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-rw-r--r--battle/core.asm58
1 files changed, 29 insertions, 29 deletions
diff --git a/battle/core.asm b/battle/core.asm
index 9cae539c3..3a6d7ac9e 100644
--- a/battle/core.asm
+++ b/battle/core.asm
@@ -2573,11 +2573,11 @@ WinTrainerBattle: ; 3cfa4
.CheckMaxedOutMomMoney: ; 3d0b1
ld hl, wMomsMoney + 2
ld a, [hld]
- cp MAX_MONEY % $100
+ cp LOW(MAX_MONEY)
ld a, [hld]
- sbc MAX_MONEY / $100 % $100
+ sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
- sbc MAX_MONEY / $10000 % $100
+ sbc HIGH(MAX_MONEY >> 8)
ret
; 3d0be
@@ -2602,17 +2602,17 @@ AddBattleMoneyToAccount: ; 3d0be
jr nz, .loop
pop hl
ld a, [hld]
- cp MAX_MONEY % $100
+ cp LOW(MAX_MONEY)
ld a, [hld]
- sbc MAX_MONEY / $100 % $100
+ sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
- sbc MAX_MONEY / $10000 % $100
+ sbc HIGH(MAX_MONEY >> 8)
ret c
- ld [hl], MAX_MONEY / $10000 % $100
+ ld [hl], HIGH(MAX_MONEY >> 8)
inc hl
- ld [hl], MAX_MONEY / $100 % $100
+ ld [hl], HIGH(MAX_MONEY) ; mid
inc hl
- ld [hl], MAX_MONEY % $100
+ ld [hl], LOW(MAX_MONEY)
ret
; 3d0ea
@@ -6384,25 +6384,25 @@ LoadEnemyMon: ; 3e8eb
; We're clear if the length is < 1536
ld a, [wMagikarpLength]
- cp $06 ; $600 = 1536
+ cp HIGH(1536)
jr nz, .CheckMagikarpArea
-; 5% chance of skipping size checks
+; 5% chance of skipping both size checks
call Random
- cp $0c ; / $100
+ cp 5 percent
jr c, .CheckMagikarpArea
; Try again if > 1614
ld a, [wMagikarpLength + 1]
- cp $50
+ cp LOW(1614) + 2
jr nc, .GenerateDVs
; 20% chance of skipping this check
call Random
- cp $32 ; / $100
+ cp 20 percent - 1
jr c, .CheckMagikarpArea
; Try again if > 1598
ld a, [wMagikarpLength + 1]
- cp $40
+ cp LOW(1598) + 2
jr nc, .GenerateDVs
.CheckMagikarpArea:
@@ -6423,11 +6423,11 @@ LoadEnemyMon: ; 3e8eb
jr z, .Happiness
; 40% chance of not flooring
call Random
- cp $64 ; / $100
+ cp 40 percent - 2
jr c, .Happiness
; Floor at length 1024
ld a, [wMagikarpLength]
- cp 1024 >> 8
+ cp HIGH(1024)
jr c, .GenerateDVs ; try again
; Finally done with DVs
@@ -6462,7 +6462,7 @@ LoadEnemyMon: ; 3e8eb
.TreeMon:
; If we're headbutting trees, some monsters enter battle asleep
call CheckSleepingTreeMon
- ld a, SLP ; Asleep for 7 turns
+ ld a, TREEMON_SLEEP_TURNS
jr c, .UpdateStatus
; Otherwise, no status
xor a
@@ -7009,14 +7009,14 @@ ApplyStatLevelMultiplier: ; 3ecb7
; Cap at 999.
ld a, [hQuotient + 2]
- sub MAX_STAT_VALUE % $100
+ sub LOW(MAX_STAT_VALUE)
ld a, [hQuotient + 1]
- sbc MAX_STAT_VALUE / $100
+ sbc HIGH(MAX_STAT_VALUE)
jp c, .okay3
- ld a, MAX_STAT_VALUE / $100
+ ld a, HIGH(MAX_STAT_VALUE)
ld [hQuotient + 1], a
- ld a, MAX_STAT_VALUE % $100
+ ld a, LOW(MAX_STAT_VALUE)
ld [hQuotient + 2], a
.okay3
@@ -7132,13 +7132,13 @@ BoostStat: ; 3ed7c
; Cap at 999.
ld a, [hld]
- sub MAX_STAT_VALUE % $100
+ sub LOW(MAX_STAT_VALUE)
ld a, [hl]
- sbc MAX_STAT_VALUE / $100
+ sbc HIGH(MAX_STAT_VALUE)
ret c
- ld a, MAX_STAT_VALUE / $100
+ ld a, HIGH(MAX_STAT_VALUE)
ld [hli], a
- ld a, MAX_STAT_VALUE % $100
+ ld a, LOW(MAX_STAT_VALUE)
ld [hld], a
ret
; 3ed9f
@@ -7217,7 +7217,7 @@ _BattleRandom:: ; 3edd8
ld b, 10 ; number of seeds
; Generate next number in the sequence for each seed
-; The algorithm takes the form *5 + 1 % 256
+; a[n+1] = (a[n] * 5 + 1) % 256
.loop
; get last #
ld a, [hl]
@@ -9135,10 +9135,10 @@ AddLastMobileBattleToLinkRecord: ; 3fa42
dec hl
ld a, [hl]
inc hl
- cp MAX_LINK_RECORD / $100
+ cp HIGH(MAX_LINK_RECORD)
ret c
ld a, [hl]
- cp MAX_LINK_RECORD % $100
+ cp LOW(MAX_LINK_RECORD)
ret
; 3fac8