mirror of https://github.com/nmlgc/ReC98.git
[Reverse-engineering] [th02/th05] Player movement speed
Yes, both characters in TH04 have the same speed! Funded by -Tom-.
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@ -0,0 +1,8 @@
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; All values are signed. (Yes, allowing you to invert the controls with
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; negative values!)
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public _playchar_speed_aligned_x, _playchar_speed_aligned_y
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public _playchar_speed_diagonal_x, _playchar_speed_diagonal_y
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_playchar_speed_aligned_x db ?
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_playchar_speed_aligned_y db ?
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_playchar_speed_diagonal_x db ?
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_playchar_speed_diagonal_y db ?
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@ -3704,10 +3704,10 @@ loc_C5C2:
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loc_C634:
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mov playchar_shot_func, offset shot_a
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mov byte_2060A, 5
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mov byte_2060B, 5
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mov byte_2060C, 4
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mov byte_2060D, 4
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mov _playchar_speed_aligned_x, 5
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mov _playchar_speed_aligned_y, 5
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mov _playchar_speed_diagonal_x, 4
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mov _playchar_speed_diagonal_y, 4
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mov byte_2060E, 30h ; '0'
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pop bp
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retn
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@ -3715,10 +3715,10 @@ loc_C634:
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loc_C655:
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mov playchar_shot_func, offset shot_b
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mov byte_2060A, 4
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mov byte_2060B, 4
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mov byte_2060C, 3
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mov byte_2060D, 3
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mov _playchar_speed_aligned_x, 4
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mov _playchar_speed_aligned_y, 4
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mov _playchar_speed_diagonal_x, 3
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mov _playchar_speed_diagonal_y, 3
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mov byte_2060E, 34h ; '4'
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mov byte_2060F, 37h ; '7'
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inc byte_1E51B
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@ -3728,10 +3728,10 @@ loc_C655:
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loc_C67F:
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mov playchar_shot_func, offset shot_c
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mov byte_2060A, 3
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mov byte_2060B, 3
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mov byte_2060C, 3
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mov byte_2060D, 3
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mov _playchar_speed_aligned_x, 3
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mov _playchar_speed_aligned_y, 3
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mov _playchar_speed_diagonal_x, 3
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mov _playchar_speed_diagonal_y, 3
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mov byte_1E518, 3
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mov byte_2060E, 7Dh ; '}'
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mov byte_2060F, 3Bh ; ';'
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@ -9356,7 +9356,7 @@ loc_F222:
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jmp cs:off_F443[bx]
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loc_F238:
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mov al, byte_2060B
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mov al, _playchar_speed_aligned_y
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cbw
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neg ax
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mov di, ax
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@ -9365,7 +9365,7 @@ loc_F238:
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; ---------------------------------------------------------------------------
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loc_F244:
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mov al, byte_2060B
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mov al, _playchar_speed_aligned_y
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cbw
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mov di, ax
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xor si, si
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@ -9373,7 +9373,7 @@ loc_F244:
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; ---------------------------------------------------------------------------
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loc_F24E:
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mov al, byte_2060A
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mov al, _playchar_speed_aligned_x
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cbw
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neg ax
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mov si, ax
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@ -9383,7 +9383,7 @@ loc_F24E:
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; ---------------------------------------------------------------------------
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loc_F260:
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mov al, byte_2060A
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mov al, _playchar_speed_aligned_x
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cbw
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mov si, ax
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xor di, di
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@ -9392,13 +9392,13 @@ loc_F260:
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; ---------------------------------------------------------------------------
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loc_F270:
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mov al, byte_2060D
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mov al, _playchar_speed_diagonal_y
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cbw
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neg ax
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loc_F276:
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mov di, ax
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mov al, byte_2060C
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mov al, _playchar_speed_diagonal_x
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cbw
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neg ax
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mov si, ax
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@ -9407,11 +9407,11 @@ loc_F276:
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; ---------------------------------------------------------------------------
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loc_F288:
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mov al, byte_2060D
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mov al, _playchar_speed_diagonal_y
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cbw
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neg ax
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mov di, ax
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mov al, byte_2060C
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mov al, _playchar_speed_diagonal_x
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cbw
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mov si, ax
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mov word_1E512, 3
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@ -9419,16 +9419,16 @@ loc_F288:
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; ---------------------------------------------------------------------------
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loc_F29E:
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mov al, byte_2060D
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mov al, _playchar_speed_diagonal_y
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cbw
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jmp short loc_F276
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; ---------------------------------------------------------------------------
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loc_F2A4:
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mov al, byte_2060D
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mov al, _playchar_speed_diagonal_y
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cbw
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mov di, ax
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mov al, byte_2060C
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mov al, _playchar_speed_diagonal_x
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cbw
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mov si, ax
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mov word_1E512, 3
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@ -9443,7 +9443,7 @@ loc_F2BC:
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mov word_1E512, 0
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loc_F2C2:
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mov al, byte_2060A
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mov al, _playchar_speed_aligned_x
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cbw
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cmp ax, 5
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jnz short loc_F2FB
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@ -37010,10 +37010,7 @@ byte_20606 db ?
