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https://github.com/pret/pmd-red.git
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sin_abs_4096 -> sin_4096
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@@ -1297,7 +1297,7 @@ _080467BE:
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adds r0, r7
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str r0, [r2, 0x4]
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ldr r0, [sp, 0x10]
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bl sin_abs_4096
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bl sin_4096
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lsls r1, r0, 1
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adds r1, r0
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lsls r1, 2
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@@ -1809,7 +1809,7 @@ _08046BAA:
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adds r0, r4, 0
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bl IncreaseEntityPixelPos
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mov r0, r10
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bl sin_abs_4096
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bl sin_4096
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add r2, sp, 0x20
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adds r2, r5
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lsls r1, r0, 1
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@@ -755,7 +755,7 @@ _08047726:
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adds r0, 0xFF
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_08047732:
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asrs r0, 8
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bl sin_abs_4096
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bl sin_4096
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ldr r2, [sp, 0x30]
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adds r1, r0, 0
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muls r1, r2
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@@ -485,7 +485,7 @@ _0807D8B0:
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adds r0, r4, 0
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bl IncreaseEntityPixelPos
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mov r0, r10
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bl sin_abs_4096
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bl sin_4096
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add r2, sp, 0x20
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adds r2, r5
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lsls r1, r0, 1
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@@ -2173,7 +2173,7 @@ _0807F794:
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cmp r0, 0
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beq _0807F7E6
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ldr r0, [sp, 0x100]
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bl sin_abs_4096
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bl sin_4096
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lsls r0, 5
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mov r3, r8
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str r0, [r3, 0x1C]
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@@ -22,7 +22,7 @@ typedef u32 u24_8;
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* This function computes the cosine of of `x` using a lookup table. The period of
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* the function is `4096`, and the range is `[-256, 256]`.
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*
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* @note Mathematically, `cos(abs(t)) = cos(t)`, unlike the case in `sin_abs_4096()` above.
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* @note Mathematically, `cos(abs(t)) = cos(t)`, unlike the case in `sin_4096()` above.
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*
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* @param[in] x The value to get the cosine of.
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*
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@@ -38,7 +38,7 @@ s32 cos_4096(s32 x);
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*
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* @return `floor(256 * sin(pi * abs(x) / 2048))` as a signed 32-bit integer.
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*/
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s32 sin_abs_4096(s32 x);
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s32 sin_4096(s32 x);
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/**
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* This function multiplies two signed 24.8 fixed-point numbers.
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@@ -536,7 +536,7 @@ void sub_8005838(s32 *a0, u8 kind)
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k = iVar11;
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j = iVar11;
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for (sp10 = 0; sp10 < 0x400; sp10 += spC) {
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s32 tmp1 = sin_abs_4096(sp10) * val3 / 256;
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s32 tmp1 = sin_4096(sp10) * val3 / 256;
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sp14 = (val2 + tmp1) / 256;
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r8 = (val2 - tmp1) / 256;
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@@ -200,7 +200,7 @@ void sub_807D068(Entity *pokemon, Position *pos)
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pixelY += incrementY;
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local_34.x = pixelX;
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local_34.y = pixelY;
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pokemon->unk1C = sin_abs_4096(iVar8) * 0xc;
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pokemon->unk1C = sin_4096(iVar8) * 0xc;
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sub_804535C(pokemon, &local_34);
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if (sub_8045888(pokemon)) {
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sub_803E46C(0x1a);
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@@ -2642,7 +2642,7 @@ void sub_80566F8(Entity *attacker, Move *move, s32 a2, bool8 a3, s32 itemId, s32
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s32 r2;
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if (a3 != 0) {
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r3 = sin_abs_4096(r9 / 256) * var_3C;
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r3 = sin_4096(r9 / 256) * var_3C;
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}
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else {
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r3 = 0;
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@@ -28,7 +28,7 @@ UNUSED u32 fast_mod_3(s32 x)
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return x % 3;
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}
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s32 sin_abs_4096(s32 x)
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s32 sin_4096(s32 x)
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{
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switch (x & 0xc00) {
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case 0x000:
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