Move more contiguous related code blocks from main.asm to engine/ and events/
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74
engine/check_nick_errors.asm
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74
engine/check_nick_errors.asm
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CheckNickErrors:: ; 669f
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; error-check monster nick before use
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; must be a peace offering to gamesharkers
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; input: de = nick location
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push bc
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push de
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ld b, PKMN_NAME_LENGTH
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.checkchar
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; end of nick?
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ld a, [de]
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cp "@" ; terminator
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jr z, .end
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; check if this char is a text command
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ld hl, .textcommands
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dec hl
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.loop
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; next entry
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inc hl
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; reached end of commands table?
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ld a, [hl]
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cp -1
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jr z, .done
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; is the current char between this value (inclusive)...
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ld a, [de]
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cp [hl]
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inc hl
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jr c, .loop
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; ...and this one?
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cp [hl]
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jr nc, .loop
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; replace it with a "?"
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ld a, "?"
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ld [de], a
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jr .loop
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.done
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; next char
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inc de
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; reached end of nick without finding a terminator?
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dec b
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jr nz, .checkchar
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; change nick to "?@"
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pop de
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push de
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ld a, "?"
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ld [de], a
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inc de
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ld a, "@"
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ld [de], a
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.end
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; if the nick has any errors at this point it's out of our hands
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pop de
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pop bc
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ret
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.textcommands ; 66cf
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; table defining which characters are actually text commands
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; format:
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; ≥ <
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db "<START>", TX_BOX + 1
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db "<PLAY_G>", $18 + 1
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db $1d, "%" + 1
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db $35, "<GREEN>" + 1
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db "<ENEMY>", "<ENEMY>" + 1
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db "<MOM>", "<TM>" + 1
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db "<ROCKET>", "┘" + 1
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db -1 ; end
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