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More label naming. More work to do.
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@ -726,7 +726,7 @@ HandlePokedexDirectionalInput: ; 0x28513
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ldh a, [hPressedButtons]
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ld hl, wd95e ; some temp storage for joypad input
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or [hl]
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ld [hl], a
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ld [hl], a ; load any combination of button presses
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ld a, [wd95c]
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and a
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ret nz
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@ -901,7 +901,7 @@ DisplayPokedexScrollBarAndCursor: ; 0x285db
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.decideCursorSprite
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ld c, a
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push bc
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ldh a, [hJoypadState]
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ldh a, [hJoypadState] ; are we holding down a button? Is that right?
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and a
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ld a, [wPokedexBlinkingCursorAndScrollBarCounter]
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jr z, .wasJoyHeld
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@ -925,6 +925,7 @@ DisplayPokedexScrollBarAndCursor: ; 0x285db
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ld a, [wd95c]
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and a
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ret z
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; not sure what happens here yet
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dec a
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ld [wd95c], a
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sla a
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@ -1117,7 +1118,7 @@ Func_28765: ; 0x28765
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xor a
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ld [wd862], a
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ld a, [hl]
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call Func_28993
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call GetPokemonName
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ret
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.asm_28791
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@ -1144,7 +1145,7 @@ Func_28765: ; 0x28765
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ld [wd862], a
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ld a, [hl]
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add $5
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call Func_28993
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call GetPokemonName
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ret
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TileLocations_287b7:
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@ -1415,14 +1416,16 @@ Func_28972: ; 0x28972
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ld a, [hl]
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ld d, a
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ld a, c
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call Func_28993
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call GetPokemonName
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pop bc
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inc c
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dec b
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jr nz, .asm_28978
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ret
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Func_28993: ; 0x28993
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; Something with checking if Pokemon has been seen
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; DOUBLE CHECK THE NAME
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GetPokemonName: ; 0x28993
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push hl
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ld c, a
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ld b, $0
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@ -2212,6 +2215,7 @@ Func_28e09: ; 0x28e09
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Func_28e73: ; 0x28e73
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push hl
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ldh a, [hVariableWidthFontFF8F]
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; compute 16*bc
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ld c, a
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ld b, $0
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sla c
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