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* Split bank $0f into engine/battle/core.asm and engine/overworld/wildmons.asm * Split wildmon probabilities into separate data/wild/probabilities.inc file for consistency
97 lines
1.6 KiB
NASM
97 lines
1.6 KiB
NASM
INCLUDE "constants.asm"
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SECTION "home/unknown_388f.asm", ROM0
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EmptyFunction388f::
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ret
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Unreferenced_PokemonNewsScript::
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farcall _Unreferenced_PokemonNewsScript
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ret
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PokemonBooksScript::
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farcall _PokemonBooksScript
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ret
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PlayerHouse1FFridgeScript::
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farcall _PlayerHouse1FFridgeScript
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ret
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SilentHillHouseStoveScript::
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farcall _SilentHillHouseStoveScript
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ret
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SilentHillHouseSinkScript::
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farcall _SilentHillHouseSinkScript
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ret
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SilentHillHouseTVScript::
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farcall _SilentHillHouseTVScript
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ret
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PokecenterSignScript::
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farcall _PokecenterSignScript
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ret
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RivalHouseWindowScript::
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farcall _RivalHouseWindowScript
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ret
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InitTrainerBattle::
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ld hl, wOverworldFlags
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set 7, [hl]
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ld a, MAPSTATUS_START_TRAINER_BATTLE
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ld [wMapStatus], a
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ret
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TestWildBattleStart::
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ldh a, [hJoyState]
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and D_PAD
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ret z ; if no directions are down, don't try and trigger a wild encounter
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call CheckBPressedDebug
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jp nz, xor_a ; if b button is down, clear acc
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callfar TryWildBattle
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ld a, [wBattleMode]
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and a
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ret z ; if no battle, return
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ld a, MAPSTATUS_START_WILD_BATTLE
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call SetMapStatus
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call xor_a_dec_a
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ret
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OverworldLoop_StartBattle::
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predef StartBattle
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ld a, $f3
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ldh [hMapEntryMethod], a
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ld hl, wd4a9
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set 5, [hl]
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ld hl, wJoypadFlags
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set 4, [hl]
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set 6, [hl]
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ld a, MAPSTATUS_EXIT_BATTLE
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call SetMapStatus
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ret
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OverworldLoop_05::
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ret
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OverworldLoop_ExitBattle::
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ld a, [wBattleResult]
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cp LOSE
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jr z, .DemoGameOver
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ld a, MAPSTATUS_RETURN_TO_MAIN
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call SetMapStatus
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ret
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.DemoGameOver:
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ld hl, wJoypadFlags
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res 4, [hl]
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ld hl, .text
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call OpenTextbox
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call GBFadeOutToBlack
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jp Init
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.text:
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text "つぎは がんばるぞ!!"
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done
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