Split battle/ into data/ and engine/ components
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101
engine/types.asm
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101
engine/types.asm
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PrintMonTypes: ; 5090d
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; Print one or both types of [CurSpecies]
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; on the stats screen at hl.
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push hl
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call GetBaseData
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pop hl
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push hl
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ld a, [BaseType1]
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call .Print
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; Single-typed monsters really
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; have two of the same type.
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ld a, [BaseType1]
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ld b, a
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ld a, [BaseType2]
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cp b
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pop hl
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jr z, .hide_type_2
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ld bc, SCREEN_WIDTH
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add hl, bc
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.Print:
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ld b, a
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jr PrintType
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.hide_type_2
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; Erase any type name that was here before.
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; Seems to be pointless in localized versions.
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ld a, " "
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ld bc, SCREEN_WIDTH - 3
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add hl, bc
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ld [hl], a
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inc bc
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add hl, bc
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ld bc, 5
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jp ByteFill
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; 5093a
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PrintMoveType: ; 5093a
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; Print the type of move b at hl.
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push hl
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ld a, b
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dec a
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ld bc, MOVE_LENGTH
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ld hl, Moves
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call AddNTimes
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ld de, StringBuffer1
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ld a, BANK(Moves)
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call FarCopyBytes
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ld a, [StringBuffer1 + MOVE_TYPE]
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pop hl
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ld b, a
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PrintType: ; 50953
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; Print type b at hl.
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ld a, b
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push hl
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add a
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ld hl, TypeNames
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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, [hli]
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ld e, a
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ld d, [hl]
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pop hl
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jp PlaceString
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; 50964
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GetTypeName: ; 50964
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; Copy the name of type [wd265] to StringBuffer1.
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ld a, [wd265]
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ld hl, TypeNames
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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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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld de, StringBuffer1
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ld bc, 13
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jp CopyBytes
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; 5097b
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INCLUDE "data/type_names.asm"
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; 50a28
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