286 lines
7.7 KiB
NASM
286 lines
7.7 KiB
NASM
arch gba.thumb
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//==============================================================================
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// Relocation hacks
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//==============================================================================
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// Move the weird box font from 0xFCE6C
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org $80B3274; dd m2_font_relocate
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//==============================================================================
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// Font hacks
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//==============================================================================
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org $8AFED84; incbin m2-mainfont1-empty.bin
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org $8B0F424; incbin m2-mainfont2-empty.bin
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org $8B13424; incbin m2-mainfont3-empty.bin
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org $8B088A4; incbin m2-shifted-cursor.bin
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//==============================================================================
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// Control code hacks
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//==============================================================================
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org $80CA2BC; bl m2_customcodes.check_main
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org $80C90A2; bl m2_customcodes.check_status
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//==============================================================================
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// VWF hacks
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//==============================================================================
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org $80C96F0; push {lr}; bl m2_vwf.print_string_relative; pop {pc}
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// Main entry
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org $80CA448; push {lr}; bl m2_vwf.main; b $80CA46C
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// Status entry
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org $80C9116; push {lr}; bl m2_vwf.status; b $80C9144
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// Goods entry
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org $80BFB3E; bl m2_goods.entry; b $80BFB78 // unfocused
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org $80BF0E2; bl m2_goods.entry2; b $80BF11A // focused
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org $80C0162; bl m2_goods.entry2; b $80C0192 // giving item
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org $80B999C; bl m2_goods.highlight
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// Goods -- skip drawing equip symbols
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org $80BFB98; b $80BFBCC
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org $80BF134; b $80BF15E
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org $80C01B2; b $80C01DC
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// Goods -- dirty flags
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org $80BF91E; bl m2_goods.dirty1
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org $80BF8FC; bl m2_goods.dirty2
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org $80B8540; bl m2_goods.dirty3
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org $80BFC0E; bl m2_goods.clean
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org $80C01F2; bl m2_goods.clean
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org $80BF054; bl m2_goods.dirty4
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org $80BFF34; bl m2_goods.dirty1
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org $80BFF12; bl m2_goods.dirty2
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org $80C00D4; bl m2_goods.dirty5
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org $80C0260; bl m2_goods.dirty6
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// Goods -- redrawing
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org $80BA688; bl m2_goods.redraw // pressing B from Give window; redraw old Goods window
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org $80B9CF8; bl m2_vwf.main_redraw // selecting the Use option; need to redraw the main menu
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// PSI -- dirty flags
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org $80B8CD2; bl m2_vwf.psi_menu_clear
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org $80B8CEA; bl m2_vwf.psi_menu_draw
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org $80B85F0; bl m2_vwf.psi_menu_dirty1
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org $80C4048; bl m2_vwf.psi_menu_dirty2
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org $80C4080; bl m2_vwf.psi_menu_dirty2
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// Menu select entry
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org $80B7FC6; bl m2_vwf.print_string_relative
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// Selection menu entry
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org $80C1CE0
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bl m2_customcodes.check_selection_menu
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b $80C1D10
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bl m2_vwf.selection_menu
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b $80C1D0A
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org $80C1D18; bne $80C1CE6
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// Disable coordinate incrementing
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org $80CA48E; nop // X
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// Disable menu redrawing
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org $80B7E4E; nop; nop // Talk
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org $80B81FA; nop; nop // Check
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// Save the current tilebase
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org $80BDA44; push {lr}; bl m2_vwf.save_tilebase
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// Pixel-X resets
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org $80BE4E0; bl m2_vwf.x_reset0 // Menu window
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org $80BE45E; bl m2_vwf.x_reset3 // Cash window
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org $80C9854; bl m2_vwf.x_reset1
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org $80C9CBE; bl m2_vwf.x_reset2
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org $80C9D5C; bl m2_vwf.x_reset2
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org $80CA1FC; bl m2_vwf.x_reset2
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org $80CA270; bl m2_vwf.x_reset1
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org $80CA30A; bl m2_vwf.x_reset2
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org $80CA332; bl m2_vwf.x_reset1
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org $80C8F26; bl m2_vwf.x_reset4 // Newline after a menu selection
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org $80C888C; bl m2_vwf.x_resetall // Use goods menu
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org $80B9B34; bl m2_vwf.x_reset5 // Pressing Help!
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// Possible other places: 80BE370, 80BE436,
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// Erase a tile
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org $80CA560; bl m2_vwf.erase_tile_short // short, one-liner windows
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org $80CA8C4; bl m2_vwf.erase_tile_short2
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org $80C8F2A; bl m2_vwf.erase_tile_main // main version
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// Copy a tile upwards
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org $80CA60E; bl m2_vwf.copy_tile
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// Re-draw the status screen after exiting the PSI sub-menu
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org $80BACFC; bl m2_formatting.status_redraw
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org $80BADE6; bl m2_formatting.status_redraw
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// PP cost: only print once
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org $80B8B56; bl m2_vwf.ppcost_once
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org $80B8B98; bl m2_vwf.ppcost_once2
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// VWFs for printing character names
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org $80D2EF0; ldrb r0,[r6,#0] // allows for 5 letters!
