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-rw-r--r--Allow-map-tiles-to-appear-above-sprites.md26
-rw-r--r--Automatically-reuse-Repel.md6
-rw-r--r--Hard-coded-logic.md22
-rw-r--r--Remove-the-25%-failure-chance-for-AI-status-moves.md30
4 files changed, 42 insertions, 42 deletions
diff --git a/Allow-map-tiles-to-appear-above-sprites.md b/Allow-map-tiles-to-appear-above-sprites.md
index 5bfb0a8..e91efaf 100644
--- a/Allow-map-tiles-to-appear-above-sprites.md
+++ b/Allow-map-tiles-to-appear-above-sprites.md
@@ -122,7 +122,7 @@ Edit [engine/map_palettes.asm](../blob/master/engine/map_palettes.asm):
```diff
SwapTextboxPalettes:: ; 4c000
hlcoord 0, 0
- decoord 0, 0, AttrMap
+ decoord 0, 0, wAttrMap
ld b, SCREEN_HEIGHT
.loop
push bc
@@ -137,18 +137,18 @@ SwapTextboxPalettes:: ; 4c000
- add [hl]
- ld l, a
- ld a, [TilesetPalettes + 1]
-- adc $0
+- adc 0
- ld h, a
- ld a, [hl]
- and $f
- jr .next
-
-.UpperNybble:
-- ld hl, TilesetPalettes
+- ld hl, wTilesetPalettes
- add [hl]
- ld l, a
-- ld a, [TilesetPalettes + 1]
-- adc $0
+- ld a, [wTilesetPalettes + 1]
+- adc 0
- ld h, a
- ld a, [hl]
- swap a
@@ -168,8 +168,8 @@ SwapTextboxPalettes:: ; 4c000
ret
ScrollBGMapPalettes:: ; 4c03f
- ld hl, BGMapBuffer
- ld de, BGMapPalBuffer
+ ld hl, wBGMapBuffer
+ ld de, wBGMapPalBuffer
+ ; fallthrough
+GetBGMapTilePalettes:
.loop
@@ -179,22 +179,22 @@ ScrollBGMapPalettes:: ; 4c03f
- jr c, .UpperNybble
-
-; .LowerNybble
- ld hl, TilesetPalettes
+ ld hl, wTilesetPalettes
add [hl]
ld l, a
- ld a, [TilesetPalettes + 1]
- adc $0
+ ld a, [wTilesetPalettes + 1]
+ adc 0
ld h, a
ld a, [hl]
- and $f
- jr .next
-
-.UpperNybble:
-- ld hl, TilesetPalettes
+- ld hl, wTilesetPalettes
- add [hl]
- ld l, a
-- ld a, [TilesetPalettes + 1]
-- adc $0
+- ld a, [wTilesetPalettes + 1]
+- adc 0
- ld h, a
- ld a, [hl]
- swap a
diff --git a/Automatically-reuse-Repel.md b/Automatically-reuse-Repel.md
index 569e730..8c1db9a 100644
--- a/Automatically-reuse-Repel.md
+++ b/Automatically-reuse-Repel.md
@@ -59,7 +59,7 @@ UseRepel: ; f46c
ld a, b
ld [wRepelEffect], a
-+ ld a, [CurItem]
++ ld a, [wCurItem]
+ ld [wRepelType], a
jp UseItemText
@@ -87,8 +87,8 @@ DoRepelStep: ; 96bd7
ret nz
+ ld a, [wRepelType]
-+ ld [CurItem], a
-+ ld hl, NumItems
++ ld [wCurItem], a
++ ld hl, wNumItems
+ call CheckItem
ld a, BANK(RepelWoreOffScript)
ld hl, RepelWoreOffScript
diff --git a/Hard-coded-logic.md b/Hard-coded-logic.md
index b38819a..4e0b271 100644
--- a/Hard-coded-logic.md
+++ b/Hard-coded-logic.md
@@ -54,7 +54,7 @@ This is caused by `ReturnFromMapSetupScript.CheckSpecialMap` in [engine/events/m
ret z
cp POWER_PLANT
ret z
- ld a, $1
+ ld a, 1
and a
ret
; b8089
@@ -88,11 +88,11 @@ This is caused by `InitEnemyTrainer` in [engine/battle/core.asm](../blob/master/
```asm
; RIVAL1's first mon has no held item
- ld a, [TrainerClass]
+ ld a, [wTrainerClass]
cp RIVAL1
jr nz, .ok
xor a
- ld [OTPartyMon1Item], a
+ ld [wOTPartyMon1Item], a
.ok
```
@@ -101,14 +101,14 @@ This is caused by `InitEnemyTrainer` in [engine/battle/core.asm](../blob/master/
This is caused by `PlayBattleMusic` in [engine/battle/start_battle.asm](../blob/master/engine/battle/start_battle.asm). The routine's logic is:
-1. If `[BattleType]` is `BATTLETYPE_SUICUNE` or `BATTLETYPE_ROAMING`, play `MUSIC_SUICUNE_BATTLE`.
