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https://github.com/pret/pokegold.git
synced 2026-04-26 01:47:27 -05:00
Add more assert cases in the codebase (pret/pokecrystal#1115)
* Add assert for FACING_GRASS_1 and FACING_GRASS_2 * Add more assert cases * Add assert for HP bar colors * Assert LINK_NULL == 0 * Fix assert syntax * Add asserts for WILD_BATTLE == 1 * Add additional WILD assert - I need to sleep more... * Revert asserts for WILD_BATTLE and LINK_NULL * Commit suggested changes * Add more assert cases * Fix syntax error
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@ -576,7 +576,8 @@ ParsePlayerAction:
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jr nz, .locked_in
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xor a
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ld [wMoveSelectionMenuType], a
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inc a ; POUND
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assert POUND == 1
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inc a
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ld [wFXAnimID], a
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call MoveSelectionScreen
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push af
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@ -3609,7 +3610,8 @@ TryToRunAwayFromBattle:
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cp BATTLEACTION_FORFEIT
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ld a, DRAW
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jr z, .fled
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dec a ; LOSE
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assert DRAW - 1 == LOSE
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dec a
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.fled
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ld b, a
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ld a, [wBattleResult]
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@ -1238,7 +1238,9 @@ BattleAnimFunction_Sing:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
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&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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add [hl]
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call ReinitBattleAnimFrameset
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.one
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@ -1504,15 +1506,15 @@ BattleAnimFunction_Clamp_Encore:
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ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_3B (Clamp Flipped)
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; BATTLE_ANIM_FRAMESET_A1 (Hands Flipped)
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assert BATTLE_ANIM_FRAMESET_CLAMP + 1 == BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED
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assert BATTLE_ANIM_FRAMESET_ENCORE_HAND + 1 == BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED
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inc a
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jr .reinit
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.load_no_inc
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ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_3A (Clamp)
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; BATTLE_ANIM_FRAMESET_A0 (Hands)
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_CLAMP or BATTLE_ANIM_FRAMESET_ENCORE_HAND
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.reinit
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_VAR1
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@ -1838,8 +1840,10 @@ BattleAnimFunction_Wrap:
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_BIND_2
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; BATTLE_ANIM_FRAMESET_BIND_4
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assert BATTLE_ANIM_FRAMESET_BIND_1 + 1 == BATTLE_ANIM_FRAMESET_BIND_2 \
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&& BATTLE_ANIM_FRAMESET_BIND_2 + 1 == BATTLE_ANIM_FRAMESET_BIND_3 \
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&& BATTLE_ANIM_FRAMESET_BIND_3 + 1 == BATTLE_ANIM_FRAMESET_BIND_4
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inc a
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
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@ -2338,7 +2342,9 @@ BattleAnimFunction_Sound:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_SOUND_1
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add [hl] ; BATTLE_ANIM_FRAMESET_SOUND_2 BATTLE_ANIM_FRAMESET_SOUND_3
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assert BATTLE_ANIM_FRAMESET_SOUND_1 + 1 == BATTLE_ANIM_FRAMESET_SOUND_2 \
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&& BATTLE_ANIM_FRAMESET_SOUND_2 + 1 == BATTLE_ANIM_FRAMESET_SOUND_3
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add [hl]
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call ReinitBattleAnimFrameset
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ret
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@ -2414,7 +2420,8 @@ BattleAnimFunction_ConfuseRay:
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and $80
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rlca
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ld [hl], a
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add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
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assert BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 + 1 == BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
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add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1
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call ReinitBattleAnimFrameset
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ret
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@ -2484,8 +2491,9 @@ BattleAnimFunction_Dizzy:
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rlca
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_61 BATTLE_ANIM_FRAMESET_62
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; BATTLE_ANIM_FRAMESET_9C BATTLE_ANIM_FRAMESET_9D
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assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
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assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
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add [hl]
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@ -2522,15 +2530,15 @@ BattleAnimFunction_Dizzy:
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_62
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; BATTLE_ANIM_FRAMESET_9D
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assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
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assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
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inc a
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jr .got_frameset
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.not_flipped
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_61
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; BATTLE_ANIM_FRAMESET_9C
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_CHICK_1 or BATTLE_ANIM_FRAMESET_IMP
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.got_frameset
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call ReinitBattleAnimFrameset
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ret
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@ -2550,7 +2558,9 @@ BattleAnimFunction_Amnesia:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, [hl]
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add BATTLE_ANIM_FRAMESET_AMNESIA_1 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 BATTLE_ANIM_FRAMESET_AMNESIA_3
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assert BATTLE_ANIM_FRAMESET_AMNESIA_1 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_2 \
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&& BATTLE_ANIM_FRAMESET_AMNESIA_2 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_3
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add BATTLE_ANIM_FRAMESET_AMNESIA_1
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@ -2638,7 +2648,9 @@ BattleAnimFunction_String:
