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disasm more battle code
hg-commit-id: 6f008f9e5c9d
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9a3a6c1b53
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3eda472a22
2 changed files with 340 additions and 2 deletions
250
common.asm
250
common.asm
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@ -24844,7 +24844,63 @@ HighCriticalMoves: ; 0x3e08e
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db $FF
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; 0x3e093
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INCBIN "baserom.gbc",$3e093,$3e0df - $3e093
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; function to determine if Counter hits and if so, how much damage it does
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HandleCounterMove: ; 6093
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ld a,[H_WHOSETURN] ; whose turn
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and a
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; player's turn
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ld hl,W_ENEMYSELECTEDMOVE
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ld de,W_ENEMYMOVEPOWER
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ld a,[W_PLAYERSELECTEDMOVE]
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jr z,.next\@
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; enemy's turn
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ld hl,W_PLAYERSELECTEDMOVE
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ld de,W_PLAYERMOVEPOWER
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ld a,[W_ENEMYSELECTEDMOVE]
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.next\@
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cp a,COUNTER
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ret nz ; return if not using Counter
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ld a,$01
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ld [W_MOVEMISSED],a ; initialize the move missed variable to true (it is set to false below if the move hits)
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ld a,[hl]
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cp a,COUNTER
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ret z ; if the target also used Counter, miss
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ld a,[de]
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and a
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ret z ; if the move the target used has 0 power, miss
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; check if the move the target used was Normal or Fighting type
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inc de
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ld a,[de]
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and a ; normal type
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jr z,.counterableType\@
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cp a,FIGHTING
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jr z,.counterableType\@
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; if the move wasn't Normal or Fighting type, miss
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xor a
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ret
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.counterableType\@
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ld hl,W_DAMAGE
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ld a,[hli]
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or [hl]
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ret z ; Counter misses if the target did no damage to the Counter user
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; double the damage that the target did to the Counter user
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ld a,[hl]
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add a
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ldd [hl],a
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ld a,[hl]
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adc a
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ld [hl],a
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jr nc,.noCarry\@
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; damage is capped at 0xFFFF
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ld a,$ff
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ld [hli],a
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ld [hl],a
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.noCarry\@
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xor a
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ld [W_MOVEMISSED],a
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call MoveHitTest ; do the normal move hit test in addition to Counter's special rules
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xor a
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ret
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ApplyDamageToEnemyPokemon: ; 60DF
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ld a,[W_PLAYERMOVEEFFECT]
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@ -25083,7 +25139,197 @@ TypeEffects: ; 6474
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db DRAGON,DRAGON,20
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db $FF
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INCBIN "baserom.gbc",$3e56b,$3e887 - $3e56b
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; some tests that need to pass for a move to hit
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MoveHitTest: ; 656B
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; player's turn
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ld hl,W_ENEMYBATTSTATUS1
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ld de,W_PLAYERMOVEEFFECT
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ld bc,W_ENEMYMONSTATUS
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ld a,[H_WHOSETURN]
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and a
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jr z,.dreamEaterCheck\@
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; enemy's turn
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ld hl,W_PLAYERBATTSTATUS1
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ld de,W_ENEMYMOVEEFFECT
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ld bc,W_PLAYERMONSTATUS
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.dreamEaterCheck\@
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ld a,[de]
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cp a,DREAM_EATER_EFFECT
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jr nz,.swiftCheck\@
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ld a,[bc]
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and a,$07 ; is the target pokemon sleeping?
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jp z,.moveMissed\@
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.swiftCheck\@
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ld a,[de]
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cp a,SWIFT_EFFECT
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ret z ; Swift never misses (interestingly, Azure Heights lists this is a myth, but it is appears to be true)
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call $7b79 ; substitute check (note that this overwrites a)
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jr z,.checkForDigOrFlyStatus\@
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; this code is buggy. it's supposed to prevent HP draining moves from working on substitutes.
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; since $7b79 overwrites a with either $00 or $01, it never works.
