mirror of https://github.com/pret/pokecrystal.git
669 lines
8.2 KiB
NASM
669 lines
8.2 KiB
NASM
; Functions handling map objects.
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GetSpritePalette:: ; 17ff
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push hl
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push de
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push bc
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ld c, a
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callba _GetSpritePalette
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ld a, c
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pop bc
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pop de
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pop hl
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ret
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; 180e
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GetSpriteVTile:: ; 180e
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push hl
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push bc
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ld hl, UsedSprites + 2
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ld c, SPRITE_GFX_LIST_CAPACITY - 1
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ld b, a
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ld a, [hMapObjectIndexBuffer]
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cp 0
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jr z, .nope
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ld a, b
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.loop
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cp [hl]
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jr z, .found
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inc hl
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inc hl
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dec c
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jr nz, .loop
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ld a, [UsedSprites + 1]
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scf
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jr .done
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.nope
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ld a, [UsedSprites + 1]
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jr .done
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.found
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inc hl
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xor a
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ld a, [hl]
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.done
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pop bc
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pop hl
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ret
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; 1836
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DoesSpriteHaveFacings:: ; 1836
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push de
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push hl
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ld b, a
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ld a, [hROMBank]
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push af
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ld a, BANK(_DoesSpriteHaveFacings)
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rst Bankswitch
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ld a, b
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call _DoesSpriteHaveFacings
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ld c, a
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pop de
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ld a, d
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rst Bankswitch
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pop hl
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pop de
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ret
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; 184a
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GetPlayerStandingTile:: ; 184a
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ld a, [PlayerStandingTile]
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call GetTileCollision
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ld b, a
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ret
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; 1852
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CheckOnWater:: ; 1852
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ld a, [PlayerStandingTile]
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call GetTileCollision
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sub WATERTILE
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ret z
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and a
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ret
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; 185d
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GetTileCollision:: ; 185d
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; Get the collision type of tile a.
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push de
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push hl
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ld hl, TileCollisionTable
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ld e, a
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ld d, 0
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add hl, de
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ld a, [hROMBank]
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push af
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ld a, BANK(TileCollisionTable)
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rst Bankswitch
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ld e, [hl]
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pop af
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rst Bankswitch
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ld a, e
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and $f ; lo nybble only
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pop hl
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pop de
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ret
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; 1875
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CheckGrassTile:: ; 1875
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ld d, a
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and $f0
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cp $10
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jr z, .ok_10
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cp $20
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jr z, .ok_20
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scf
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ret
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.ok_10
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ld a, d
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and 7
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ret z
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scf
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ret
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; For some reason, the above code is duplicated down here.
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.ok_20
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ld a, d
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and 7
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ret z
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scf
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ret
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; 188e
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CheckSuperTallGrassTile:: ; 188e
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cp $14
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ret z
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cp $1c
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ret
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; 1894
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CheckCutTreeTile:: ; 1894
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cp $12
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ret z
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cp $1a
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ret
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; 189a
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CheckHeadbuttTreeTile:: ; 189a
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cp $15
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ret z
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cp $1d
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ret
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; 18a0
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CheckCounterTile:: ; 18a0
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cp $90
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ret z
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cp $98
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ret
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; 18a6
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CheckPitTile:: ; 18a6
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cp $60
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ret z
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cp $68
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ret
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; 18ac
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CheckIceTile:: ; 18ac
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cp $23
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ret z
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cp $2b
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ret z
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scf
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ret
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; 18b4
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CheckWhirlpoolTile:: ; 18b4
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nop
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cp $24
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ret z
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cp $2c
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ret z
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scf
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ret
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; 18bd
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CheckWaterfallTile:: ; 18bd
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cp $33
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ret z
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cp $3b
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ret
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; 18c3
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CheckStandingOnEntrance:: ; 18c3
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ld a, [PlayerStandingTile]
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cp $71 ; door
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ret z
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cp $79
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ret z
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cp $7a ; stairs
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ret z
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cp $7b ; cave
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ret
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; 18d2
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GetMapObject:: ; 18d2
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; Return the location of map object a in bc.
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ld hl, MapObjects
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ld bc, OBJECT_LENGTH
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call AddNTimes
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ld b, h
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ld c, l
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ret
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; 18de
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CheckObjectVisibility:: ; 18de
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; Sets carry if the object is not visible on the screen.
