Organize the engine/ directory
This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
This commit is contained in:
256
engine/pokemon/learn.asm
Executable file
256
engine/pokemon/learn.asm
Executable file
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LearnMove: ; 6508
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call LoadTileMapToTempTileMap
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ld a, [wCurPartyMon]
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ld hl, wPartyMonNicknames
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call GetNick
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ld hl, wStringBuffer1
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ld de, wMonOrItemNameBuffer
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ld bc, MON_NAME_LENGTH
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call CopyBytes
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.loop
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ld hl, wPartyMon1Moves
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ld bc, PARTYMON_STRUCT_LENGTH
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ld a, [wCurPartyMon]
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call AddNTimes
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ld d, h
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ld e, l
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ld b, NUM_MOVES
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; Get the first empty move slot. This routine also serves to
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; determine whether the Pokemon learning the moves already has
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; all four slots occupied, in which case one would need to be
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; deleted.
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.next
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ld a, [hl]
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and a
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jr z, .learn
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inc hl
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dec b
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jr nz, .next
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; If we're here, we enter the routine for forgetting a move
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; to make room for the new move we're trying to learn.
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push de
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call ForgetMove
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pop de
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jp c, .cancel
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push hl
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push de
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ld [wd265], a
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ld b, a
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ld a, [wBattleMode]
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and a
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jr z, .not_disabled
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ld a, [wDisabledMove]
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cp b
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jr nz, .not_disabled
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xor a
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ld [wDisabledMove], a
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ld [wPlayerDisableCount], a
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.not_disabled
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call GetMoveName
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ld hl, Text_1_2_and_Poof ; 1, 2 and…
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call PrintText
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pop de
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pop hl
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.learn
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ld a, [wPutativeTMHMMove]
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ld [hl], a
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ld bc, MON_PP - MON_MOVES
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add hl, bc
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push hl
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push de
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dec a
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ld hl, Moves + MOVE_PP
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld a, BANK(Moves)
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call GetFarByte
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pop de
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pop hl
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ld [hl], a
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ld a, [wBattleMode]
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and a
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jp z, .learned
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ld a, [wCurPartyMon]
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ld b, a
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ld a, [wCurBattleMon]
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cp b
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jp nz, .learned
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ld a, [wPlayerSubStatus5]
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bit SUBSTATUS_TRANSFORMED, a
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jp nz, .learned
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ld h, d
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ld l, e
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ld de, wBattleMonMoves
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ld bc, NUM_MOVES
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call CopyBytes
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ld bc, wPartyMon1PP - (wPartyMon1Moves + NUM_MOVES)
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add hl, bc
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ld de, wBattleMonPP
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ld bc, NUM_MOVES
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call CopyBytes
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jp .learned
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.cancel
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ld hl, Text_StopLearning ; Stop learning <MOVE>?
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call PrintText
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call YesNoBox
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jp c, .loop
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ld hl, Text_DidNotLearn ; <MON> did not learn <MOVE>.
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call PrintText
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ld b, 0
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ret
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.learned
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ld hl, Text_LearnedMove ; <MON> learned <MOVE>!
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call PrintText
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ld b, 1
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ret
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; 65d3
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ForgetMove: ; 65d3
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push hl
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ld hl, Text_TryingToLearn
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call PrintText
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call YesNoBox
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pop hl
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ret c
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ld bc, -NUM_MOVES
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add hl, bc
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push hl
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ld de, wListMoves_MoveIndicesBuffer
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ld bc, NUM_MOVES
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call CopyBytes
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pop hl
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.loop
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push hl
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ld hl, Text_ForgetWhich
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call PrintText
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hlcoord 5, 2
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ld b, NUM_MOVES * 2
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ld c, MOVE_NAME_LENGTH
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call TextBox
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hlcoord 5 + 2, 2 + 2
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ld a, SCREEN_WIDTH * 2
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ld [wBuffer1], a
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predef ListMoves
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; w2DMenuData
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ld a, $4
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ld [w2DMenuCursorInitY], a
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ld a, $6
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ld [w2DMenuCursorInitX], a
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ld a, [wNumMoves]
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inc a
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ld [w2DMenuNumRows], a
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ld a, $1
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ld [w2DMenuNumCols], a
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ld [wMenuCursorY], a
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ld [wMenuCursorX], a
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ld a, $3
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ld [wMenuJoypadFilter], a
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ld a, $20
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ld [w2DMenuFlags1], a
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xor a
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ld [w2DMenuFlags2], a
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ld a, $20
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ld [w2DMenuCursorOffsets], a
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call StaticMenuJoypad
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push af
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call Call_LoadTempTileMapToTileMap
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pop af
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pop hl
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bit 1, a
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jr nz, .cancel
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push hl
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ld a, [wMenuCursorY]
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dec a
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ld c, a
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ld b, 0
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add hl, bc
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ld a, [hl]
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push af
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push bc
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call IsHMMove
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pop bc
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pop de
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ld a, d
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jr c, .hmmove
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pop hl
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add hl, bc
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and a
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ret
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.hmmove
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ld hl, Text_CantForgetHM
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call PrintText
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pop hl
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jr .loop
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.cancel
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scf
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ret
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; 666b
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Text_LearnedMove: ; 666b
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; <MON> learned <MOVE>!
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text_jump UnknownText_0x1c5660
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db "@"
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; 6670
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Text_ForgetWhich: ; 6670
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; Which move should be forgotten?
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text_jump UnknownText_0x1c5678
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db "@"
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; 6675
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Text_StopLearning: ; 6675
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; Stop learning <MOVE>?
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text_jump UnknownText_0x1c5699
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db "@"
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; 667a
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Text_DidNotLearn: ; 667a
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; <MON> did not learn <MOVE>.
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text_jump UnknownText_0x1c56af
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db "@"
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; 667f
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Text_TryingToLearn: ; 667f
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; <MON> is trying to learn <MOVE>. But <MON> can't learn more than
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; four moves. Delete an older move to make room for <MOVE>?
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text_jump UnknownText_0x1c56c9
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db "@"
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; 6684
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Text_1_2_and_Poof: ; 6684
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text_jump UnknownText_0x1c5740 ; 1, 2 and…
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start_asm
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push de
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ld de, SFX_SWITCH_POKEMON
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call PlaySFX
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pop de
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ld hl, .PoofForgot
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ret
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.PoofForgot:
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; Poof! <MON> forgot <MOVE>. And…
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text_jump UnknownText_0x1c574e
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db "@"
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; 669a
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Text_CantForgetHM: ; 669a
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; HM moves can't be forgotten now.
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text_jump UnknownText_0x1c5772
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db "@"
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; 669f
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