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cp a,DRAIN_HP_EFFECT ; $03
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jp z,.moveMissed\@
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cp a,DREAM_EATER_EFFECT ; $08
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jp z,.moveMissed\@
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.checkForDigOrFlyStatus\@
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bit 6,[hl]
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jp nz,.moveMissed\@
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ld a,[H_WHOSETURN]
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and a
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jr nz,.enemyTurn\@
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.playerTurn\@
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; this checks if the move effect is disallowed by mist
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,$12
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jr c,.skipEnemyMistCheck\@
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cp a,$1a
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jr c,.enemyMistCheck\@
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cp a,$3a
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jr c,.skipEnemyMistCheck\@
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cp a,$42
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jr c,.enemyMistCheck\@
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jr .skipEnemyMistCheck\@
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.enemyMistCheck\@
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; if move effect is from $12 to $19 inclusive or $3a to $41 inclusive
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; i.e. the following moves
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; GROWL, TAIL WHIP, LEER, STRING SHOT, SAND-ATTACK, SMOKESCREEN, KINESIS,
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; FLASH, CONVERSION, HAZE*, SCREECH, LIGHT SCREEN*, REFLECT*
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; the moves that are marked with an asterisk are not affected since this
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; function is not called when those moves are used
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; XXX are there are any others like those three?
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ld a,[W_ENEMYBATTSTATUS2]
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bit 1,a
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jp nz,.moveMissed\@
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.skipEnemyMistCheck\@
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ld a,[W_PLAYERBATTSTATUS2]
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bit 0,a ; is the player using X Accuracy?
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ret nz ; if so, always hit regardless of accuracy/evasion
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jr .calcHitChance\@
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.enemyTurn\@
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ld a,[W_ENEMYMOVEEFFECT]
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cp a,$12
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jr c,.skipPlayerMistCheck\@
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cp a,$1a
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jr c,.playerMistCheck\@
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cp a,$3a
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jr c,.skipPlayerMistCheck\@
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cp a,$42
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jr c,.playerMistCheck\@
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jr .skipPlayerMistCheck\@
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.playerMistCheck\@
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; similar to enemy mist check
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ld a,[W_PLAYERBATTSTATUS2]
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bit 1,a
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jp nz,.moveMissed\@
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.skipPlayerMistCheck\@
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ld a,[W_ENEMYBATTSTATUS2]
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bit 0,a ; is the enemy using X Accuracy?
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ret nz ; if so, always hit regardless of accuracy/evasion
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.calcHitChance\@
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call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion
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ld a,[W_PLAYERMOVEACCURACY]
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ld b,a
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ld a,[H_WHOSETURN]
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and a
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jr z,.doAccuracyCheck\@
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ld a,[W_ENEMYMOVEACCURACY]
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ld b,a
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.doAccuracyCheck\@
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; if the random number generated is greater than or equal to the scaled accuracy, the move misses
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; note that this means that even the highest accuracy is still just a 255/256 chance, not 100%
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call $6e9b ; random number
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cp b
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jr nc,.moveMissed\@
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ret
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.moveMissed\@
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xor a
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ld hl,W_DAMAGE ; zero the damage
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ld [hli],a
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ld [hl],a
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inc a
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ld [W_MOVEMISSED],a
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ld a,[H_WHOSETURN]
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and a
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jr z,.playerTurn2\@
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.enemyTurn2\@
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ld hl,W_ENEMYBATTSTATUS1
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res 5,[hl] ; end multi-turn attack e.g. wrap
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ret
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.playerTurn2\@
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ld hl,W_PLAYERBATTSTATUS1
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res 5,[hl] ; end multi-turn attack e.g. wrap
