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CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391
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@@ -192,14 +192,8 @@ function Runner:loadGfx(names)
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end
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end
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-- BattleAnimCmd_BattlerGFX_1Row / _2Row. The battlers' pic tiles are
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-- APPENDED after whatever the script already loaded rather than replacing it,
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-- and they always land on the same two fixed tile ids.
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--
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-- (pokegold's jumptable has these two labels the other way round from the
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-- macro names -- $d9 dispatches to BattleAnimCmd_BattlerGFX_1Row while
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-- anim_battlergfx_2row is $d9 -- so the names below follow the MACRO, which
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-- is what a script actually writes.)
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-- engine/battle_anims/anim_commands.asm:755. The jumptable crosses the macro
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-- names: $d9 (anim_battlergfx_2row) dispatches to _1Row (#1401)
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function Runner:loadBattlerGfx(rows)
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local tiles = rows == 2 and BATTLER_TILES.twoRow or BATTLER_TILES.oneRow
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local slot = 1
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@@ -210,11 +204,11 @@ function Runner:loadBattlerGfx(rows)
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self.tileDict[slot] = { gfx = "BATTLE_ANIM_GFX_PLAYERHEAD", tile = tiles.player }
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self.tileDict[slot + 1] = { gfx = "BATTLE_ANIM_GFX_ENEMYFEET", tile = tiles.enemy }
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self.loaded[#self.loaded + 1] =
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{ gfx = "BATTLE_ANIM_GFX_PLAYERHEAD", tile = tiles.player, tiles = rows * 6,
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battler = "player", rows = rows }
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self.loaded[#self.loaded + 1] =
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{ gfx = "BATTLE_ANIM_GFX_ENEMYFEET", tile = tiles.enemy, tiles = rows * 7,
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{ gfx = "BATTLE_ANIM_GFX_PLAYERHEAD", tile = tiles.player, tiles = rows * 7,
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battler = "enemy", rows = rows }
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self.loaded[#self.loaded + 1] =
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{ gfx = "BATTLE_ANIM_GFX_ENEMYFEET", tile = tiles.enemy, tiles = rows * 6,
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battler = "player", rows = rows }
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end
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--------------------------------------------------------------------------
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