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ld [hMapObjectIndexBuffer], a
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call GetMapObject
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ld hl, MAPOBJECT_OBJECT_STRUCT_ID
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add hl, bc
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ld a, [hl]
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cp -1
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jr z, .not_visible
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ld [hObjectStructIndexBuffer], a
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call GetObjectStruct
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and a
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ret
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.not_visible
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scf
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ret
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; 18f5
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CheckObjectTime:: ; 18f5
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ld hl, MAPOBJECT_HOUR
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add hl, bc
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ld a, [hl]
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cp -1
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jr nz, .check_hour
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ld hl, MAPOBJECT_TIMEOFDAY
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add hl, bc
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ld a, [hl]
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cp -1
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jr z, .timeofday_always
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ld hl, .TimeOfDayValues_191e
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ld a, [TimeOfDay]
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add l
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ld l, a
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jr nc, .ok
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inc h
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.ok
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ld a, [hl]
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ld hl, MAPOBJECT_TIMEOFDAY
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add hl, bc
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and [hl]
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jr nz, .timeofday_always
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scf
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ret
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.timeofday_always
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and a
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ret
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.TimeOfDayValues_191e:
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db 1 << MORN ; 1
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db 1 << DAY ; 2
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db 1 << NITE ; 4
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.check_hour
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ld hl, MAPOBJECT_HOUR
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add hl, bc
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ld d, [hl]
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ld hl, MAPOBJECT_TIMEOFDAY
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add hl, bc
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ld e, [hl]
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ld hl, hHours
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ld a, d
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cp e
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jr z, .yes
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jr c, .check_timeofday
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ld a, [hl]
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cp d
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jr nc, .yes
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cp e
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jr c, .yes
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jr z, .yes
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jr .no
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.check_timeofday
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ld a, e
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cp [hl]
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jr c, .no
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ld a, [hl]
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cp d
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jr nc, .yes
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jr .no
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.yes
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and a
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ret
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.no
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scf
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ret
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; 194d
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; XXX
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ld [hMapObjectIndexBuffer], a
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call GetMapObject
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call CopyObjectStruct
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ret
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; 1956
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_CopyObjectStruct:: ; 1956
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ld [hMapObjectIndexBuffer], a
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call UnmaskObject
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ld a, [hMapObjectIndexBuffer]
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call GetMapObject
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callba CopyObjectStruct
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ret
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; 1967
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ApplyDeletionToMapObject:: ; 1967
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ld [hMapObjectIndexBuffer], a
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call GetMapObject
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ld hl, MAPOBJECT_OBJECT_STRUCT_ID
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add hl, bc
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ld a, [hl]
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cp -1
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ret z ; already hidden
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ld [hl], -1
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push af
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call .CheckStopFollow
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pop af
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call GetObjectStruct
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callba DeleteMapObject
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ret
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.CheckStopFollow:
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ld hl, wObjectFollow_Leader
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cp [hl]
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jr z, .ok
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ld hl, wObjectFollow_Follower
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cp [hl]
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ret nz
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.ok
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callba StopFollow
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ld a, -1
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ld [wObjectFollow_Leader], a
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ld [wObjectFollow_Follower], a
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ret
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; 199f
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DeleteObjectStruct:: ; 199f
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call ApplyDeletionToMapObject
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call MaskObject
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ret
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; 19a6
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CopyPlayerObjectTemplate:: ; 19a6
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push hl
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call GetMapObject
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ld d, b
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ld e, c
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ld a, -1
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ld [de], a
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inc de
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pop hl
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ld bc, OBJECT_LENGTH - 1
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call CopyBytes
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ret
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; 19b8
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; XXX
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call GetMapObject
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ld hl, MAPOBJECT_OBJECT_STRUCT_ID
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add hl, bc
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ld a, [hl]
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push af
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ld [hl], -1
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inc hl
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ld bc, OBJECT_LENGTH - 1
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xor a
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call ByteFill
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pop af
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cp -1
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ret z
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cp $d
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ret nc
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ld b, a
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ld a, [wObjectFollow_Leader]
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cp b
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jr nz, .ok
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ld a, -1
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ld [wObjectFollow_Leader], a
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.ok
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ld a, b
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call GetObjectStruct
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callba DeleteMapObject
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ret
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; 19e9
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LoadMovementDataPointer:: ; 19e9
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; Load the movement data pointer for person a.
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ld [wMovementPerson], a
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ld a, [hROMBank]
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ld [wMovementDataPointer], a
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ld a, l
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ld [wMovementDataPointer + 1], a
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ld a, h
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ld [wMovementDataPointer + 2], a
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ld a, [wMovementPerson]
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call CheckObjectVisibility
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ret c
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, bc
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ld [hl], SPRITEMOVEDATA_SCRIPTED
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_00
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ld hl, VramState
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set 7, [hl]
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and a
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ret
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; 1a13
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FindFirstEmptyObjectStruct:: ; 1a13
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; Returns the index of the first empty object struct in A and its address in HL, then sets carry.
