Properly manage held buttons
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7aebf05fa7
commit
699b61ff5e
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@ -224,12 +224,20 @@ unsigned short setupCursorAction(int *Pos1, int *Pos2)
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return letter;
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}
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void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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void setupCursorMovement_Overworld_Alphabet(WINDOW *window, unsigned short *directionsMantainedTime)
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{
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int CursorX = window->cursor_x;
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int CursorY = window->cursor_y;
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int yAxys = 0;
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int xAxys = 0;
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bool mantainedX = false;
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bool mantainedY = false;
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bool xChanged = false;
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if(directionsMantainedTime[0] >= 2 || directionsMantainedTime[1] >= 2)
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mantainedX = true;
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if(directionsMantainedTime[2] >= 2 || directionsMantainedTime[3] >= 2)
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mantainedY = true;
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//Check for pressing a direction
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PAD_STATE state = *pad_state;
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@ -238,7 +246,7 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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xAxys = 1;
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else if (state.left)
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xAxys = -1;
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else if (state.up)
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if (state.up)
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yAxys = -1;
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else if(state.down)
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yAxys = 1;
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@ -251,8 +259,10 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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case 0:
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case 1:
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case 2:
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if(CursorX < 0)
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if(CursorX < 0 && !mantainedX)
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CursorX = 0x18;
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else if(CursorX < 0)
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CursorX = 0;
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if(CursorX > 0x18)
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CursorX = 0;
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if(CursorX == 0x12)
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@ -261,8 +271,10 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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CursorX = 0x10;
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break;
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case 3:
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if(CursorX < 0)
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if(CursorX < 0 && !mantainedX)
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CursorX = 0x18;
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else if(CursorX < 0)
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CursorX = 0;
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if(CursorX > 0x18)
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CursorX = 0;
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if(CursorX == 0x14 && xAxys > 0)
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@ -273,25 +285,37 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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case 4:
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if(CursorX == 0x2)
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CursorX = 0x7;
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if(CursorX == 0x5 || CursorX > 0x18)
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if(CursorX == 0x5)
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CursorX = 0;
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if(CursorX < 0)
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if(CursorX < 0 && !mantainedX)
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CursorX = 0x18;
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else if(CursorX < 0)
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CursorX = 0;
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if(CursorX > 0x18)
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CursorX = 0;
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if(CursorX == 0x14)
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CursorX = 0x7;
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if(CursorX == 0x9)
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CursorX = 0x16;
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break;
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default:
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if(CursorX == 0x13 || CursorX == 0xF)
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if(CursorX == 0x13)
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CursorX = 0x19;
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if(CursorX == 0x1B || CursorX == 0x17)
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if(CursorX == 0xF)
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CursorX = 0x19;
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if(CursorX == 0x17)
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CursorX = 0x11;
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if(CursorX == 0x1B)
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CursorX = 0x11;
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break;
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}
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m2_soundeffect(0x1A7);
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if(CursorX != window->cursor_x)
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{
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xChanged = true;
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m2_soundeffect(0x1A7);
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}
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}
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else if(yAxys != 0)
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if(yAxys != 0)
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{
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switch(CursorY)
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{
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@ -299,7 +323,7 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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case 1:
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case 2:
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CursorY += yAxys;
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if(CursorY < 0)
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if(CursorY < 0 && !mantainedY)
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{
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if((CursorX >= 0x16))
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{
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@ -310,6 +334,8 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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else
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CursorY = 3;
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}
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else if(CursorY < 0)
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CursorY = 0;
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break;
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case 3:
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CursorY += yAxys;
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@ -341,7 +367,8 @@ void setupCursorMovement_Overworld_Alphabet(WINDOW *window)
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CursorY = 5;
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break;
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}
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m2_soundeffect(0x1A8);
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if(CursorY != window->cursor_y && !xChanged)
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m2_soundeffect(0x1A8);
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}
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window->cursor_x = CursorX;
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@ -2471,49 +2471,53 @@ pop {pc}
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//==============================================================================
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// A Press
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c75b4_overworld_naming_top_printing:
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push {lr}
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ldr r0,=#m2_player1
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mov r1,r2
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str r3,[sp,#0x24]
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bl player_name_printing_registration
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pop {pc}
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push {lr}
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ldr r0,=#m2_player1
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mov r1,r2
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str r3,[sp,#0x24]
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bl player_name_printing_registration
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pop {pc}
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//==============================================================================
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// B Press
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c780e_overworld_naming_top_printing:
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push {lr}
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ldr r1,=#0x3005230
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ldr r1,[r1,#0x0C]
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ldr r0,=#m2_player1
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bl player_name_printing_registration
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pop {pc}
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push {lr}
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ldr r1,=#0x3005230
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ldr r1,[r1,#0x0C]
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ldr r0,=#m2_player1
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bl player_name_printing_registration
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pop {pc}
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//==============================================================================
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// Backspace
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c74cc_overworld_naming_top_printing:
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push {lr}
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ldr r1,=#0x3005230
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ldr r1,[r1,#0x0C]
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ldr r0,=#m2_player1
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bl player_name_printing_registration
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pop {pc}
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push {lr}
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ldr r1,=#0x3005230
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ldr r1,[r1,#0x0C]
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ldr r0,=#m2_player1
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bl player_name_printing_registration
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pop {pc}
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//==============================================================================
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// Re-enter the menu
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c6cc6_overworld_naming_top_printing:
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push {lr}
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mov r2,r0
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mov r0,r1
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mov r1,r2
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bl player_name_printing_registration
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str r0,[sp,#0x24]
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mov r9,r0
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pop {pc}
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push {lr}
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mov r2,r0
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mov r0,r1
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mov r1,r2
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bl player_name_printing_registration
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str r0,[sp,#0x24]
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mov r9,r0
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pop {pc}
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//==============================================================================
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//Cursor movement of overworld alphabet
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c6f24_overworld_alphabet_movement:
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push {lr}
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mov r0,r7
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bl setupCursorMovement_Overworld_Alphabet
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pop {pc}
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push {lr}
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mov r0,r7
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ldr r1,=#0x3002500
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add r1,#0x18
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bl setupCursorMovement_Overworld_Alphabet
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pop {pc}
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.pool
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