+1. If `[wBattleType]` is `BATTLETYPE_SUICUNE` or `BATTLETYPE_ROAMING`, play `MUSIC_SUICUNE_BATTLE`.
2. If it's a wild battle, play `MUSIC_KANTO_WILD_BATTLE` if we're in Kanto, `MUSIC_JOHTO_WILD_BATTLE_NIGHT` in Johto at night, or `MUSIC_JOHTO_WILD_BATTLE` during morning and day.
-3. If `[OtherTrainerClass]` is `CHAMPION` or `RED`, play `MUSIC_CHAMPION_BATTLE`.
-4. If `[OtherTrainerClass]` is `GRUNTM` or `GRUNTF`, play `MUSIC_ROCKET_BATTLE`. (They should have included `EXECUTIVEM`, `EXECUTIVEF`, and `SCIENTIST` too…)
-5. If `[OtherTrainerClass]` is listed under `KantoGymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_KANTO_GYM_LEADER_BATTLE`.
-6. If `[OtherTrainerClass]` is listed under `GymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_JOHTO_GYM_LEADER_BATTLE`. (`CHAMPION`, `RED`, and the Kanto Gym leaders are listed but have already been accounted for at this point.)
-7. If `[OtherTrainerClass]` is `RIVAL2` and `[OtherTrainerID]` is at least `RIVAL2_2_CHIKORITA` (i.e. we're battling our rival in Indigo Plateau), play `MUSIC_CHAMPION_BATTLE`.
-8. If `[OtherTrainerClass]` is `RIVAL1` or `RIVAL2`, play `MUSIC_RIVAL_BATTLE`.
+3. If `[wOtherTrainerClass]` is `CHAMPION` or `RED`, play `MUSIC_CHAMPION_BATTLE`.
+4. If `[wOtherTrainerClass]` is `GRUNTM` or `GRUNTF`, play `MUSIC_ROCKET_BATTLE`. (They should have included `EXECUTIVEM`, `EXECUTIVEF`, and `SCIENTIST` too…)
+5. If `[wOtherTrainerClass]` is listed under `KantoGymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_KANTO_GYM_LEADER_BATTLE`.
+6. If `[wOtherTrainerClass]` is listed under `GymLeaders` in [data/trainers/leaders.asm](../blob/master/data/trainers/leaders.asm), play `MUSIC_JOHTO_GYM_LEADER_BATTLE`. (`CHAMPION`, `RED`, and the Kanto Gym leaders are listed but have already been accounted for at this point.)
+7. If `[wOtherTrainerClass]` is `RIVAL2` and `[wOtherTrainerID]` is at least `RIVAL2_2_CHIKORITA` (i.e. we're battling our rival in Indigo Plateau), play `MUSIC_CHAMPION_BATTLE`.
+8. If `[wOtherTrainerClass]` is `RIVAL1` or `RIVAL2`, play `MUSIC_RIVAL_BATTLE`.