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add hl, bc
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set OAM_Y_FLIP, [hl]
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.not_param_zero
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add BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 BATTLE_ANIM_FRAMESET_STRING_SHOT_3
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assert BATTLE_ANIM_FRAMESET_STRING_SHOT_1 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_2 \
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&& BATTLE_ANIM_FRAMESET_STRING_SHOT_2 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_3
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add BATTLE_ANIM_FRAMESET_STRING_SHOT_1
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call ReinitBattleAnimFrameset
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.one
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ret
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@ -3535,7 +3547,9 @@ BattleAnimFunction_SpeedLine:
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add hl, bc
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ld a, [hl]
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and $7f
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add BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 BATTLE_ANIM_FRAMESET_SPEED_LINE_3
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assert BATTLE_ANIM_FRAMESET_SPEED_LINE_1 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_2 \
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&& BATTLE_ANIM_FRAMESET_SPEED_LINE_2 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_3
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add BATTLE_ANIM_FRAMESET_SPEED_LINE_1
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_PARAM
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@ -3707,8 +3721,13 @@ BattleAnimFunction_LockOnMindReader:
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and $f
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_8F BATTLE_ANIM_FRAMESET_90 BATTLE_ANIM_FRAMESET_91
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; BATTLE_ANIM_FRAMESET_93 BATTLE_ANIM_FRAMESET_94 BATTLE_ANIM_FRAMESET_95
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assert BATTLE_ANIM_FRAMESET_LOCK_ON_1 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_2 \
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&& BATTLE_ANIM_FRAMESET_LOCK_ON_2 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_3 \
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&& BATTLE_ANIM_FRAMESET_LOCK_ON_3 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_4
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assert BATTLE_ANIM_FRAMESET_MIND_READER_1 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_2 \
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&& BATTLE_ANIM_FRAMESET_MIND_READER_2 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_3 \
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&& BATTLE_ANIM_FRAMESET_MIND_READER_3 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_4
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add [hl]
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@ -3768,7 +3787,9 @@ BattleAnimFunction_HealBellNotes:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
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&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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add [hl]
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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@ -501,11 +501,14 @@ TossMenu:
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ResetPocketCursorPositions: ; unreferenced
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ld a, [wCurPocket]
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and a ; ITEM_POCKET
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assert ITEM_POCKET == 0
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and a
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jr z, .items
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dec a ; BALL_POCKET
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assert BALL_POCKET == 1
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dec a
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jr z, .balls
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dec a ; KEY_ITEM_POCKET
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assert KEY_ITEM_POCKET == 2
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dec a
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jr z, .key
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ret
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@ -2077,7 +2077,8 @@ endc
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vc_patch_end
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xor a
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ldh [hVBlank], a
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inc a ; LINK_TIMECAPSULE
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assert LINK_TIMECAPSULE == 1
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inc a
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ld [wLinkMode], a
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ret
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@ -2142,7 +2143,7 @@ SetBitsForTimeCapsuleRequest:
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ldh [rSC], a
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ld a, (1 << rSC_ON) | (0 << rSC_CLOCK)
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ldh [rSC], a
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xor a ; LINK_TIMECAPSULE - 1
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xor a ; LINK_NULL
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ld [wPlayerLinkAction], a
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ld [wChosenCableClubRoom], a
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ret
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@ -248,8 +248,8 @@ SetFacingBoulderDust:
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and 2
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ld a, FACING_BOULDER_DUST_1
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jr z, .ok
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inc a
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assert FACING_BOULDER_DUST_1 + 1 == FACING_BOULDER_DUST_2
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inc a
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.ok
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ld [hl], a
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ret
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@ -264,8 +264,8 @@ SetFacingGrassShake:
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and 4
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ld a, FACING_GRASS_1
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jr z, .ok
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inc a ; FACING_GRASS_2
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assert FACING_GRASS_1 + 1 == FACING_GRASS_2
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inc a
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.ok
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ld [hl], a
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ret
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@ -212,8 +212,10 @@ GetHPPal::
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ld a, e
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cp (HP_BAR_LENGTH_PX * 50 / 100) ; 24
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ret nc
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inc d ; HP_YELLOW
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assert HP_GREEN + 1 == HP_YELLOW
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inc d
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cp (HP_BAR_LENGTH_PX * 21 / 100) ; 10
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ret nc
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inc d ; HP_RED
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assert HP_YELLOW + 1 == HP_RED
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inc d
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ret
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