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Replace some REPT with FOR Loops
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@ -1,12 +1,8 @@
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MACRO macro_9800
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DEF x = 0
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rept \1
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DEF y = 0
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rept $100 / \1
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db (x + y) & $ff
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DEF y = y + \1
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FOR X, \1
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FOR Y, 0, $100, \1
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db (X + Y) & $ff
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endr
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DEF x = x + 1
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endr
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endm
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@ -543,19 +543,17 @@ Func_f8d5: ; 0xf8d5
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ret
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AddBigBCD6: ; 0xf902
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DEF x = 0
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rept 6
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FOR X, 6
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ld a, [de]
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if x == 0
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add [hl]
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else
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adc [hl]
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endc
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DEF x = x + 1
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if X == 0
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add [hl]
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else
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adc [hl]
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endc
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daa
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ld [hli], a
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inc de
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endr
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ENDR
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ret
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PointsPerPokemonCaught: ; 0xf921
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@ -83,20 +83,18 @@ AddBigBCD6FromQueue: ; 0x8588
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ld b, $1
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asm_8592:
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push hl
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DEF x = 0
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rept 6
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FOR X, 6
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ld a, [de]
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if x == 0
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add [hl]
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else
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adc [hl]
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endc
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if X == 0
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add [hl]
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else
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adc [hl]
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endc
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daa
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ld [de], a
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inc de
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inc hl
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DEF x = x + 1
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endr
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ENDR
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ld a, e
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cp wAddScoreQueueEnd % $100
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jr nz, .okay
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16
home.asm
16
home.asm
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@ -3301,16 +3301,12 @@ BottomRightBonusStageCollisionMasks:
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; These two squares data arrays must be aligned to $100 bytes and appear contiguously.
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SquaresLow:
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DEF x = 0
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rept 256
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db (x * x) % $100
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DEF x = x + 1
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endr
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FOR X, 256
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db (X * X) % $100
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ENDR
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SquaresHigh:
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DEF x = 0
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rept 256
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db (x * x) / $100
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DEF x = x + 1
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endr
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FOR X, 256
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db (X * X) / $100
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ENDR
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@ -131,8 +131,6 @@ EvensAndOdds:
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; The first 128 bytes are the first 128 even numbers starting at 0.
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; The next 128 bytes are the first 128 odd numbers starting at 1.
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; The (a)th element is essentially what you'd get from rlca.
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DEF x = 0
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REPT 128
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db x | ((x >> 7) & 1)
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DEF x = x + 2
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FOR X, 0, 256, 2
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db X | ((X >> 7) & 1)
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ENDR
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