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org $80D2F24
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mov r1,r6
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mov r2,r7
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mov r0,r4
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bl m2_vwf.weld_entry
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b $80D2F52
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org $80D2F5A; nop
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//==============================================================================
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// Formatting hacks
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//==============================================================================
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// Cash window
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org $80B785C; mov r0,#0xC // allocate 3 extra bytes for our positioning code
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org $80B8A08; bl m2_formatting.format_cash
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org $80B8A24; b $80B8A2E // skip the game's adding the $ and double-zero to the cash window
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// Status window
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org $80CA78A; mov r0,#0x60 // integer-to-char change
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org $80CA7AC; mov r2,#0x69 // integer-to-char change
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org $80CA7EC; sub r1,#0xA0 // integer-to-char change
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incsrc m2-status-initial.asm
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incsrc m2-status-switch.asm
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// Make the PSI type window bigger
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org $80B7820; mov r1,#4 // X
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org $80B7824; mov r3,#6 // width
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// Greek letters
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org $8B1B907; db $8B // alpha
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org $8B1B90A; db $8C // beta
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org $8B1B90D; db $8D // gamma
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org $8B1B910; db $8E // sigma
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org $8B1B913; db $8F // omega
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// PSI stuff
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org $80C21E4; bl m2_vwf.print_string_relative
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org $80C21C4; bl m2_vwf.print_string_relative
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org $80C2258; bl m2_vwf.print_string_relative
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org $80C2270; bl m2_vwf.print_string_relative
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org $80C22AC; bl m2_vwf.print_string_relative
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org $80C22C4; bl m2_vwf.print_string_relative
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org $80C203E; mov r1,#0x14 // new entry length
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org $80C21B4; mov r1,#0x14
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org $80C224A; mov r1,#0x14
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org $80C229E; mov r1,#0x14
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// PSI -- set clean/dirty flags
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org $80BAD1A; bl m2_vwf.psi_clear1
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org $80BAD28; bl m2_vwf.psi_clean1
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org $80BE658; bl m2_vwf.cursor_dirty1
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org $80BE764; bl m2_vwf.cursor_dirty1
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// PSI help -- set clean/dirty flags
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org $80BADCE; bl m2_vwf.psi_help_clear1
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org $80BADD4; bl m2_vwf.psi_help_clean1
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org $80C476A; bl m2_vwf.psi_help_dirty1
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org $80C48B4; bl m2_vwf.psi_help_dirty1
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org $80C4644; bl m2_vwf.psi_help_dirty2
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org $80C4582; bl m2_vwf.psi_help_dirty2
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// PSI target strings
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org $80B8B12; mov r0,#0x14
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// PSI Rockin
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org $80C2192; mov r3,#8 // Y
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org $80C219E
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mov r2,#0x71
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bl m2_formatting.status1
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// Make PP cost use correct number values
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org $80CA732
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add r1,#0x60
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// Make PP cost use the correct space value if there's only one digit
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org $80CA712
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mov r0,#0x50
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// Fix PSI target offset calculation
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org $80B8B08
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mov r1,#100
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mul r1,r2
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nop
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nop
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// Enemy name length:
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// Start of battle
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org $80DB04E; add sp,#-0x20
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org $80DB058; mov r2,#0x1D
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org $80DB08C; mov r2,#0x19
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org $80DB116; mov r1,#0x1D
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org $80DB15A; add sp,#0x20
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// Bash target
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org $80DCD02; add sp,#-0x20
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org $80DCD0C; mov r2,#0x1B
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org $80DCD64; mov r2,#0x19
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org $80DCDA2; mov r1,#0x1D
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org $80DCDA8; add sp,#0x20
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//==============================================================================
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// Data files
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//==============================================================================
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org $8B2C000
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// Box font relocation
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m2_font_relocate:
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incbin m2-font-relocate.bin
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// Co-ordinate table
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m2_coord_table:
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incbin m2-coord-table.bin
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// EB fonts
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m2_font_table:
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dd m2_font_main
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dd m2_font_saturn
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m2_font_main:
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incbin m2-font-main.bin
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m2_font_saturn:
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incbin m2-font-saturn.bin
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// EB font heights
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m2_height_table:
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db $02, $02, $01, $00 // last byte for alignment
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// EB font widths
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m2_widths_table:
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dd m2_widths_main
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dd m2_widths_saturn
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m2_widths_main:
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incbin m2-widths-main.bin
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m2_widths_saturn:
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// tba
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//==============================================================================
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// Misc
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//==============================================================================
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org $2027FC0
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m2_custom_wram:
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//==============================================================================
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// Code files
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//==============================================================================
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org $80FCE6C
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incsrc m2-vwf.asm
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incsrc m2-formatting.asm
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incsrc m2-customcodes.asm
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incsrc m2-goods.asm |