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@ldr r1, VBlankCB_PartyMenu
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@cmp r2, r1
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@bne ExitToVblankIntr
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mov r7, #0
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ldr r5, gPlayerParty
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CalculateStatsLoop:
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mov r4, r5
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add r4, #86
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ldrh r6, [r4]
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mov r2, pc @preserve lr to return to after function
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add r2, #9
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mov lr, r2
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ldr r3, CalculateMonStats
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mov r0, r5
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bx r3
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add r7, #1
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strh r6, [r4]
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add r5, #100
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cmp r7, #6
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bne CalculateStatsLoop
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ldr r0, sUnused @if not equal, hijack.
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mov r1, #255 @Once success state is triggered, place 1 into sUnused for IsWaiting to begin its loop of 265 frames.
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str r1, [r0]
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ExitToVblankIntr:
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ldr r0, VBlankIntrLR @Restore proper LR VblankIntr needs.
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mov lr, r0
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End:
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pop {r0-r7}
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ldr r3, VBlankIntr
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bx r3
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.align
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VBlankIntr:
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.long 0x08000739
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VBlankIntrLR:
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.long 0x0300287C
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CB2_UpdatePartyMenu:
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.long 0x081b01b1
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PlaySE:
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.long 0x080a37a5
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gMain_CB2:
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.long 0x30022c4
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CB2_OverworldBasic:
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.long 0x08085e5D
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gPlayerParty:
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.long 0x020244ec
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gEnemyParty:
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.long 0x02024744
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GetMonData2:
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.long 0x0806a519
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SelectR:
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.long 0x000002fb
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SelectStart:
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.long 0x000003f3
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Buttons:
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.long 0x04000130
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sUnused: @where I store my timer for IsWaiting
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.long 0x02022c34
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BattleMainCB1:
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.long 0x08039EF1
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CB2_ReturnToPartyMenuFromSummaryScreen:
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.long 0x081b3895
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VBlankCB_PartyMenu:
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.long 0x081b01cd
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CalculateMonStats:
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.long 0x08068d0D
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