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LoadOpponentTrainerAndPokemon:
ldh a, [rSVBK]
push af
ld a, BANK(wBT_OTTrainer)
ldh [rSVBK], a
; Fill wBT_OTTrainer with zeros
xor a
ld hl, wBT_OTTrainer
ld bc, BATTLE_TOWER_STRUCT_LENGTH
call ByteFill
; Write $ff into the Item-Slots
ld a, $ff
ld [wBT_OTMon1Item], a
ld [wBT_OTMon2Item], a
ld [wBT_OTMon3Item], a
; Set wBT_OTTrainer as start address to write the following data to
ld de, wBT_OTTrainer
ldh a, [hRandomAdd]
ld b, a
.resample ; loop to find a random trainer
call Random
ldh a, [hRandomAdd]
add b
ld b, a ; b contains the nr of the trainer
if DEF(_CRYSTAL11)
maskbits BATTLETOWER_NUM_UNIQUE_TRAINERS
cp BATTLETOWER_NUM_UNIQUE_TRAINERS
else
; Crystal 1.0 used the wrong constant here, so only the first 21
; trainers in BattleTowerTrainers can be sampled.
maskbits BATTLETOWER_NUM_UNIQUE_MON
cp BATTLETOWER_NUM_UNIQUE_MON
endc
jr nc, .resample
ld b, a
ld a, BANK(sBTTrainers)
call OpenSRAM
ld c, BATTLETOWER_STREAK_LENGTH
ld hl, sBTTrainers
.next_trainer
ld a, [hli]
cp b
jr z, .resample
dec c
jr nz, .next_trainer ; c <= 7 initialise all 7 trainers?
ld hl, sBTTrainers
ld a, [sNrOfBeatenBattleTowerTrainers]
ld c, a
ld a, b
ld b, 0
add hl, bc
ld [hl], a
call CloseSRAM
push af
; Copy name (10 bytes) and class (1 byte) of trainer
ld hl, BattleTowerTrainers
ld bc, NAME_LENGTH
call AddNTimes
ld bc, NAME_LENGTH
call CopyBytes
call LoadRandomBattleTowerMon
pop af
ld hl, BattleTowerTrainerData
ld bc, BATTLETOWER_TRAINERDATALENGTH
call AddNTimes
ld bc, BATTLETOWER_TRAINERDATALENGTH
.copy_bt_trainer_data_loop
ld a, BANK(BattleTowerTrainerData)
call GetFarByte
ld [de], a
inc hl
inc de
dec bc
ld a, b
or c
jr nz, .copy_bt_trainer_data_loop
pop af
ldh [rSVBK], a
ret
LoadRandomBattleTowerMon:
ld c, BATTLETOWER_PARTY_LENGTH
.loop
push bc
ld a, BANK(sBTMonOfTrainers)
call OpenSRAM
.FindARandomBattleTowerMon:
; From Which LevelGroup are the mon loaded
; a = 1..10
ld a, [wBTChoiceOfLvlGroup]
dec a
ld hl, BattleTowerMons
ld bc, BATTLETOWER_NUM_UNIQUE_MON * NICKNAMED_MON_STRUCT_LENGTH
call AddNTimes
ldh a, [hRandomAdd]
ld b, a
.resample
call Random
ldh a, [hRandomAdd]
add b
ld b, a
maskbits BATTLETOWER_NUM_UNIQUE_MON
cp BATTLETOWER_NUM_UNIQUE_MON
jr nc, .resample
; in register 'a' is the chosen mon of the LevelGroup
; Check if mon was already loaded before
; Check current and the 2 previous teams
; includes check if item is double at the current team
ld bc, NICKNAMED_MON_STRUCT_LENGTH
call AddNTimes
ld a, [hli]
ld b, a
ld a, [hld]
ld c, a
ld a, [wBT_OTMon1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon1Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon2Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon3]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon3Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer3]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer3]
cp b
jr z, .FindARandomBattleTowerMon
ld bc, NICKNAMED_MON_STRUCT_LENGTH
call CopyBytes
ld a, [wNamedObjectIndex]
push af
push de
ld hl, -NICKNAMED_MON_STRUCT_LENGTH
add hl, de
ld a, [hl]
ld [wNamedObjectIndex], a
ld bc, PARTYMON_STRUCT_LENGTH
add hl, bc
push hl
call GetPokemonName
ld h, d
ld l, e
pop de
ld bc, MON_NAME_LENGTH
call CopyBytes
pop de
pop af
ld [wNamedObjectIndex], a
pop bc
dec c
jp nz, .loop
ld a, [sBTMonPrevTrainer1]
ld [sBTMonPrevPrevTrainer1], a
ld a, [sBTMonPrevTrainer2]
ld [sBTMonPrevPrevTrainer2], a
ld a, [sBTMonPrevTrainer3]
ld [sBTMonPrevPrevTrainer3], a
ld a, [wBT_OTMon1]
ld [sBTMonPrevTrainer1], a
ld a, [wBT_OTMon2]
ld [sBTMonPrevTrainer2], a
ld a, [wBT_OTMon3]
ld [sBTMonPrevTrainer3], a
call CloseSRAM
ret
INCLUDE "data/battle_tower/classes.asm"
INCLUDE "data/battle_tower/parties.asm"
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