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byte_20607 db ?
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byte_20608 db ?
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byte_20609 db ?
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byte_2060A db ?
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byte_2060B db ?
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byte_2060C db ?
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byte_2060D db ?
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include th02/playchar_speed[bss].asm
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byte_2060E db ?
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byte_2060F db ?
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byte_20610 db ?
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@ -0,0 +1,7 @@
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; All values are signed. (Yes, allowing you to invert the controls with
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; negative values!)
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public _playchar_speed_aligned, _playchar_speed_diagonal
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_playchar_speed_aligned dw ?
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dw ?
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_playchar_speed_diagonal dw ?
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dw ?
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@ -594,30 +594,30 @@ loc_B09F:
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add bx, bx
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jmp cs:off_B22F[bx]
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loc_B0C4:
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mov word_2CEAC, 38h ; '8'
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mov word_2CEB0, 28h ; '('
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playchar_reimu:
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mov _playchar_speed_aligned, 56
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mov _playchar_speed_diagonal, 40
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mov fp_2429C, offset sub_C78E
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jmp short loc_B112
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; ---------------------------------------------------------------------------
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loc_B0D8:
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mov word_2CEAC, 40h
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mov word_2CEB0, 30h ; '0'
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playchar_marisa:
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mov _playchar_speed_aligned, 64
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mov _playchar_speed_diagonal, 48
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mov fp_2429C, offset sub_C9DA
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jmp short loc_B112
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; ---------------------------------------------------------------------------
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loc_B0EC:
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mov word_2CEAC, 48h ; 'H'
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mov word_2CEB0, 34h ; '4'
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playchar_mima:
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mov _playchar_speed_aligned, 72
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mov _playchar_speed_diagonal, 52
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mov fp_2429C, offset sub_CBFD
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jmp short loc_B112
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; ---------------------------------------------------------------------------
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loc_B100:
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mov word_2CEAC, 38h ; '8'
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mov word_2CEB0, 28h ; '('
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playchar_yuuka:
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mov _playchar_speed_aligned, 56
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mov _playchar_speed_diagonal, 40
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mov fp_2429C, offset sub_CD94
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loc_B112:
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@ -730,10 +730,10 @@ off_B225 dw offset loc_B18A
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dw offset loc_B1C0
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dw offset loc_B1E3
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dw offset loc_B206
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off_B22F dw offset loc_B0C4
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dw offset loc_B0D8
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dw offset loc_B0EC
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dw offset loc_B100
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off_B22F dw offset playchar_reimu
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dw offset playchar_marisa
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dw offset playchar_mima
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dw offset playchar_yuuka
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; =============== S U B R O U T I N E =======================================
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@ -14103,7 +14103,7 @@ sub_11DEA endp
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sub_11FDF proc near
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push bp
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mov bp, sp
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push 0C4C0h
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push offset player_pos
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call _motion_update_1
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cmp ax, 80h
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jge short loc_11FF2
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; ---------------------------------------------------------------------------
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loc_12224:
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push 0C4C0h
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push offset player_pos
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call _motion_update_1
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dec byte_2CEBD
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@ -18963,9 +18963,9 @@ sub_142F8 proc near
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mov bx, ss:[bx+2]
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cmp bl, 0Ah
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ja short loc_1434D
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mov cx, word_2CEB0
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mov cx, _playchar_speed_diagonal
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mov ax, cx
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mov dx, word_2CEAC
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mov dx, _playchar_speed_aligned
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and bh, 0Fh
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jz short loc_14321
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or bl, bl
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@ -51729,10 +51729,7 @@ _stage_bgm_title dd ?
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_boss_bgm_title dd ?
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word_2CE9E dw ?
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player_pos motion_t <?>
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word_2CEAC dw ?
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dw ?
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word_2CEB0 dw ?
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dw ?
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include th05/playchar_speed[bss].asm
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dword_2CEB4 dd ?
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dword_2CEB8 dd ?
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chara_invulnerable_time_left db ?
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