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; If all object structs are occupied, A = 0 and Z is set.
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; Preserves BC and DE.
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push bc
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push de
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ld hl, ObjectStructs
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ld de, OBJECT_STRUCT_LENGTH
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ld c, NUM_OBJECT_STRUCTS
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.loop
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ld a, [hl]
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and a
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jr z, .break
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add hl, de
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dec c
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jr nz, .loop
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xor a
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jr .done
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.break
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ld a, NUM_OBJECT_STRUCTS
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sub c
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scf
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.done
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pop de
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pop bc
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ret
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; 1a2f
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GetSpriteMovementFunction:: ; 1a2f
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, bc
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ld a, [hl]
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cp NUM_SPRITEMOVEDATA
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jr c, .ok
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xor a
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.ok
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ld hl, SpriteMovementData
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ld e, a
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ld d, 0
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rept SPRITEMOVEDATA_FIELDS
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add hl,de
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endr
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ld a, [hl]
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ret
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; 1a47
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GetInitialFacing:: ; 1a47
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push bc
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push de
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ld e, a
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ld d, 0
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ld hl, SpriteMovementData + 1 ; init facing
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rept SPRITEMOVEDATA_FIELDS
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add hl,de
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endr
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ld a, BANK(SpriteMovementData)
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call GetFarByte
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add a
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add a
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and $c
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pop de
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pop bc
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ret
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; 1a61
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CopySpriteMovementData:: ; 1a61
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ld l, a
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ld a, [hROMBank]
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push af
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ld a, BANK(SpriteMovementData)
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rst Bankswitch
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ld a, l
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push bc
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call .CopyData
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pop bc
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pop af
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rst Bankswitch
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ret
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; 1a71
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.CopyData: ; 1a71
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, de
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ld [hl], a
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push de
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ld e, a
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ld d, 0
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ld hl, SpriteMovementData + 1 ; init facing
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rept SPRITEMOVEDATA_FIELDS
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add hl, de
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endr
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ld b, h
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ld c, l
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pop de
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ld a, [bc]
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inc bc
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rlca
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rlca
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and %00001100
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ld hl, OBJECT_FACING
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_ACTION
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_FLAGS1
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_FLAGS2
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add hl, de
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ld [hl], a
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ld a, [bc]
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inc bc
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ld hl, OBJECT_PALETTE
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add hl, de
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ld [hl], a
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ret
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; 1aae
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_GetMovementByte:: ; 1aae
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; Switch to the movement data bank
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ld a, [hROMBank]
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push af
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ld a, [hli]
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rst Bankswitch
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; Load the current script byte as given by OBJECT_MOVEMENT_BYTE_INDEX, and increment OBJECT_MOVEMENT_BYTE_INDEX
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ld a, [hli]
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ld d, [hl]
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ld hl, OBJECT_MOVEMENT_BYTE_INDEX
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add hl, bc
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add [hl]
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ld e, a
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ld a, d
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adc 0
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ld d, a
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inc [hl]
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ld a, [de]
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ld h, a
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pop af
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rst Bankswitch
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ld a, h
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ret
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; 1ac6
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SetVramState_Bit0:: ; 1ac6
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ld hl, VramState
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set 0, [hl]
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ret
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; 1acc
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ResetVramState_Bit0:: ; 1acc
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ld hl, VramState
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res 0, [hl]
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ret
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; 1ad2
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UpdateSprites:: ; 1ad2
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ld a, [VramState]
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bit 0, a
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ret z
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callba Function55e0
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callba _UpdateSprites
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ret
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; 1ae5
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GetObjectStruct:: ; 1ae5
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ld bc, OBJECT_STRUCT_LENGTH
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ld hl, ObjectStructs
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call AddNTimes
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ld b, h
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ld c, l
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ret
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; 1af1
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DoesObjectHaveASprite:: ; 1af1
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ld hl, OBJECT_SPRITE
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add hl, bc
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ld a, [hl]
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and a
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ret
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; 1af8
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SetSpriteDirection:: ; 1af8
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; preserves other flags
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push af
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ld hl, OBJECT_FACING
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add hl, bc
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ld a, [hl]
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and %11110011
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ld e, a
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pop af
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and %00001100
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or e
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ld [hl], a
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ret
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; 1b07
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GetSpriteDirection:: ; 1b07
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ld hl, OBJECT_FACING
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add hl, bc
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ld a, [hl]
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and %00001100
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ret
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; 1b0f
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