Identify more bit flags (#1153)
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@@ -1281,7 +1281,7 @@ LinkTrade_OTPartyMenu:
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ld [wMenuCursorX], a
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ln a, 1, 0
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ld [w2DMenuCursorOffsets], a
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ld a, MENU_UNUSED_3
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ld a, MENU_UNUSED
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ld [w2DMenuFlags1], a
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xor a
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ld [w2DMenuFlags2], a
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@@ -1345,7 +1345,7 @@ LinkTrade_PlayerPartyMenu:
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ld [wMenuCursorX], a
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ln a, 1, 0
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ld [w2DMenuCursorOffsets], a
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ld a, MENU_UNUSED_3
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ld a, MENU_UNUSED
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ld [w2DMenuFlags1], a
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xor a
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ld [w2DMenuFlags2], a
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@@ -1755,7 +1755,7 @@ LinkTrade:
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call Call_ExitMenu
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call WaitBGMap2
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pop af
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bit 1, a
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bit B_BUTTON_F, a
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jr nz, .canceled
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ld a, [wMenuCursorY]
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dec a
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@@ -330,7 +330,7 @@ LinkTradeMenu:
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.TryAnims:
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ld a, [w2DMenuFlags1]
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bit 6, a
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bit _2DMENU_ENABLE_SPRITE_ANIMS_F, a
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jr z, .skip_anims
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farcall PlaySpriteAnimationsAndDelayFrame
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.skip_anims
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@@ -1259,7 +1259,7 @@ ReceiveEmptyIRDataBlock:
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MysteryGift_UpdateJoypad:
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; We can only get four inputs at a time.
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; We take d-pad first for no particular reason.
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ld a, R_DPAD
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ld a, 1 << rJOYP_DPAD
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ldh [rJOYP], a
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; Read twice to give the request time to take.
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ldh a, [rJOYP]
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@@ -1276,7 +1276,7 @@ MysteryGift_UpdateJoypad:
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; Buttons make 8 total inputs (A, B, Select, Start).
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; We can fit this into one byte.
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ld a, R_BUTTONS
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ld a, 1 << rJOYP_BUTTONS
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ldh [rJOYP], a
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; Wait for input to stabilize.
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rept 6
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