9. If it's a link battle, play `MUSIC_JOHTO_TRAINER_BATTLE`.
10. Play `MUSIC_KANTO_TRAINER_BATTLE` if we're in Kanto or `MUSIC_JOHTO_TRAINER_BATTLE` if we're in Johto.
@@ -120,7 +120,7 @@ Both of these classes are named "RIVAL", but battles just print "SILVER wants to
This is caused by `PlaceEnemysName` in [home/text.asm](../blob/master/home/text.asm):
```asm
- ld a, [TrainerClass]
+ ld a, [wTrainerClass]
cp RIVAL1
jr z, .rival
cp RIVAL2
diff --git a/Remove-the-25%-failure-chance-for-AI-status-moves.md b/Remove-the-25%-failure-chance-for-AI-status-moves.md
index 5be6719..fb228d6 100644
--- a/Remove-the-25%-failure-chance-for-AI-status-moves.md
+++ b/Remove-the-25%-failure-chance-for-AI-status-moves.md
@@ -4,7 +4,7 @@ In `BattleCommand_StatDown`:
```diff
; Sharply lower the stat if applicable.
- ld a, [LoweredStat]
+ ld a, [wLoweredStat]
and $f0
- jr z, .ComputerMiss
+ jr z, .GotAmountToLower
@@ -23,12 +23,12 @@ In `BattleCommand_StatDown`:
- and a
- jr nz, .DidntMiss
-
-- ld a, [InBattleTowerBattle]
+- ld a, [wInBattleTowerBattle]
- and a
- jr nz, .DidntMiss
-
-; Lock-On still always works.
-- ld a, [PlayerSubStatus5]
+- ld a, [wPlayerSubStatus5]
- bit SUBSTATUS_LOCK_ON, a
- jr nz, .DidntMiss
-
@@ -70,12 +70,12 @@ In `BattleCommand_SleepTarget`:
- and a
- jr nz, .dont_fail
-
-- ld a, [InBattleTowerBattle]
+- ld a, [wInBattleTowerBattle]
- and a
- jr nz, .dont_fail
-
- ; Not locked-on by the enemy
-- ld a, [PlayerSubStatus5]
+- ld a, [wPlayerSubStatus5]
- bit SUBSTATUS_LOCK_ON, a
- jr nz, .dont_fail
-
@@ -93,25 +93,25 @@ In `BattleCommand_Poison`:
```diff
- ld a, [hBattleTurn]
- and a
-- jr z, .mimic_random
+- jr z, .dont_sample_failure
-
- ld a, [wLinkMode]
- and a
-- jr nz, .mimic_random
+- jr nz, .dont_sample_failure
-
-- ld a, [InBattleTowerBattle]
+- ld a, [wInBattleTowerBattle]
- and a
-- jr nz, .mimic_random
+- jr nz, .dont_sample_failure
-
-- ld a, [PlayerSubStatus5]
+- ld a, [wPlayerSubStatus5]
- bit SUBSTATUS_LOCK_ON, a
-- jr nz, .mimic_random
+- jr nz, .dont_sample_failure
-
- call BattleRandom
- cp 25 percent + 1 ; 25% chance AI fails
- jr c, .failed
-
--.mimic_random
+-.dont_sample_failure
...
```
@@ -127,16 +127,16 @@ In `BattleCommand_Paralyze`:
- and a
- jr nz, .dont_sample_failure
-
-- ld a, [InBattleTowerBattle]
+- ld a, [wInBattleTowerBattle]
- and a
- jr nz, .dont_sample_failure
-
-- ld a, [PlayerSubStatus5]
+- ld a, [wPlayerSubStatus5]
- bit SUBSTATUS_LOCK_ON, a
- jr nz, .dont_sample_failure
-
- call BattleRandom
-- cp 1 + 25 percent
+- cp 25 percent + 1 ; 25% chance AI fails
- jr c, .failed
-
-.dont_sample_failure