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Include bugfix in comments
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@ -878,6 +878,8 @@ This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](
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; making bumps silent.
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; making bumps silent.
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ld a, [WalkingDirection]
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ld a, [WalkingDirection]
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; cp STANDING
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; jr z, .not_warp
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ld e, a
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ld e, a
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ld d, 0
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ld d, 0
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ld hl, .EdgeWarps
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ld hl, .EdgeWarps
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@ -889,6 +891,7 @@ This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](
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ld a, 1
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ld a, 1
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ld [wd041], a
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ld [wd041], a
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ld a, [WalkingDirection]
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ld a, [WalkingDirection]
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; This is in the wrong place.
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cp STANDING
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cp STANDING
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jr z, .not_warp
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jr z, .not_warp
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```
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```
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@ -1221,8 +1224,8 @@ In [engine/overworld.asm](/engine/overworld.asm):
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```asm
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```asm
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LoadSpriteGFX: ; 14306
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LoadSpriteGFX: ; 14306
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; Bug: b is not preserved, so
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; Bug: b is not preserved, so it's useless as a next count.
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; it's useless as a next count.
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; Uncomment the lines below to fix.
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ld hl, UsedSprites
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ld hl, UsedSprites
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ld b, SPRITE_GFX_LIST_CAPACITY
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ld b, SPRITE_GFX_LIST_CAPACITY
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@ -1241,13 +1244,15 @@ LoadSpriteGFX: ; 14306
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ret
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ret
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.LoadSprite:
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.LoadSprite:
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; push bc
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call GetSprite
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call GetSprite
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; pop bc
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ld a, l
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ld a, l
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ret
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ret
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; 1431e
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; 1431e
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```
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```
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**Fix:** Surround `call GetSprite` with `push bc`/`pop bc`.
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**Fix:** Uncomment `push bc` and `pop bc`.
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## `ChooseWildEncounter` doesn't really validate the wild Pokémon species
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## `ChooseWildEncounter` doesn't really validate the wild Pokémon species
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@ -389,8 +389,8 @@ AddSpriteGFX: ; 142e5
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LoadSpriteGFX: ; 14306
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LoadSpriteGFX: ; 14306
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; Bug: b is not preserved, so
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; Bug: b is not preserved, so it's useless as a next count.
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; it's useless as a next count.
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; Uncomment the lines below to fix.
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ld hl, UsedSprites
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ld hl, UsedSprites
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ld b, SPRITE_GFX_LIST_CAPACITY
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ld b, SPRITE_GFX_LIST_CAPACITY
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@ -409,7 +409,9 @@ LoadSpriteGFX: ; 14306
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ret
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ret
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.LoadSprite:
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.LoadSprite:
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; push bc
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call GetSprite
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call GetSprite
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; pop bc
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ld a, l
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ld a, l
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ret
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ret
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; 1431e
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; 1431e
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@ -409,6 +409,8 @@ DoPlayerMovement:: ; 80000
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; making bumps silent.
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; making bumps silent.
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ld a, [WalkingDirection]
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ld a, [WalkingDirection]
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; cp STANDING
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; jr z, .not_warp
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ld e, a
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ld e, a
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ld d, 0
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ld d, 0
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ld hl, .EdgeWarps
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ld hl, .EdgeWarps
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@ -420,6 +422,7 @@ DoPlayerMovement:: ; 80000
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ld a, 1
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ld a, 1
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ld [wd041], a
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ld [wd041], a
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ld a, [WalkingDirection]
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ld a, [WalkingDirection]
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; This is in the wrong place.
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cp STANDING
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cp STANDING
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jr z, .not_warp
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jr z, .not_warp
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