Func_27d6b: ; 27d6b (9:7d6b) call GetPredefRegisters push hl call GetMonHeader pop hl push hl ld a, [W_MONHTYPE1] call Func_27d89 ld a, [W_MONHTYPE1] ld b, a ld a, [W_MONHTYPE2] cp b pop hl jr z, asm_27d8c ld bc, $28 add hl, bc Func_27d89: ; 27d89 (9:7d89) push hl jr asm_27d9f asm_27d8c: ; 27d8c (9:7d8c) ld a, $7f ld bc, $13 add hl, bc ld bc, $6 jp FillMemory Func_27d98: ; 27d98 (9:7d98) call GetPredefRegisters push hl ld a, [W_PLAYERMOVETYPE] ; $cfd5 asm_27d9f: ; 27d9f (9:7d9f) add a ld hl, TypeNamePointers ; $7dae ld e, a ld d, $0 add hl, de ld a, [hli] ld e, a ld d, [hl] pop hl jp PlaceString INCLUDE "text/type_names.asm" SaveTrainerName: ; 27e4a (9:7e4a) ld hl,TrainerNamePointers ld a,[W_TRAINERCLASS] dec a ld c,a ld b,0 add hl,bc add hl,bc ld a,[hli] ld h,[hl] ld l,a ld de,$CD6D .CopyCharacter ld a,[hli] ld [de],a inc de cp "@" jr nz,.CopyCharacter ret TrainerNamePointers: ; 27e64 (9:7e64) ; what is the point of these? dw YoungsterName dw BugCatcherName dw LassName dw W_TRAINERNAME dw JrTrainerMName dw JrTrainerFName dw PokemaniacName dw SuperNerdName dw W_TRAINERNAME dw W_TRAINERNAME dw BurglarName dw EngineerName dw JugglerXName dw W_TRAINERNAME dw SwimmerName dw W_TRAINERNAME dw W_TRAINERNAME dw BeautyName dw W_TRAINERNAME dw RockerName dw JugglerName dw W_TRAINERNAME dw W_TRAINERNAME dw BlackbeltName dw W_TRAINERNAME dw ProfOakName dw ChiefName dw ScientistName dw W_TRAINERNAME dw RocketName dw CooltrainerMName dw CooltrainerFName dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME dw W_TRAINERNAME YoungsterName: ; 27ec2 (9:7ec2) db "YOUNGSTER@" BugCatcherName: ; 27ecc (9:7ecc) db "BUG CATCHER@" LassName: ; 27ed8 (9:7ed8) db "LASS@" JrTrainerMName: ; 27edd (9:7edd) db "JR.TRAINER♂@" JrTrainerFName: ; 27ee9 (9:7ee9) db "JR.TRAINER♀@" PokemaniacName: ; 27ef5 (9:7ef5) db "POKéMANIAC@" SuperNerdName: ; 27f00 (9:7f00) db "SUPER NERD@" BurglarName: ; 27f0b (9:7f0b) db "BURGLAR@" EngineerName: ; 27f13 (9:7f13) db "ENGINEER@" JugglerXName: ; 27f1c (9:7f1c) db "JUGGLER@" SwimmerName: ; 27f24 (9:7f24) db "SWIMMER@" BeautyName: ; 27f2c (9:7f2c) db "BEAUTY@" RockerName: ; 27f33 (9:7f33) db "ROCKER@" JugglerName: ; 27f3a (9:7f3a) db "JUGGLER@" BlackbeltName: ; 27f42 (9:7f42) db "BLACKBELT@" ProfOakName: ; 27f4c (9:7f4c) db "PROF.OAK@" ChiefName: ; 27f55 (9:7f55) db "CHIEF@" ScientistName: ; 27f5b (9:7f5b) db "SCIENTIST@" RocketName: ; 27f65 (9:7f65) db "ROCKET@" CooltrainerMName: ; 27f6c (9:7f6c) db "COOLTRAINER♂@" CooltrainerFName: ; 27f79 (9:7f79) db "COOLTRAINER♀@" FocusEnergyEffect_: ; 27f86 (9:7f86) ld hl, W_PLAYERBATTSTATUS2 ; $d063 ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_27f91 ld hl, W_ENEMYBATTSTATUS2 ; $d068 .asm_27f91 bit 2, [hl] ; is mon already using focus energy? jr nz, .asm_27fa5 set 2, [hl] ; mon is now using focus energy callab Func_3fba8 ld hl, GettingPumpedText ; $7fb2 jp PrintText .asm_27fa5 ld c, $32 call DelayFrames ld hl, PrintButItFailedText_ ld b, BANK(PrintButItFailedText_) jp Bankswitch GettingPumpedText: ; 27fb3 (9:7fb3) db $0a TX_FAR _GettingPumpedText db "@"