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:
300
engine/routines/printnum.asm
Executable file
300
engine/routines/printnum.asm
Executable file
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_PrintNum:: ; c4c7
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; Print c digits of the b-byte value from de to hl.
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; Allows 2 to 7 digits. For 1-digit numbers, add
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; the value to char "0" instead of calling PrintNum.
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; Some extra flags can be given in bits 5-7 of b.
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; Bit 5: money if set (unless left-aligned without leading zeros)
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; Bit 6: right-aligned if set
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; Bit 7: print leading zeros if set
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push bc
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bit 5, b
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jr z, .main
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bit 7, b
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jr nz, .moneyflag
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bit 6, b
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jr z, .main
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.moneyflag ; 101xxxxx or 011xxxxx
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ld a, "¥"
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ld [hli], a
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res 5, b ; 100xxxxx or 010xxxxx
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.main
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xor a
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ld [hPrintNum1], a
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ld [hPrintNum2], a
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ld [hPrintNum3], a
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ld a, b
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and $f
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cp 1
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jr z, .byte
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cp 2
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jr z, .word
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; maximum 3 bytes
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.long
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ld a, [de]
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ld [hPrintNum2], a
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inc de
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ld a, [de]
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ld [hPrintNum3], a
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inc de
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ld a, [de]
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ld [hPrintNum4], a
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jr .start
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.word
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ld a, [de]
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ld [hPrintNum3], a
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inc de
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ld a, [de]
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ld [hPrintNum4], a
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jr .start
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.byte
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ld a, [de]
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ld [hPrintNum4], a
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.start
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push de
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ld d, b
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ld a, c
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swap a
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and $f
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ld e, a
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ld a, c
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and $f
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ld b, a
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ld c, 0
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cp 2
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jr z, .two
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cp 3
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jr z, .three
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cp 4
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jr z, .four
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cp 5
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jr z, .five
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cp 6
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jr z, .six
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.seven
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ld a, HIGH(1000000 >> 8)
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ld [hPrintNum5], a
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ld a, HIGH(1000000) ; mid
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ld [hPrintNum6], a
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ld a, LOW(1000000)
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ld [hPrintNum7], a
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call .PrintDigit
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call .AdvancePointer
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.six
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ld a, HIGH(100000 >> 8)
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ld [hPrintNum5], a
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ld a, HIGH(100000) ; mid
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ld [hPrintNum6], a
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ld a, LOW(100000)
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ld [hPrintNum7], a
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call .PrintDigit
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call .AdvancePointer
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.five
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xor a ; HIGH(10000 >> 8)
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ld [hPrintNum5], a
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ld a, HIGH(10000) ; mid
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ld [hPrintNum6], a
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ld a, LOW(10000)
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ld [hPrintNum7], a
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call .PrintDigit
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call .AdvancePointer
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.four
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xor a ; HIGH(1000 >> 8)
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ld [hPrintNum5], a
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ld a, HIGH(1000) ; mid
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ld [hPrintNum6], a
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ld a, LOW(1000)
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ld [hPrintNum7], a
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call .PrintDigit
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call .AdvancePointer
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.three
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xor a ; HIGH(100 >> 8)
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ld [hPrintNum5], a
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xor a ; HIGH(100) ; mid
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ld [hPrintNum6], a
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ld a, LOW(100)
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ld [hPrintNum7], a
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call .PrintDigit
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call .AdvancePointer
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.two
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dec e
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jr nz, .two_skip
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ld a, "0"
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ld [hPrintNum1], a
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.two_skip
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ld c, 0
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ld a, [hPrintNum4]
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.mod_10
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cp 10
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jr c, .modded_10
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sub 10
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inc c
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jr .mod_10
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.modded_10
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ld b, a
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ld a, [hPrintNum1]
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or c
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jr nz, .money
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call .PrintLeadingZero
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jr .money_leading_zero
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.money
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call .PrintYen
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push af
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ld a, "0"
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add c
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ld [hl], a
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pop af
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ld [hPrintNum1], a
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inc e
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dec e
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jr nz, .money_leading_zero
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inc hl
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ld [hl], "<DOT>"
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.money_leading_zero
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call .AdvancePointer
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call .PrintYen
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ld a, "0"
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add b
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ld [hli], a
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pop de
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pop bc
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ret
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.PrintYen: ; c5ba
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push af
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ld a, [hPrintNum1]
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and a
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jr nz, .stop
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bit 5, d
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jr z, .stop
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ld a, "¥"
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ld [hli], a
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res 5, d
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.stop
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pop af
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ret
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.PrintDigit: ; c5cb (3:45cb)
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dec e
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jr nz, .ok
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ld a, "0"
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ld [hPrintNum1], a
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.ok
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ld c, 0
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.loop
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ld a, [hPrintNum5]
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ld b, a
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ld a, [hPrintNum2]
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ld [hPrintNum8], a
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cp b
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jr c, .skip1
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sub b
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ld [hPrintNum2], a
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ld a, [hPrintNum6]
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ld b, a
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ld a, [hPrintNum3]
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ld [hPrintNum9], a
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cp b
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jr nc, .skip2
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ld a, [hPrintNum2]
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or 0
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jr z, .skip3
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dec a
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ld [hPrintNum2], a
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ld a, [hPrintNum3]
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.skip2
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sub b
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ld [hPrintNum3], a
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ld a, [hPrintNum7]
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ld b, a
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ld a, [hPrintNum4]
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ld [hPrintNum10], a
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cp b
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jr nc, .skip4
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ld a, [hPrintNum3]
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and a
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jr nz, .skip5
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ld a, [hPrintNum2]
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and a
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jr z, .skip6
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dec a
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ld [hPrintNum2], a
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xor a
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.skip5
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dec a
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ld [hPrintNum3], a
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ld a, [hPrintNum4]
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.skip4
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sub b
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ld [hPrintNum4], a
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inc c
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jr .loop
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.skip6
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ld a, [hPrintNum9]
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ld [hPrintNum3], a
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.skip3
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ld a, [hPrintNum8]
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ld [hPrintNum2], a
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.skip1
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ld a, [hPrintNum1]
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or c
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jr z, .PrintLeadingZero
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ld a, [hPrintNum1]
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and a
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jr nz, .done
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bit 5, d
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jr z, .done
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ld a, "¥"
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ld [hli], a
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res 5, d
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.done
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ld a, "0"
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add c
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ld [hl], a
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ld [hPrintNum1], a
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inc e
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dec e
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ret nz
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inc hl
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ld [hl], "<DOT>"
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ret
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.PrintLeadingZero: ; c644
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; prints a leading zero unless they are turned off in the flags
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bit 7, d ; print leading zeroes?
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ret z
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ld [hl], "0"
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ret
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.AdvancePointer: ; c64a
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; increments the pointer unless leading zeroes are not being printed,
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; the number is left-aligned, and no nonzero digits have been printed yet
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bit 7, d ; print leading zeroes?
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jr nz, .inc
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bit 6, d ; left alignment or right alignment?
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jr z, .inc
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ld a, [hPrintNum1]
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and a
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ret z
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.inc
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inc hl
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ret
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