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Undid the input delay wram name. That wasn't it.
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@ -727,7 +727,7 @@ HandlePokedexDirectionalInput: ; 0x28513
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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 ; load any combination of button presses
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ld a, [wPokedexDirectionalInputDelay]
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ld a, [wd95c]
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and a
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ret nz
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ld a, [wd95e]
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@ -748,7 +748,7 @@ HandlePokedexDirectionalInput: ; 0x28513
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dec a
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ld [wCurPokedexIndex], a
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ld a, $4
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ld [wPokedexDirectionalInputDelay], a
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ld [wd95c], a
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ld a, $1
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ld [wPokedexCursorWasMoved], a
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jr .done
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@ -761,7 +761,7 @@ HandlePokedexDirectionalInput: ; 0x28513
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jr z, .done ; jump if reached bottom of Pokedex
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ld [wCurPokedexIndex], a
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ld a, $4
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ld [wPokedexDirectionalInputDelay], a
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ld [wd95c], a
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ld a, $1
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ld [wPokedexCursorWasMoved], a
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jr .done
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@ -922,12 +922,12 @@ DisplayPokedexScrollBarAndCursor: ; 0x285db
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call LoadSpriteData
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.asm_28667
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pop bc
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ld a, [wPokedexDirectionalInputDelay]
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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 [wPokedexDirectionalInputDelay], a
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ld [wd95c], a
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sla a
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ld e, a
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ld d, $0
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@ -1016,7 +1016,7 @@ Func_286dd: ; 0x286dd
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ld a, [wPokedexWindowWasShifted]
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and a
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ret z
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ld a, [wPokedexDirectionalInputDelay]
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ld a, [wd95c]
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and a
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jr nz, .asm_2870d
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ld [wPokedexWindowWasShifted], a
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@ -1370,6 +1370,7 @@ Func_28931: ; 0x28931
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ld hl, BlankDexName
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jr z, .gotMonNameAddress
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ld a, [wCurPokedexIndex]
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; compute 11 * hl (11 is length of name)
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ld c, a
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ld b, $0
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ld h, b
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@ -2235,7 +2236,7 @@ Func_28e73: ; 0x28e73
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ld h, a
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push hl
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ld hl, wc000
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ld a, [wd860]
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ld a, [wd860] ; loading `a` here has no effect.
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ret
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Func_28e9a:
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