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ret
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; values for player turn
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CalcHitChance: ; 6624
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ld hl,W_PLAYERMOVEACCURACY
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ld a,[H_WHOSETURN]
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and a
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ld a,[W_PLAYERMONACCURACYMOD]
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ld b,a
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ld a,[W_ENEMYMONEVASIONMOD]
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ld c,a
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jr z,.next\@
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; values for enemy turn
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ld hl,W_ENEMYMOVEACCURACY
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ld a,[W_ENEMYMONACCURACYMOD]
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ld b,a
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ld a,[W_PLAYERMONEVASIONMOD]
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ld c,a
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.next\@
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ld a,$0e
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sub c
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ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion decreases the hit chance instead of increasing the hit chance)
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; zero the high bytes of the multiplicand
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xor a
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ld [$ff96],a
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ld [$ff97],a
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ld a,[hl]
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ld [$ff98],a ; set multiplicand to move accuracy
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push hl
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ld d,$02 ; loop has two iterations
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; loop to do the calculations, the first iteration multiplies by the accuracy ratio and the second iteration multiplies by the evasion ratio
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.loop\@
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push bc
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ld hl,$76cb ; stat modifier ratios
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dec b
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sla b
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ld c,b
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ld b,$00
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add hl,bc ; hl = address of stat modifier ratio
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pop bc
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ld a,[hli]
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ld [$ff99],a ; set multiplier to the numerator of the ratio
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call $38ac ; multiply
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ld a,[hl]
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ld [$ff99],a ; set divisor to the the denominator of the ratio (the dividend is the product of the previous multiplication)
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ld b,$04 ; number of significant bytes in the dividend
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call $38b9 ; divide
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ld a,[$ff98]
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ld b,a
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ld a,[$ff97]
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or b
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jp nz,.nextCalculation\@
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; make sure the result is always at least one
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ld [$ff97],a
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ld a,$01
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ld [$ff98],a
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.nextCalculation\@
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ld b,c
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dec d
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jr nz,.loop\@
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ld a,[$ff97]
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and a ; is the calculated hit chance over 0xFF?
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ld a,[$ff98]
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jr z,.storeAccuracy\@
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; if calculated hit chance over 0xFF
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ld a,$ff ; set the hit chance to 0xFF
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.storeAccuracy\@
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pop hl
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ld [hl],a ; store the hit chance in the move accuracy variable
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ret
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INCBIN "baserom.gbc",$3e687,$3e887 - $3e687
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UnnamedText_3e887: ; 0x3e887
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TX_FAR _UnnamedText_3e887
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@ -94,6 +94,27 @@ W_ENEMYSELECTEDMOVE EQU $CCDD
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W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
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; stat modifiers for the player's current pokemon
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; value can range from 1 - 13 ($1 to $D)
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; 7 is normal
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W_PLAYERMONATTACKMOD EQU $CD1A
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W_PLAYERMONDEFENSEMOD EQU $CD1B
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W_PLAYERMONSPEEDMOD EQU $CD1C
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W_PLAYERMONSPECIALMOD EQU $CD1D
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W_PLAYERMONACCURACYMOD EQU $CD1E
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W_PLAYERMONEVASIONMOD EQU $CD1F
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; stat modifiers for the enemy's current pokemon
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; value can range from 1 - 13 ($1 to $D)
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; 7 is normal
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W_ENEMYMONATTACKMOD EQU $CD2E
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W_ENEMYMONDEFENSEMOD EQU $CD2F
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W_ENEMYMONSPEEDMOD EQU $CD30
