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Rename wd7ad to wStageCollisionStateBitsToSet (#50)
* Rename wd7ad * update var name to wRedStageStructureBackup * remove speculative comment
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@ -13,12 +13,12 @@ InitBallRedField: ; 0x3007d
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xor a
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ld [wEnableBallGravityAndTilt], a
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ld [wd580], a
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ld a, [wd7ad]
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ld a, [wRedStageStructureBackup]
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bit 7, a
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jr z, .asm_300ae
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ld a, [wStageCollisionState]
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res 0, a
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ld [wd7ad], a
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ld [wRedStageStructureBackup], a
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.asm_300ae
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ld a, [wStageCollisionState]
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and $1
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@ -91,7 +91,7 @@ ConcludeSpecialMode_RedField: ; 0xddfd
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ld [wFramesUntilSlotCaveOpens], a
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callba ConcludeMapMoveMode
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.setCollisionState
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ld a, [wd7ad]
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ld a, [wRedStageStructureBackup]
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ld c, a
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ld a, [wStageCollisionState]
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and $1
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@ -633,7 +633,7 @@ StartEvolutionMode_RedField: ; 0x10ebb
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ld [wLeftAlleyCount], a
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call CloseSlotCave_
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ld a, $2
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ld [wd7ad], a
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ld [wRedStageStructureBackup], a
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ld de, MUSIC_CATCH_EM_BLUE ; Either MUSIC_CATCH_EM_BLUE or MUSIC_CATCH_EM_RED. They have the same id in their respective audio Banks.
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call PlaySong
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call SetPokemonSeenFlag
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@ -769,7 +769,7 @@ StartEvolutionMode_BlueField: ; 0x11061
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ld [wLeftAlleyCount], a
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callba CloseSlotCave
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ld a, $2
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ld [wd7ad], a
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ld [wRedStageStructureBackup], a
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ld de, MUSIC_CATCH_EM_BLUE ; Either MUSIC_CATCH_EM_BLUE or MUSIC_CATCH_EM_RED. They have the same id in their respective audio Banks.
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call PlaySong
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call SetPokemonSeenFlag
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@ -119,7 +119,7 @@ Func_311b4: ; 0x311b4
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ld [wStageCollisionMap + $103], a
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callba CloseSlotCave_
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ld a, $4
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ld [wd7ad], a
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ld [wRedStageStructureBackup], a
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ld de, MUSIC_HURRY_UP_BLUE ; Either MUSIC_HURRY_UP_BLUE or MUSIC_HURRY_UP_RED. They have the same id in their respective audio Banks.
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call PlaySong
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ld a, [wCurrentStage]
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@ -1455,7 +1455,7 @@ HandleThirdRightAlleyTrigger_RedField: ; 0x15990
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UpdateFieldStructures_RedField: ; 0x159c9
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; The Red field's top half has some dynamic strucutres, such as Ditto, the lightning bolt guard rail, and the roof over the 3 Voltorbs.
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ld a, [wd7ad]
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ld a, [wRedStageStructureBackup]
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bit 7, a
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ret nz
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ld c, a
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@ -1464,7 +1464,8 @@ UpdateFieldStructures_RedField: ; 0x159c9
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or c
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ld [wStageCollisionState], a
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ld a, $ff
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ld [wd7ad], a
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; setting 7th bit of [wStageCollisionStateBitsToSet] to 1 will cause this method to be skipped, or in this case 0xff, but only the 7th bit matters
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ld [wRedStageStructureBackup], a
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callba LoadStageCollisionAttributes
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call LoadFieldStructureGraphics_RedField
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ld a, $1
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@ -2097,7 +2098,7 @@ DoSlotLogic_RedField: ; 0x16352
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cp EVOLUTION_MODE_SLOT_REWARD
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ret nz
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callba StartEvolutionMode
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ld a, [wd7ad]
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ld a, [wRedStageStructureBackup]
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ld c, a
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ld a, [wStageCollisionState]
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and $1
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@ -34,7 +34,7 @@ InitRedField: ; 0x30000
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ld [wInitialNextBonusStage], a ; BONUS_STAGE_ORDER_DIGLETT
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ld a, $4
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ld [wStageCollisionState], a
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ld [wd7ad], a
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ld [wRedStageStructureBackup], a
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ld a, $80
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ld [wIndicatorStates], a
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ld [wIndicatorStates + 3], a
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4
wram.asm
4
wram.asm
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@ -1733,7 +1733,9 @@ wDisableHorizontalScrollForBallStart:: ; 0xd7ac
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; 0 = Enable the scrolling
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ds $1
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wd7ad:: ; 0xd7ad
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wRedStageStructureBackup:: ; 0xd7ad
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; The ditto state on red stage is heavily reliant on this value being initialized to 0b100,
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; A value of 0xff will cause this var to be ignored and treated as no changes.
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ds $1
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wLeftFlipperState:: ; 0xd7ae
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