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W_ENEMYMONSPECIALMOD EQU $CD31
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W_ENEMYMONACCURACYMOD EQU $CD32
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W_ENEMYMONEVASIONMOD EQU $CD33
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W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
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W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
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@ -1172,6 +1193,77 @@ TM_48 EQU $F8
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TM_49 EQU $F9
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TM_50 EQU $FA
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; tentative move effect constants
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; {stat}_(UP|DOWN)(1|2) means that the move raises the user's (or lowers the target's) corresponding stat modifier by 1 (or 2) stages
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; {status condition}_side_effect means that the move has a side chance of causing that condition
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; {status condition}_effect means that the move causes the status condition every time it hits the target
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POISON_SIDE_EFFECT1 EQU $02
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DRAIN_HP_EFFECT EQU $03
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BURN_SIDE_EFFECT1 EQU $04
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FREEZE_SIDE_EFFECT EQU $05
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PARALYZE_SIDE_EFFECT1 EQU $06
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EXPLODE_EFFECT EQU $07 ; Explosion, Self Destruct
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DREAM_EATER_EFFECT EQU $08
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MIRROR_MOVE_EFFECT EQU $09
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ATTACK_UP1_EFFECT EQU $0A
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DEFENSE_UP1_EFFECT EQU $0B
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SPECIAL_UP1_EFFECT EQU $0D
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EVASION_UP1_EFFECT EQU $0F
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PAY_DAY_EFFECT EQU $10
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SWIFT_EFFECT EQU $11
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ATTACK_DOWN1_EFFECT EQU $12
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DEFENSE_DOWN1_EFFECT EQU $13
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SPEED_DOWN1_EFFECT EQU $14
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ACCURACY_DOWN1_EFFECT EQU $16
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CONVERSION_EFFECT EQU $18
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HAZE_EFFECT EQU $19
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BIDE_EFFECT EQU $1A
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THRASH_PETAL_DANCE_EFFECT EQU $1B
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SWITCH_AND_TELEPORT_EFFECT EQU $1C
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TWO_TO_FIVE_ATTACKS_EFFECT EQU $1D
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FLINCH_SIDE_EFFECT1 EQU $1F
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SLEEP_EFFECT EQU $20
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POISON_SIDE_EFFECT2 EQU $21
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BURN_SIDE_EFFECT2 EQU $22
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PARALYZE_SIDE_EFFECT2 EQU $24
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FLINCH_SIDE_EFFECT2 EQU $25
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OHKO_EFFECT EQU $26 ; moves like Horn Drill
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CHARGE_EFFECT EQU $27 ; moves like Solar Beam
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SUPER_FANG_EFFECT EQU $28
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SPECIAL_DAMAGE_EFFECT EQU $29 ; Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave
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TRAPPING_EFFECT EQU $2A ; moves like Wrap
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FLY_EFFECT EQU $2B
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ATTACK_TWICE_EFFECT EQU $2C
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JUMP_KICK_EFFECT EQU $2D ; Jump Kick and Hi Jump Kick effect
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MIST_EFFECT EQU $2E
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FOCUS_ENERGY_EFFECT EQU $2F
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RECOIL_EFFECT EQU $30 ; moves like Double Edge
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CONFUSION_EFFECT EQU $31 ; Confuse Ray, Supersonic (not the move Confusion)
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ATTACK_UP2_EFFECT EQU $32
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DEFENSE_UP2_EFFECT EQU $33
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SPEED_UP2_EFFECT EQU $34
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SPECIAL_UP2_EFFECT EQU $35
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HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
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TRANSFORM_EFFECT EQU $39
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DEFENSE_DOWN2_EFFECT EQU $3B
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LIGHT_SCREEN_EFFECT EQU $40
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REFLECT_EFFECT EQU $41
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POISON_EFFECT EQU $42
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PARALYZE_EFFECT EQU $43
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ATTACK_DOWN_SIDE_EFFECT EQU $44
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DEFENSE_DOWN_SIDE_EFFECT EQU $45
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SPEED_DOWN_SIDE_EFFECT EQU $46
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SPECIAL_DOWN_SIDE_EFFECT EQU $47
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CONFUSION_SIDE_EFFECT EQU $4C
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TWINEEDLE_EFFECT EQU $4D
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SUBSTITUTE_EFFECT EQU $4F
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HYPER_BEAM_EFFECT EQU $50
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RAGE_EFFECT EQU $51
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MIMIC_EFFECT EQU $52
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METRONOME_EFFECT EQU $53
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LEECH_SEED_EFFECT EQU $54
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SPLASH_EFFECT EQU $55
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DISABLE_EFFECT EQU $56
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; move name constants
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POUND EQU $01
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